- 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.
434 lines
19 KiB
C#
434 lines
19 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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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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/// 角落小地图 HUD(架构 15_MapShopModule §1.6)。
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/// 以玩家当前房间为中心,仅渲染 ±ViewRadiusCells 格范围内的房间。
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/// 玩家跨格进入新房间时(OnRoomChanged 事件)触发增量重建,无需每帧扫描全局。
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/// <para>
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/// 挂载位置:HUD Canvas 下 Minimap 根节点(需配有 RectMask2D 用于裁剪)。
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/// </para>
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/// 依赖 <see cref="IPlayerPositionProvider"/> 和 <see cref="IMapService"/>,
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/// 均通过 <see cref="ServiceLocator"/> 获取,不持有具体类的 SerializeField 引用。
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/// </summary>
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public class MinimapHUD : MonoBehaviour
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{
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[SerializeField] private MapRoomCellUI _cellPrefab;
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[SerializeField] private RectTransform _cellContainer; // 带 RectMask2D 的容器,内容在此节点内平移
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[SerializeField] private Image _playerDot; // 玩家位置圆点(在 _cellContainer 内)
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[Header("显示范围")]
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[SerializeField, Min(1)] private int _viewRadiusCells = 3; // 以玩家房间中心为圆心的可视半径(格)
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[SerializeField] private float _cellPixels = 16f; // 每格显示像素数
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[Header("颜色(Inspector 覆盖)")]
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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("Event Channels")]
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// R18-N3 _onMapUpdated 订阅已废弃(对齐 MapPanel R12-N8):
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// OnExplorationChanged 全量刷新完全覆盖 OnMapUpdated 的单格更新,订阅形成冗余双重刷新。
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// 保留 [HideInInspector, SerializeField] 维持 Prefab 序列化兼容,不再订阅事件。
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[HideInInspector, SerializeField] private StringEventChannelSO _onMapUpdated;
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[Header("地图标记(可选)")]
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[SerializeField] private Image _pinPrefab; // 留空则不渲染 Pin
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[SerializeField] private MapPinConfigSO _pinConfig; // R12-N3 集中 PinType→Sprite 映射
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[Header("房间类型图标(可选,与全屏地图保持视觉一致)")]
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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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[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("缩放档位(可选)")]
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[SerializeField] private int[] _zoomLevels = { 2, 3, 5 }; // R12-FA 可用视野半径档位(格)
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private int _zoomLevelIndex;
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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 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
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private readonly Stack<MapRoomCellUI> _cellPool = new(); // R11-N5 Cell 对象池
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private int _lastPinVersion = -1;
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private bool _viewDirty; // R10-N2 关闭期间收到 OnRoomChanged → 下次 OnEnable RefreshView
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private bool _databaseDirty; // R10-N1 关闭期间收到 OnDatabaseChanged → 下次 OnEnable 完整重建
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private bool _servicesReady; // R21-N1 三服务全部就绪后置 true,短路 LateUpdate 的每帧 ServiceLocator 查询(对齐 MapPanel)
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// 复用 List 避免 RefreshView 每次分配临时 List(GC 友好)
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private readonly List<string> _toRemove = new List<string>(8);
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// 复用 HashSet 避免 RefreshView 每次分配(GC 友好)
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private readonly HashSet<string> _roomsInViewBuffer = new HashSet<string>(32);
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private readonly HashSet<string> _newlyAddedBuffer = new HashSet<string>(16);
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private Vector2Int _currentCenter;
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private string _lastDotRoomId;
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private Vector2 _lastDotNormPos;
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// ── 生命周期 ──────────────────────────────────────────────────────────
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private void Awake()
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{
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// R10-N2/N1 服务订阅在 Awake/OnDestroy 长期持有,OnDisable 不解绑
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// 即便 HUD 隐藏期间发生 OnRoomChanged / OnDatabaseChanged,也能记录 dirty 标志
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SubscribeServices();
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}
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private void OnEnable()
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{
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// 启动顺序兜底
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SubscribeServices();
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// R10-N1/N2 应用关闭期间累积的状态变化
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if (_databaseDirty)
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{
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ClearAllCells();
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ClearPins();
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_lastPinVersion = -1;
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_databaseDirty = false;
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_viewDirty = true; // 重建后需 RefreshView
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}
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if (_viewDirty || _cells.Count == 0)
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{
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_viewDirty = false;
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RefreshView();
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}
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}
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private void OnDisable()
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{
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_lastDotRoomId = null;
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// R10-N2 保留 cells/pins/服务订阅;HUD 频繁开关时避免 GC 抖动
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}
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private void OnDestroy()
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{
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UnsubscribeServices();
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ClearAllCells();
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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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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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}
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private void SubscribeServices()
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{
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// 各服务独立守门:任意服务迟到就绪时,后续调用仍能补订阅(R11-N1 修复)
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if (_playerProvider == null)
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{
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_playerProvider = ServiceLocator.GetOrDefault<IPlayerPositionProvider>();
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if (_playerProvider != null)
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_playerProvider.OnRoomChanged += OnRoomChanged;
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}
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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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}
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}
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_pinService ??= ServiceLocator.GetOrDefault<IPinService>();
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// R21-N1 三服务全部就绪后置 true,短路 LateUpdate 的每帧查询(对齐 MapPanel._servicesReady)
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if (_playerProvider != null && _mapSvc != 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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_servicesReady = false; // R21-N3 重置,确保重建场景后的实例能重新订阅
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if (_playerProvider != null)
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{
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_playerProvider.OnRoomChanged -= OnRoomChanged;
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_playerProvider = null;
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}
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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 = null;
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}
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_pinService = null;
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}
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private void ClearAllCells()
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{
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// R11-N5 禁用入池而非销毁
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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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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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}
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private void ClearPins()
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{
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// R10-N3 禁用入池而非销毁
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foreach (var img in _pinImages)
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{
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if (img == null) continue;
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img.gameObject.SetActive(false);
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_pinPool.Push(img);
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}
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_pinImages.Clear();
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}
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private void LateUpdate()
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{
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// R21-N1 服务懒加载重试:_servicesReady 置 true 后短路,消除每帧 ServiceLocator 查询(对齐 MapPanel)
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if (!_servicesReady)
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SubscribeServices();
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UpdatePlayerDot();
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RenderPinsIfDirty();
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}
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// ── 事件响应 ──────────────────────────────────────────────────────────
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private void OnRoomChanged(string _)
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{
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// R10-N2 禁用时累积 dirty;OnEnable 后再 RefreshView
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if (!isActiveAndEnabled) { _viewDirty = true; return; }
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RefreshView();
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}
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/// <summary>R10-N12 探索进度变化:仅刷新已实例化的格子可见性。</summary>
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private void OnExplorationChanged()
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{
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if (!isActiveAndEnabled) { _viewDirty = true; return; }
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if (_mapSvc == null) return;
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foreach (var (id, cell) in _cells)
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if (cell != null) cell.SetVisibility(_mapSvc.GetVisibility(id));
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}
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/// <summary>数据库结构变更时完整重建:清空所有格子,下次 RefreshView 重新实例化。</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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ClearAllCells();
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ClearPins();
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_lastPinVersion = -1;
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RefreshView();
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}
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// ── Pin 渲染(可视范围内)─────────────────────────────────────────────
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/// <summary>
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/// 仅渲染当前小地图视野内(已实例化格子的房间)的 Pin。
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/// 基于 PinsVersion + RefreshView 时机做脏检查:版本未变化且格子未变化时跳过。
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/// 单地图 N(视野)级别开销,远小于 MapPanel 的全图 Pin 渲染。
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/// </summary>
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private void RenderPinsIfDirty()
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{
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if (_pinService == null || _pinPrefab == null) return;
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if (_pinService.PinsVersion == _lastPinVersion) return;
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_lastPinVersion = _pinService.PinsVersion;
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RebuildPins();
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}
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private void RebuildPins()
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{
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ClearPins();
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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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// R10-N3 优先从对象池取
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Image img;
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if (_pinPool.Count > 0)
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{
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img = _pinPool.Pop();
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img.gameObject.SetActive(true);
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}
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else
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{
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img = Instantiate(_pinPrefab, _cellContainer);
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}
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img.sprite = _pinConfig != null ? _pinConfig.GetSprite((PinType)pin.PinTypeInt) : null;
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img.rectTransform.anchoredPosition = cell.RT.anchoredPosition
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+ new Vector2(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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// ── 视图重建 ──────────────────────────────────────────────────────────
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/// <summary>
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/// 以玩家当前房间中心为基准,增量更新可视格内的格子:
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/// 回收超出范围的旧格子,实例化刚进入范围的新格子,重定位全部格子到新中心。
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/// </summary>
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private void RefreshView()
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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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var currentRoomId = _playerProvider?.CurrentRoomId;
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if (string.IsNullOrEmpty(currentRoomId)) return;
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var currentRoom = db.GetRoom(currentRoomId);
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if (currentRoom == null) return;
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_currentCenter = currentRoom.GridPosition + currentRoom.GridSize / 2;
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int minX = _currentCenter.x - _viewRadiusCells;
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int maxX = _currentCenter.x + _viewRadiusCells;
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int minY = _currentCenter.y - _viewRadiusCells;
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int maxY = _currentCenter.y + _viewRadiusCells;
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// ① 回收不在可视范围内的格子(复用 _toRemove 避免每帧 new)
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_toRemove.Clear();
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foreach (var (id, cell) in _cells)
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{
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var r = db.GetRoom(id);
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if (r == null || !RoomInView(r, minX, maxX, minY, maxY))
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{
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// R11-N5 禁用入池而非 Destroy,下次复用避免 GC 抖动
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if (cell != null)
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{
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cell.gameObject.SetActive(false);
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_cellPool.Push(cell);
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}
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_toRemove.Add(id);
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}
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}
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foreach (var id in _toRemove) _cells.Remove(id);
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// ② 通过 MapDatabaseSO 共享空间索引,在可视范围格点上查询所属房间
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// 复杂度:O(viewRadius²) 替代 O(allRooms),大地图下效果显著
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_roomsInViewBuffer.Clear();
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for (int x = minX; x <= maxX; x++)
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for (int y = minY; y <= maxY; y++)
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{
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var rId = db.GetRoomIdAtCell(new Vector2Int(x, y));
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if (!string.IsNullOrEmpty(rId)) _roomsInViewBuffer.Add(rId);
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}
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_newlyAddedBuffer.Clear();
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foreach (var roomId in _roomsInViewBuffer)
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{
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if (_cells.ContainsKey(roomId)) continue;
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var room = db.GetRoom(roomId);
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if (room == null) continue;
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// R11-N5 优先从对象池取,避免高频 Instantiate
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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, _cellContainer);
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}
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cell.Setup(room, _mapSvc.GetVisibility(room.RoomId), ChooseIcon(room));
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cell.SetColors(_colorExplored, _colorMapped, _colorUnknown);
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PlaceCell(cell, room); // 立即设置正确的中心相对坐标
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_cells[roomId] = cell;
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_newlyAddedBuffer.Add(roomId);
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}
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// ③ 重定位存量格子(新增格子在 step② 已 PlaceCell,跳过避免重复写入)
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foreach (var (id, cell) in _cells)
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{
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if (cell == null || _newlyAddedBuffer.Contains(id)) continue;
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var r = db.GetRoom(id);
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if (r != null) PlaceCell(cell, r);
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}
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UpdatePlayerDot();
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}
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// ── 格子位置 ──────────────────────────────────────────────────────────
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private void PlaceCell(MapRoomCellUI cell, MapRoomDataSO room)
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{
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cell.RT.sizeDelta = new Vector2(room.GridSize.x * _cellPixels, room.GridSize.y * _cellPixels);
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cell.RT.anchoredPosition = new Vector2(
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(room.GridPosition.x - _currentCenter.x) * _cellPixels,
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(room.GridPosition.y - _currentCenter.y) * _cellPixels);
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}
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/// <summary>
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/// R20-N2 委托到 MapRoomDataSO.ChooseDisplayIcon,消除与 MapPanel 的重复实现。
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/// 优先级:MapIconOverride > SavePoint > BossRoom > Shop > TeleportStation。
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/// </summary>
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private Sprite ChooseIcon(MapRoomDataSO room)
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=> room.ChooseDisplayIcon(_iconSavePoint, _iconBossRoom, _iconShop, _iconTeleport);
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private static bool RoomInView(MapRoomDataSO room, int minX, int maxX, int minY, int maxY)
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=> room.GridPosition.x + room.GridSize.x > minX &&
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room.GridPosition.x < maxX &&
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room.GridPosition.y + room.GridSize.y > minY &&
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room.GridPosition.y < maxY;
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// ── 玩家圆点 ──────────────────────────────────────────────────────────
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private void UpdatePlayerDot()
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{
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if (_playerDot == null || _playerProvider == null) return;
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var roomId = _playerProvider.CurrentRoomId;
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var normPos = _playerProvider.NormalizedPositionInRoom;
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// Dirty check: 避免房间和位置均未变化时写 RectTransform
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if (roomId == _lastDotRoomId && normPos == _lastDotNormPos) return;
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_lastDotRoomId = roomId;
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_lastDotNormPos = normPos;
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if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell))
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{
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_playerDot.enabled = false;
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return;
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}
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_playerDot.enabled = true;
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_playerDot.rectTransform.anchoredPosition =
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cell.RT.anchoredPosition
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+ Vector2.Scale(normPos, cell.RT.sizeDelta);
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}
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// ── 缩放档位切换 ─────────────────────────────────────────────────────
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/// <summary>
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/// R12-FA 循环切换视野半径档位(可绑定到按键/按钮)。
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/// 档位在 Inspector 中通过 _zoomLevels 数组配置(默认:2/3/5 格)。
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/// 安全检查:数组为空时不切换,避免除零或越界。
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/// </summary>
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public void CycleZoom()
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{
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if (_zoomLevels == null || _zoomLevels.Length == 0) return;
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_zoomLevelIndex = (_zoomLevelIndex + 1) % _zoomLevels.Length;
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_viewRadiusCells = _zoomLevels[_zoomLevelIndex];
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if (isActiveAndEnabled)
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{
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// R29-N1 先清除标志再刷新,防止 HUD 关闭后重新打开触发冗余 RefreshView
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_viewDirty = false;
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RefreshView();
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}
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else
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{
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_viewDirty = true;
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}
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}
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}
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}
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