- 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.
165 lines
7.5 KiB
C#
165 lines
7.5 KiB
C#
using System;
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using UnityEngine;
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using BaseGames.Core;
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namespace BaseGames.World.Map
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{
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/// <summary>
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/// 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。
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/// 挂在 Player GameObject 上(LateUpdate 每帧计算)。
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/// <para>
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/// 性能:通过 <see cref="MapDatabaseSO.GetRoomIdAtCell"/> 共享空间索引,
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/// 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,
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/// 确保图标跟随玩家平滑移动,而非以格子步长离散跳动。
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/// </para>
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/// 通过 <see cref="ServiceLocator"/> 注册为 <see cref="IPlayerPositionProvider"/>。
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/// </summary>
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[DefaultExecutionOrder(-600)] // 晚于 MapManager(-700),早于默认 0,确保 IPlayerPositionProvider 在 MinimapHUD.Awake 前已注册
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public class MapPlayerTracker : MonoBehaviour, IPlayerPositionProvider
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{
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[SerializeField] private Transform _playerTransform;
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[SerializeField] private MapDatabaseSO _databaseOverride; // 可选:直接指定;留空则从 IMapService 获取
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[Header("世界坐标 → 格子坐标换算参数")]
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[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。")]
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[SerializeField, Min(0.01f)] private float _worldUnitsPerCell = 18f;
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[Tooltip("R11-N9 世界原点偏移量(世界单位)。\n" +
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"当关卡世界坐标原点不在格子地图 (0,0) 处时,填入偏移量以对齐格子坐标系。\n" +
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"例如:关卡第一个房间的世界左下角在 (-36, -18) 时,此处填 (-36, -18)。")]
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[SerializeField] private Vector2 _worldOriginOffset = Vector2.zero;
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/// <summary>玩家当前所在房间 ID;未在任何已知房间内时为 null。</summary>
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public string CurrentRoomId { get; private set; }
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/// <summary>
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/// 玩家在当前房间内的归一化坐标(0~1)。
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/// 基于世界坐标精确插值,每帧更新,可用于平滑移动图标。
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/// </summary>
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public Vector2 NormalizedPositionInRoom { get; private set; }
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/// <summary>玩家进入新房间时触发(参数为新房间 ID)。</summary>
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public event Action<string> OnRoomChanged;
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private MapDatabaseSO _database;
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private MapRoomDataSO _currentRoom; // 当前房间数据缓存,避免 LateUpdate 每帧 GetRoom 查找
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private Vector2Int _lastCellPos = new Vector2Int(int.MinValue, int.MinValue);
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private bool _isDuplicate; // Awake 检测到重复实例时置位,Start/LateUpdate/OnDestroy 提前 return
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private void Awake()
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{
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// 单例保护:同一时刻只允许一个 IPlayerPositionProvider 存在
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if (ServiceLocator.GetOrDefault<IPlayerPositionProvider>() != null)
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{
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_isDuplicate = true;
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Destroy(gameObject);
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return;
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}
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ServiceLocator.Register<IPlayerPositionProvider>(this);
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}
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private void Start()
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{
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if (_isDuplicate) return;
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_database = _databaseOverride
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?? ServiceLocator.GetOrDefault<IMapService>()?.Database;
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}
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private void OnDestroy()
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{
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if (_isDuplicate) return;
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// ServiceLocator.Unregister<T>(impl) 内部以 ReferenceEquals 守卫,
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// 仅当当前注册实例即本实例时才移除,避免多个 Tracker 并存时误清。
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ServiceLocator.Unregister<IPlayerPositionProvider>(this);
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}
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private void LateUpdate()
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{
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if (_isDuplicate) return;
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if (_playerTransform == null || _database == null) return;
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Vector2Int cellPos = WorldToCell(_playerTransform.position);
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bool cellChanged = cellPos != _lastCellPos;
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if (cellChanged)
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{
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_lastCellPos = cellPos;
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// 通过 MapDatabaseSO 共享的空间索引查询(O(1)),避免本组件重复构建索引
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var newRoomId = _database.GetRoomIdAtCell(cellPos);
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if (string.IsNullOrEmpty(newRoomId))
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{
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// 玩家离开所有已知房间
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CurrentRoomId = null;
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_currentRoom = null;
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NormalizedPositionInRoom = Vector2.zero;
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return;
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}
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var prevRoomId = CurrentRoomId;
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CurrentRoomId = newRoomId;
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_currentRoom = _database.GetRoom(newRoomId);
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if (newRoomId != prevRoomId)
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OnRoomChanged?.Invoke(newRoomId);
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}
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// 每帧从世界坐标精确计算归一化位置,实现平滑图标跟随
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if (_currentRoom != null)
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{
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// R11-N9 减去 _worldOriginOffset 将世界坐标对齐格子坐标系原点
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var worldMin = new Vector2(
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_currentRoom.GridPosition.x * _worldUnitsPerCell + _worldOriginOffset.x,
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_currentRoom.GridPosition.y * _worldUnitsPerCell + _worldOriginOffset.y);
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var worldSize = new Vector2(
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_currentRoom.GridSize.x * _worldUnitsPerCell,
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_currentRoom.GridSize.y * _worldUnitsPerCell);
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var localPos = (Vector2)_playerTransform.position - worldMin;
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NormalizedPositionInRoom = new Vector2(
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Mathf.Clamp01(localPos.x / Mathf.Max(1f, worldSize.x)),
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Mathf.Clamp01(localPos.y / Mathf.Max(1f, worldSize.y)));
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}
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}
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private Vector2Int WorldToCell(Vector2 worldPos)
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{
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// R11-N9 减去 _worldOriginOffset 对齐格子坐标系,再除以单格世界尺寸
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var adjusted = worldPos - _worldOriginOffset;
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return new(
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Mathf.FloorToInt(adjusted.x / _worldUnitsPerCell),
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Mathf.FloorToInt(adjusted.y / _worldUnitsPerCell));
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}
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/// <summary>
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/// 将世界坐标转换为所属房间 ID 和房间内归一化位置(0~1)。
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/// 实现 <see cref="IPlayerPositionProvider.TryGetRoomAtWorldPos"/>。
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/// </summary>
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public bool TryGetRoomAtWorldPos(Vector3 worldPos, out string roomId, out Vector2 normalizedPos)
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{
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roomId = null;
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normalizedPos = Vector2.zero;
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if (_database == null) return false;
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var cellPos = WorldToCell(worldPos);
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roomId = _database.GetRoomIdAtCell(cellPos);
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if (string.IsNullOrEmpty(roomId)) return false;
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var room = _database.GetRoom(roomId);
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if (room == null) return false;
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var worldMin = new Vector2(
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room.GridPosition.x * _worldUnitsPerCell + _worldOriginOffset.x,
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room.GridPosition.y * _worldUnitsPerCell + _worldOriginOffset.y);
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var worldSize = new Vector2(
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room.GridSize.x * _worldUnitsPerCell,
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room.GridSize.y * _worldUnitsPerCell);
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var localPos = (Vector2)worldPos - worldMin;
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normalizedPos = new Vector2(
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Mathf.Clamp01(localPos.x / Mathf.Max(1f, worldSize.x)),
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Mathf.Clamp01(localPos.y / Mathf.Max(1f, worldSize.y)));
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return true;
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}
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}
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}
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