- Round 8 report highlights improvements in architecture, editor usability, and data robustness, with a total score of 80/100. - Round 9 report focuses on editor extension capabilities, identifying issues with room data indexing and layout editing, resulting in a score of 76/100. - Round 26 report evaluates the system against commercial standards, noting new issues and confirming previous fixes, with a score of 95.8/100.
505 lines
24 KiB
C#
505 lines
24 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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[Tooltip("传送站图标;房间含 TeleportStation 标志时显示。")]
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[SerializeField] private Sprite _iconTeleport;
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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 MapPinConfigSO _pinConfig; // R12-N3 集中 PinType→Sprite 映射,替代旧的 PinSpriteEntry[]
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[Header("房间解锁动画")]
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[SerializeField] private Color _revealFlashColor = Color.white; // R12-FC 新房间发现时的闪光颜色
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[SerializeField] private float _revealDuration = 0.4f; // R12-FC 淡出动画持续时间(秒)
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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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[HideInInspector, SerializeField] private StringEventChannelSO _onMapUpdated; // 已废弃,仅保留序列化兼容性(R12-N8)
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private readonly Dictionary<string, MapRoomCellUI> _cells = new();
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private readonly List<Image> _pinImages = new();
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private readonly Stack<Image> _pinPool = new(); // R10-N3 Pin 对象池,回收而非销毁
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private readonly Stack<MapRoomCellUI> _cellPool = new(); // R12-N1 Cell 对象池,BuildGrid/OnDestroy 共用
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private readonly Stack<Image> _exitPool = new(); // R12-N1 Exit connector 对象池
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private readonly List<Image> _exitImages= new();
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private readonly Dictionary<string, Coroutine> _revealCoroutines = new(); // R19-N2 跟踪进行中的发现动画协程
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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 bool _databaseDirty; // R10-N1 关闭期间收到 OnDatabaseChanged → 下次 OnEnable 触发重建
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private bool _explorationDirty; // R10-N12 关闭期间收到 OnExplorationChanged → 下次 OnEnable RefreshAllCells
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private bool _servicesReady; // R12-N7 三个服务全部就绪后置 true,短路 LateUpdate 的每帧查询
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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 void Awake()
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{
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// R10-N1 服务订阅在 Awake/OnDestroy 长期持有:即便面板关闭也能感知数据库变更,
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// 设置 dirty 标志后由 OnEnable 触发重建,避免错过事件导致下次打开仍展示陈旧布局。
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SubscribeServices();
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}
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private void OnEnable()
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{
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// 若服务在 Awake 时还未注册(启动顺序),此处补订阅
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SubscribeServices();
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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 if (_databaseDirty)
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RebuildAll();
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else if (_explorationDirty)
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RefreshAllCells();
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_databaseDirty = _explorationDirty = false;
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RenderPins();
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UpdatePlayerIcon();
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CenterOnCurrentRoom();
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// R12-N8:移除 _onMapUpdated 订阅,避免与 OnExplorationChanged 双重刷新;
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// _onMapUpdated 字段保留但标记 HideInInspector,防止旧 Prefab 数据丢失。
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}
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private void OnDisable()
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{
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_lastIconRoomId = null;
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_lastIconNormPos = Vector2.zero;
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HideTooltip();
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// R10-N1 保持 _mapSvc 等订阅引用,监听器在 Awake 已挂;不再置空
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}
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private void OnDestroy()
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{
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UnsubscribeServices();
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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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foreach (var img in _pinPool)
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if (img != null) Destroy(img.gameObject);
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_pinPool.Clear();
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ClearExits();
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// R12-N1 销毁对象池中的格子和出口连接线
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foreach (var cell in _cellPool)
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if (cell != null) Destroy(cell.gameObject);
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_cellPool.Clear();
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foreach (var img in _exitPool)
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if (img != null) Destroy(img.gameObject);
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_exitPool.Clear();
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}
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/// <summary>统一订阅服务的 OnDatabaseChanged / OnExplorationChanged / OnRoomMapped 事件。</summary>
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private void SubscribeServices()
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{
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if (_servicesReady) return; // R12-N7 三服务全部就绪后短路
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if (_mapSvc == null)
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{
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_mapSvc = ServiceLocator.GetOrDefault<IMapService>();
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if (_mapSvc != null)
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{
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_mapSvc.OnDatabaseChanged += OnDatabaseChanged;
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_mapSvc.OnExplorationChanged += OnExplorationChanged;
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_mapSvc.OnRoomMapped += OnRoomMappedAnim;
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}
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}
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_playerProvider ??= ServiceLocator.GetOrDefault<IPlayerPositionProvider>();
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_pinService ??= ServiceLocator.GetOrDefault<IPinService>();
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if (_mapSvc != null && _playerProvider != null && _pinService != null)
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_servicesReady = true;
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}
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private void UnsubscribeServices()
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{
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// 仅在 OnDestroy 调用,生命周期末尾服务引用不需要清空(与 MinimapHUD.UnsubscribeServices 的有意差异:
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// MinimapHUD 是持久 HUD,需支持跨场景销毁/重建后重连;MapPanel 由 UIManager 管理,
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// OnDestroy 后不再重用,服务引用随对象销毁自然回收)。
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if (_mapSvc != null)
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{
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_mapSvc.OnDatabaseChanged -= OnDatabaseChanged;
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_mapSvc.OnExplorationChanged -= OnExplorationChanged;
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_mapSvc.OnRoomMapped -= OnRoomMappedAnim;
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}
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}
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private void LateUpdate()
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{
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// R12-N7 服务懒加载:_servicesReady 置 true 后短路,消除每帧 ServiceLocator 查询
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if (!_servicesReady)
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SubscribeServices();
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// Pin 增删响应:基于 PinsVersion 脏检查,版本未变化时 RenderPins 立即 return,无开销
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RenderPins();
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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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/// <summary>数据库结构变更:禁用状态置 dirty,启用状态立即重建。</summary>
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private void OnDatabaseChanged()
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{
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if (!isActiveAndEnabled) { _databaseDirty = true; return; }
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RebuildAll();
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}
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/// <summary>R10-N12 探索进度变化:仅刷新格子可见性,不重建结构(轻量级)。</summary>
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private void OnExplorationChanged()
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{
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if (!isActiveAndEnabled) { _explorationDirty = true; return; }
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RefreshAllCells();
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}
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/// <summary>
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/// R12-FC 房间被标 Mapped 时播放发现动画(格子存在才播放)。
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/// R19-N2 先停止该房间的旧协程,防止 RebuildAll 把格子回收后协程继续写颜色。
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/// R20-N1 通过 RunRevealAnim 包装协程,动画完成后自动从 _revealCoroutines 移除,
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/// 消除已完成协程引用在字典中积累至下次 RebuildAll 的问题。
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/// </summary>
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protected virtual void OnRoomMappedAnim(string roomId)
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{
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if (!_cells.TryGetValue(roomId, out var cell) || cell == null) return;
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if (_revealCoroutines.TryGetValue(roomId, out var old) && old != null)
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StopCoroutine(old);
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_revealCoroutines[roomId] = StartCoroutine(RunRevealAnim(roomId, cell));
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}
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private IEnumerator RunRevealAnim(string roomId, MapRoomCellUI cell)
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{
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yield return cell.PlayRevealAnim(_revealFlashColor, _revealDuration);
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_revealCoroutines.Remove(roomId); // R20-N1 完成后自清理,避免过期引用积累
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}
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private void RebuildAll()
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{
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// R19-N2 在格子回收前停止所有进行中的发现动画协程,防止协程写入已入池的格子
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foreach (var c in _revealCoroutines.Values)
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if (c != null) StopCoroutine(c);
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_revealCoroutines.Clear();
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foreach (var cell in _cells.Values)
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{
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if (cell == null) continue;
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// R12-N1 入池而非销毁
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cell.gameObject.SetActive(false);
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_cellPool.Push(cell);
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}
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_cells.Clear();
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ClearExits();
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ClearPins();
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_lastPinVersion = -1;
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_highlightedRoomId = null;
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BuildGrid();
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RenderPins();
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UpdatePlayerIcon();
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CenterOnCurrentRoom();
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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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// R12-N1 优先从对象池取格子,避免高频 Instantiate/Destroy
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MapRoomCellUI cell;
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if (_cellPool.Count > 0)
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{
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cell = _cellPool.Pop();
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cell.gameObject.SetActive(true);
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}
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else
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{
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cell = Instantiate(_cellPrefab, _roomContainer);
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}
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cell.Setup(room, _mapSvc.GetVisibility(room.RoomId), ChooseIcon(room),
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ShowTooltip, HideTooltip);
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// R11-N8 布局单独调用 SetGridLayout,与 MinimapHUD.PlaceCell 职责对称
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cell.SetGridLayout(room, MapGridConstants.FullMapCellPixels);
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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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// R11-N4 格子布局改变后统一重建一次,CenterOnCurrentRoom 不再重复调用
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if (_scrollRect != null)
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LayoutRebuilder.ForceRebuildLayoutImmediate(_scrollRect.content);
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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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// R12-N1 优先从对象池取连接线
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Image conn;
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if (_exitPool.Count > 0)
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{
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conn = _exitPool.Pop();
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conn.gameObject.SetActive(true);
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}
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else
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{
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conn = Instantiate(_exitConnectorPrefab, _roomContainer);
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}
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// R13-N1 检查 HasCustomExitPos;未配置时按出口方向计算房间边缘中点,避免落在 (0,0)
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Vector2Int gridPos = exit.HasCustomExitPos
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? exit.ExitGridPos
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: GetExitFallbackGridPos(room, exit);
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conn.rectTransform.anchoredPosition = new Vector2(
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gridPos.x * MapGridConstants.FullMapCellPixels,
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gridPos.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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// R12-N1 禁用入池而非销毁
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foreach (var img in _exitImages)
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{
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if (img == null) continue;
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img.gameObject.SetActive(false);
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_exitPool.Push(img);
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}
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_exitImages.Clear();
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}
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[Obsolete("R12-N8: 由 OnExplorationChanged 统一处理,此方法仅保留序列化兼容性,请勿新增调用。")]
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private void OnMapUpdated(string roomId) { /* R12-N8 已废弃:由 OnExplorationChanged 统一处理,此方法保留避免序列化引用问题 */ }
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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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// 强制玩家图标渲染在所有格子/出口连线/Pin 之上,避免 Prefab 中层级配置错误导致被遮挡
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_playerIconImg.transform.SetAsLastSibling();
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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>
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/// 当前地图缩放系数(从 _roomContainer.localScale.x 读取)。
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/// 供 MapInputHandler 使用以消除双份状态:MapInputHandler._zoom 写入 _roomContainer,
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/// CenterOnCurrentRoom 与 Update 均从此属性读取,保证两处始终一致。
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/// </summary>
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public float CurrentZoom => _roomContainer != null ? _roomContainer.localScale.x : 1f;
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/// <summary>将 ScrollRect 视口居中到玩家当前所在房间。可由外部(如 MapInputHandler)调用。</summary>
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public 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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// R11-N4 不再在此调用 ForceRebuildLayoutImmediate(已移至 BuildGrid 末尾);
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// 直接从 cell.RT 读取位置——格子由 Setup 手动定位,无需 LayoutGroup 重建。
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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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// R18-N1 / R19-N1 使用 CurrentZoom 属性(读取 _roomContainer.localScale.x);
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||
// 缩放后实际可滚动范围 = contentSize * zoom - viewSize,同步修正 cellX/cellY 的像素偏移。
|
||
float zoom = CurrentZoom;
|
||
float rangeX = contentSize.x * zoom - viewSize.x;
|
||
float rangeY = contentSize.y * zoom - viewSize.y;
|
||
|
||
float normX = rangeX > 0 ? Mathf.Clamp01((cellX * zoom - viewSize.x * 0.5f) / rangeX) : 0.5f;
|
||
float normY = rangeY > 0 ? Mathf.Clamp01((cellY * zoom - viewSize.y * 0.5f) / rangeY) : 0.5f;
|
||
|
||
_scrollRect.normalizedPosition = new Vector2(normX, normY);
|
||
}
|
||
|
||
// ── 地图标记渲染 ──────────────────────────────────────────────────────
|
||
|
||
private void RenderPins()
|
||
{
|
||
if (_pinService == null) return;
|
||
|
||
// 版本号脏检查:Pin 集合未变化时跳过重绘,避免无效 Instantiate
|
||
// 初始值 -1 保证首次 RenderPins 必然执行
|
||
if (_pinService.PinsVersion == _lastPinVersion) return;
|
||
_lastPinVersion = _pinService.PinsVersion;
|
||
|
||
ClearPins();
|
||
if (_pinPrefab == null) return;
|
||
foreach (var pin in _pinService.Pins)
|
||
{
|
||
if (!_cells.TryGetValue(pin.RoomId, out var cell)) continue;
|
||
// R10-N3 优先复用对象池中的 Pin Image,避免高频 Instantiate
|
||
Image img;
|
||
if (_pinPool.Count > 0)
|
||
{
|
||
img = _pinPool.Pop();
|
||
img.gameObject.SetActive(true);
|
||
}
|
||
else
|
||
{
|
||
img = Instantiate(_pinPrefab, _roomContainer);
|
||
}
|
||
img.sprite = GetPinSprite((PinType)pin.PinTypeInt);
|
||
img.rectTransform.anchoredPosition =
|
||
cell.RT.anchoredPosition + new Vector2(
|
||
pin.NormalizedPosX * cell.RT.sizeDelta.x,
|
||
pin.NormalizedPosY * cell.RT.sizeDelta.y);
|
||
_pinImages.Add(img);
|
||
}
|
||
}
|
||
|
||
private void ClearPins()
|
||
{
|
||
// R10-N3 禁用入池而非销毁,减少 GC 与下次创建开销
|
||
foreach (var img in _pinImages)
|
||
{
|
||
if (img == null) continue;
|
||
img.gameObject.SetActive(false);
|
||
_pinPool.Push(img);
|
||
}
|
||
_pinImages.Clear();
|
||
}
|
||
|
||
// ── Tooltip ───────────────────────────────────────────────────────────
|
||
|
||
private void ShowTooltip(string text)
|
||
{
|
||
if (_tooltipPanel == null || string.IsNullOrEmpty(text)) return;
|
||
if (_tooltipText != null) _tooltipText.text = text;
|
||
_tooltipPanel.SetActive(true);
|
||
}
|
||
|
||
private void HideTooltip() => _tooltipPanel?.SetActive(false);
|
||
|
||
// ── 辅助方法 ──────────────────────────────────────────────────────────
|
||
|
||
private Sprite ChooseIcon(MapRoomDataSO room)
|
||
// R20-N2 委托到 MapRoomDataSO.ChooseDisplayIcon,消除与 MinimapHUD 的重复实现
|
||
=> room.ChooseDisplayIcon(_iconSavePoint, _iconBossRoom, _iconShop, _iconTeleport);
|
||
|
||
private Sprite GetPinSprite(PinType type)
|
||
=> _pinConfig != null ? _pinConfig.GetSprite(type) : null;
|
||
|
||
/// <summary>
|
||
/// R13-N1 当出口未配置自定义坐标时,按 ExitDirection 推算房间边缘中点。
|
||
/// 避免 ExitGridPos 默认 (0,0) 导致所有连接线渲染到容器原点。
|
||
/// </summary>
|
||
private static Vector2Int GetExitFallbackGridPos(MapRoomDataSO room, RoomExitData exit)
|
||
=> exit.Direction switch
|
||
{
|
||
ExitDirection.Up => new Vector2Int(room.GridPosition.x + room.GridSize.x / 2,
|
||
room.GridPosition.y + room.GridSize.y),
|
||
ExitDirection.Down => new Vector2Int(room.GridPosition.x + room.GridSize.x / 2,
|
||
room.GridPosition.y),
|
||
ExitDirection.Right => new Vector2Int(room.GridPosition.x + room.GridSize.x,
|
||
room.GridPosition.y + room.GridSize.y / 2),
|
||
ExitDirection.Left => new Vector2Int(room.GridPosition.x,
|
||
room.GridPosition.y + room.GridSize.y / 2),
|
||
_ => room.GridPosition + room.GridSize / 2,
|
||
};
|
||
}
|
||
}
|