- 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
134 lines
5.6 KiB
C#
134 lines
5.6 KiB
C#
using System;
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using BaseGames.Core;
|
||
|
||
namespace BaseGames.World.Map
|
||
{
|
||
/// <summary>
|
||
/// 将玩家世界坐标转换为地图格子坐标,供 MapPanel / MinimapHUD 显示玩家位置图标。
|
||
/// 挂在 Player GameObject 上(LateUpdate 每帧计算)。
|
||
/// <para>
|
||
/// 性能:首次启动时建立 Dictionary<Vector2Int, string> 空间索引,
|
||
/// LateUpdate 房间判定为 O(1) 哈希查找。归一化位置每帧从世界坐标精确插值,
|
||
/// 确保图标跟随玩家平滑移动,而非以格子步长离散跳动。
|
||
/// </para>
|
||
/// 通过 <see cref="ServiceLocator"/> 注册为 <see cref="IPlayerPositionProvider"/>。
|
||
/// </summary>
|
||
public class MapPlayerTracker : MonoBehaviour, IPlayerPositionProvider
|
||
{
|
||
[SerializeField] private Transform _playerTransform;
|
||
[SerializeField] private MapDatabaseSO _databaseOverride; // 可选:直接指定;留空则从 IMapService 获取
|
||
|
||
[Header("世界坐标 → 格子坐标换算参数")]
|
||
[Tooltip("1 格对应的世界单位数。请在关卡编辑器中测量房间实际尺寸后填入,确保与关卡设计对齐。")]
|
||
[SerializeField] private float _worldUnitsPerCell = 18f;
|
||
|
||
/// <summary>玩家当前所在房间 ID;未在任何已知房间内时为 null。</summary>
|
||
public string CurrentRoomId { get; private set; }
|
||
|
||
/// <summary>
|
||
/// 玩家在当前房间内的归一化坐标(0~1)。
|
||
/// 基于世界坐标精确插值,每帧更新,可用于平滑移动图标。
|
||
/// </summary>
|
||
public Vector2 NormalizedPositionInRoom { get; private set; }
|
||
|
||
/// <summary>玩家进入新房间时触发(参数为新房间 ID)。</summary>
|
||
public event Action<string> OnRoomChanged;
|
||
|
||
private MapDatabaseSO _database;
|
||
private Dictionary<Vector2Int, string> _cellToRoomId;
|
||
private MapRoomDataSO _currentRoom; // 当前房间数据缓存,避免 LateUpdate 每帧 GetRoom 查找
|
||
private Vector2Int _lastCellPos = new Vector2Int(int.MinValue, int.MinValue);
|
||
|
||
private void Awake()
|
||
{
|
||
// 单例保护:同一时刻只允许一个 IPlayerPositionProvider 存在
|
||
if (ServiceLocator.GetOrDefault<IPlayerPositionProvider>() != null) return;
|
||
ServiceLocator.Register<IPlayerPositionProvider>(this);
|
||
}
|
||
|
||
private void Start()
|
||
{
|
||
_database = _databaseOverride
|
||
?? ServiceLocator.GetOrDefault<IMapService>()?.Database;
|
||
BuildSpatialIndex();
|
||
}
|
||
|
||
private void OnDestroy()
|
||
{
|
||
ServiceLocator.Unregister<IPlayerPositionProvider>(this);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 构建格子坐标 → 房间 ID 的哈希映射,将 LateUpdate 的查询从 O(N) 降至 O(1)。
|
||
/// 房间数据变化时(运行时热更)可再次调用重建索引。
|
||
/// </summary>
|
||
public void BuildSpatialIndex()
|
||
{
|
||
_cellToRoomId = new Dictionary<Vector2Int, string>();
|
||
if (_database?.AllRooms == null) return;
|
||
foreach (var room in _database.AllRooms)
|
||
{
|
||
if (room == null) continue;
|
||
for (int x = 0; x < room.GridSize.x; x++)
|
||
for (int y = 0; y < room.GridSize.y; y++)
|
||
{
|
||
var cell = new Vector2Int(room.GridPosition.x + x, room.GridPosition.y + y);
|
||
_cellToRoomId[cell] = room.RoomId;
|
||
}
|
||
}
|
||
}
|
||
|
||
private void LateUpdate()
|
||
{
|
||
if (_playerTransform == null || _cellToRoomId == null) return;
|
||
|
||
Vector2Int cellPos = WorldToCell(_playerTransform.position);
|
||
bool cellChanged = cellPos != _lastCellPos;
|
||
|
||
if (cellChanged)
|
||
{
|
||
_lastCellPos = cellPos;
|
||
|
||
if (!_cellToRoomId.TryGetValue(cellPos, out var newRoomId))
|
||
{
|
||
// 玩家离开所有已知房间
|
||
CurrentRoomId = null;
|
||
_currentRoom = null;
|
||
NormalizedPositionInRoom = Vector2.zero;
|
||
return;
|
||
}
|
||
|
||
var prevRoomId = CurrentRoomId;
|
||
CurrentRoomId = newRoomId;
|
||
_currentRoom = _database.GetRoom(newRoomId);
|
||
|
||
if (newRoomId != prevRoomId)
|
||
OnRoomChanged?.Invoke(newRoomId);
|
||
}
|
||
|
||
// 每帧从世界坐标精确计算归一化位置,实现平滑图标跟随
|
||
if (_currentRoom != null)
|
||
{
|
||
var worldMin = new Vector2(
|
||
_currentRoom.GridPosition.x * _worldUnitsPerCell,
|
||
_currentRoom.GridPosition.y * _worldUnitsPerCell);
|
||
var worldSize = new Vector2(
|
||
_currentRoom.GridSize.x * _worldUnitsPerCell,
|
||
_currentRoom.GridSize.y * _worldUnitsPerCell);
|
||
var localPos = (Vector2)_playerTransform.position - worldMin;
|
||
NormalizedPositionInRoom = new Vector2(
|
||
Mathf.Clamp01(localPos.x / Mathf.Max(1f, worldSize.x)),
|
||
Mathf.Clamp01(localPos.y / Mathf.Max(1f, worldSize.y)));
|
||
}
|
||
}
|
||
|
||
private Vector2Int WorldToCell(Vector2 worldPos)
|
||
=> new(
|
||
Mathf.FloorToInt(worldPos.x / _worldUnitsPerCell),
|
||
Mathf.FloorToInt(worldPos.y / _worldUnitsPerCell));
|
||
}
|
||
}
|
||
|