- Summarized the evolution of scores across five review rounds - Detailed the status of each evaluation dimension post-fixes - Highlighted remaining issues and recommended future work for further enhancements - Compared current system against industry benchmarks
313 lines
14 KiB
C#
313 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using BaseGames.Core;
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using BaseGames.Core.Events;
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using BaseGames.Core.Save;
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namespace BaseGames.World.Map
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{
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/// <summary>
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/// 全屏地图 UI 面板(架构 15_MapShopModule §1.3)。
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/// 由 UIManager PanelStack 管理开关;OnEnable 时重建格子并订阅更新事件。
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/// <para>
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/// 依赖项均通过 <see cref="ServiceLocator"/> 获取(<see cref="IMapService"/>、
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/// <see cref="IPlayerPositionProvider"/>、<see cref="IPinService"/>),
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/// 不持有任何具体 MonoBehaviour 的 SerializeField 引用,实现架构解耦。
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/// </para>
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/// </summary>
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public class MapPanel : MonoBehaviour
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{
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[SerializeField] private RectTransform _roomContainer; // 格子图放置根节点
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[SerializeField] private MapRoomCellUI _cellPrefab; // 地图格子预制
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[SerializeField] private Image _exitConnectorPrefab; // 出口连接线预制(小矩形 Image)
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[SerializeField] private ScrollRect _scrollRect; // 包裹 _roomContainer 的滚动矩形(可空,无滚动时留空)
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[Header("图标 Sprites")]
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[SerializeField] private Sprite _iconSavePoint;
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[SerializeField] private Sprite _iconBossRoom;
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[SerializeField] private Sprite _iconShop;
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[SerializeField] private Sprite _iconPlayerPos;
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[Header("颜色")]
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[SerializeField] private Color _colorExplored = Color.white;
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[SerializeField] private Color _colorMapped = new Color(0.45f, 0.45f, 0.45f, 1f);
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[SerializeField] private Color _colorUnknown = Color.black;
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[Header("玩家位置")]
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[SerializeField] private Image _playerIconImg; // _roomContainer 内的玩家图标
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[Header("地图标记")]
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[SerializeField] private Image _pinPrefab;
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[SerializeField] private PinSpriteEntry[] _pinSprites; // PinType → 对应 Sprite(在 Inspector 中配置)
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[Header("Tooltip")]
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[SerializeField] private GameObject _tooltipPanel;
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[SerializeField] private TMP_Text _tooltipText;
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[Header("Event Channels")]
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[SerializeField] private StringEventChannelSO _onMapUpdated; // 房间发现/标注时刷新
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private Dictionary<string, MapRoomCellUI> _cells = new();
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private List<Image> _pinImages = new();
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private List<Image> _exitImages= new();
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private string _highlightedRoomId;
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private string _lastIconRoomId; // LateUpdate 脏标记
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private Vector2 _lastIconNormPos; // LateUpdate 脏标记
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private int _lastPinVersion = -1;
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private IMapService _mapSvc;
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private IPlayerPositionProvider _playerProvider;
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private IPinService _pinService;
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private Dictionary<PinType, Sprite> _pinSpriteDict;
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private readonly CompositeDisposable _subs = new();
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private void Awake()
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{
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// 预构建 PinType → Sprite 字典,将 GetPinSprite 从 O(N) 降至 O(1)
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_pinSpriteDict = new Dictionary<PinType, Sprite>();
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if (_pinSprites != null)
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foreach (var e in _pinSprites)
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_pinSpriteDict[e.PinType] = e.Sprite;
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}
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private void OnEnable()
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{
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_mapSvc = ServiceLocator.GetOrDefault<IMapService>();
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_playerProvider = ServiceLocator.GetOrDefault<IPlayerPositionProvider>();
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_pinService = ServiceLocator.GetOrDefault<IPinService>();
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// 首次打开时建立格子;后续打开只刷新探索状态,跳过重复 Instantiate
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if (_cells.Count == 0)
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BuildGrid();
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else
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RefreshAllCells();
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RenderPins();
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UpdatePlayerIcon();
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CenterOnCurrentRoom();
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_onMapUpdated?.Subscribe(OnMapUpdated).AddTo(_subs);
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}
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private void OnDisable()
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{
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_subs.Clear();
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_mapSvc = null;
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_playerProvider = null;
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_pinService = null;
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_lastIconRoomId = null;
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_lastIconNormPos = Vector2.zero;
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HideTooltip();
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}
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private void OnDestroy()
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{
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foreach (var cell in _cells.Values)
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if (cell != null) Destroy(cell.gameObject);
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_cells.Clear();
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ClearPins();
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ClearExits();
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}
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private void LateUpdate()
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{
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if (_playerProvider == null || _playerIconImg == null) return;
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// 脏标记:位置/房间未变化时跳过 RectTransform 读写,消除无效每帧开销
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if (_playerProvider.CurrentRoomId == _lastIconRoomId &&
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_playerProvider.NormalizedPositionInRoom == _lastIconNormPos) return;
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_lastIconRoomId = _playerProvider.CurrentRoomId;
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_lastIconNormPos = _playerProvider.NormalizedPositionInRoom;
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UpdatePlayerIcon();
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}
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// 面板重新打开时同步关闭期间积累的探索进度
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private void RefreshAllCells()
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{
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foreach (var (roomId, cell) in _cells)
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{
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if (cell == null) continue;
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cell.SetVisibility(_mapSvc.GetVisibility(roomId));
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}
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}
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// ── 格子 & 出口连接 ──────────────────────────────────────────────────
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private void BuildGrid()
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{
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var db = _mapSvc?.Database;
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if (db?.AllRooms == null) return;
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foreach (var room in db.AllRooms)
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{
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if (room == null) continue;
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var cell = Instantiate(_cellPrefab, _roomContainer);
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cell.Setup(room, _mapSvc.GetVisibility(room.RoomId), ChooseIcon(room),
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ShowTooltip, HideTooltip);
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cell.SetColors(_colorExplored, _colorMapped, _colorUnknown);
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_cells[room.RoomId] = cell;
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}
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DrawExits();
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}
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/// <summary>为每条出口在格子坐标处实例化一个小矩形连接线图像。</summary>
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private void DrawExits()
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{
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var db = _mapSvc?.Database;
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if (_exitConnectorPrefab == null || db?.AllRooms == null) return;
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ClearExits();
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foreach (var room in db.AllRooms)
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{
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if (room?.Exits == null) continue;
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foreach (var exit in room.Exits)
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{
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var conn = Instantiate(_exitConnectorPrefab, _roomContainer);
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conn.rectTransform.anchoredPosition = new Vector2(
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exit.ExitGridPos.x * MapGridConstants.FullMapCellPixels,
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exit.ExitGridPos.y * MapGridConstants.FullMapCellPixels);
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bool vertical = exit.Direction == ExitDirection.Up || exit.Direction == ExitDirection.Down;
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conn.rectTransform.sizeDelta = vertical ? new Vector2(16f, 8f) : new Vector2(8f, 16f);
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_exitImages.Add(conn);
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}
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}
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}
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private void ClearExits()
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{
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foreach (var img in _exitImages)
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if (img != null) Destroy(img.gameObject);
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_exitImages.Clear();
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}
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private void OnMapUpdated(string roomId)
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{
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if (_cells.TryGetValue(roomId, out var cell))
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cell.SetVisibility(_mapSvc.GetVisibility(roomId));
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}
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// ── 玩家位置图标 ──────────────────────────────────────────────────────
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private void UpdatePlayerIcon()
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{
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if (_playerIconImg == null || _playerProvider == null) return;
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var roomId = _playerProvider.CurrentRoomId;
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if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell))
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{
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_playerIconImg.enabled = false;
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UpdateCellHighlight(null);
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return;
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}
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_playerIconImg.sprite = _iconPlayerPos;
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_playerIconImg.enabled = true;
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_playerIconImg.rectTransform.anchoredPosition =
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cell.RT.anchoredPosition
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+ Vector2.Scale(_playerProvider.NormalizedPositionInRoom, cell.RT.sizeDelta);
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UpdateCellHighlight(roomId);
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}
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// ── 当前房间高亮 & ScrollRect 居中 ─────────────────────────────────
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/// <summary>切换高亮描边:取消旧房间高亮,激活新房间高亮。</summary>
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private void UpdateCellHighlight(string roomId)
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{
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if (roomId == _highlightedRoomId) return;
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if (_highlightedRoomId != null && _cells.TryGetValue(_highlightedRoomId, out var prev))
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prev.SetHighlight(false);
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_highlightedRoomId = roomId;
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if (roomId != null && _cells.TryGetValue(roomId, out var next))
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next.SetHighlight(true);
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}
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/// <summary>面板打开时将 ScrollRect 视口居中到玩家当前所在房间。</summary>
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private void CenterOnCurrentRoom()
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{
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if (_scrollRect == null || _playerProvider == null) return;
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var roomId = _playerProvider.CurrentRoomId;
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if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell)) return;
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// 仅重建 ScrollRect.content 的布局,避免全 Canvas 树强制刷新
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LayoutRebuilder.ForceRebuildLayoutImmediate(_scrollRect.content);
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var content = _scrollRect.content;
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var viewport = _scrollRect.viewport != null
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? _scrollRect.viewport
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: (RectTransform)_scrollRect.transform;
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// 将 cell 中心转换到 content 本地坐标系
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Vector2 cellWorldCenter = cell.RT.TransformPoint(cell.RT.rect.center);
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Vector2 cellLocal = content.InverseTransformPoint(cellWorldCenter);
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// 距 content 左下角的距离(pivot 无关)
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float cellX = cellLocal.x - content.rect.xMin;
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float cellY = cellLocal.y - content.rect.yMin;
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Vector2 viewSize = viewport.rect.size;
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Vector2 contentSize = content.rect.size;
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float rangeX = contentSize.x - viewSize.x;
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float rangeY = contentSize.y - viewSize.y;
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float normX = rangeX > 0 ? Mathf.Clamp01((cellX - viewSize.x * 0.5f) / rangeX) : 0.5f;
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float normY = rangeY > 0 ? Mathf.Clamp01((cellY - viewSize.y * 0.5f) / rangeY) : 0.5f;
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_scrollRect.normalizedPosition = new Vector2(normX, normY);
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}
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// ── 地图标记渲染 ──────────────────────────────────────────────────────
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private void RenderPins()
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{
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if (_pinService == null) return;
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// 版本号脏检查:Pin 集合未变化时跳过重绘,避免无效 Instantiate
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if (_pinService.PinsVersion == _lastPinVersion && _pinImages.Count > 0) return;
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_lastPinVersion = _pinService.PinsVersion;
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ClearPins();
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if (_pinPrefab == null) return;
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foreach (var pin in _pinService.Pins)
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{
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if (!_cells.TryGetValue(pin.RoomId, out var cell)) continue;
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var img = Instantiate(_pinPrefab, _roomContainer);
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img.sprite = GetPinSprite((PinType)pin.PinTypeInt);
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img.rectTransform.anchoredPosition =
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cell.RT.anchoredPosition + new Vector2(
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pin.NormalizedPosX * cell.RT.sizeDelta.x,
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pin.NormalizedPosY * cell.RT.sizeDelta.y);
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_pinImages.Add(img);
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}
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}
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private void ClearPins()
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{
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foreach (var img in _pinImages)
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if (img != null) Destroy(img.gameObject);
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_pinImages.Clear();
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}
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// ── Tooltip ───────────────────────────────────────────────────────────
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private void ShowTooltip(string text)
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{
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if (_tooltipPanel == null || string.IsNullOrEmpty(text)) return;
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if (_tooltipText != null) _tooltipText.text = text;
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_tooltipPanel.SetActive(true);
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}
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private void HideTooltip() => _tooltipPanel?.SetActive(false);
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// ── 辅助方法 ──────────────────────────────────────────────────────────
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private Sprite ChooseIcon(MapRoomDataSO room)
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{
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if (room.MapIconOverride != null) return room.MapIconOverride;
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if (room.IsSavePoint) return _iconSavePoint;
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if (room.IsBossRoom) return _iconBossRoom;
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if (room.IsShop) return _iconShop;
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return null;
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}
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private Sprite GetPinSprite(PinType type)
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=> _pinSpriteDict.TryGetValue(type, out var s) ? s : null;
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}
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}
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