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矿物密踪中的小地图功能代码

 
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小地图代码:
最难的部分是使用函数 GUIUtility.RotateAroundPivot 来旋转玩家图标  使用后需重置矩阵


var backGround:Texture;//小地图背景
var playerMiniLogo:Texture;//玩家标记(可旋转)
var NpcMiniLogo:Texture;//NPC标记 如建筑
var DirectionArrow:Texture;

var Player:Transform;//玩家所在位置
var arrowAngle:float=0;

//real map size(3d world units)
var mapWidth:float=200;//场景实际宽
var mapHeight:float=200;//场景实际高

//minimap size(texture)
var miniMapWidth:float=256;//小地图宽
var miniMapHeight:float=256;//小地图高

private var backAlpha=0.3;//背景透明度

var NpcTags="Npc";
private var DrawNpcs:GameObject[];

function Start()
{
   //miniMapWidth=backGround.width;
   //miniMapHeight=backGround.height;
   
   DrawNpcs=GameObject.FindGameObjectsWithTag(NpcTags);
}

function OnGUI () 
{
  DrawMiniMap(Screen.width-miniMapWidth,Screen.height-miniMapHeight,16);
}

//绘制小地图x,y,角色点显示大小
function DrawMiniMap(LeftX,LeftY,PointSize)
{
  GUI.depth=-10;
  GUI.color=Color(1,1,1,backAlpha);
  GUI.DrawTexture(Rect(LeftX,LeftY,miniMapWidth,miniMapHeight),backGround);
  
  
    //draw npcs
  if(DrawNpcs)
  {
    for(var npc in DrawNpcs)
    {
     GUI.color=Color(1,1,1,1);
     GUI.DrawTexture(Rect(LeftX+(npc.transform.position.x/mapWidth)*miniMapWidth-(PointSize/2),LeftY+(miniMapHeight-(npc.transform.position.z/mapHeight)*miniMapHeight-(PointSize/2)),PointSize,PointSize),NpcMiniLogo);
    }
  }

    //draw  direction arrow 绘制玩家图标可旋转箭头
  if(DirectionArrow)
  {
    GUI.depth=20;
    GUI.color=Color(1,1,1,1);
    GUIUtility.RotateAroundPivot(Player.eulerAngles.y,Vector2(LeftX+(Player.position.x/mapWidth)*miniMapWidth,LeftY+(miniMapHeight-(Player.position.z/mapHeight)*miniMapHeight)));
    GUI.DrawTexture(Rect(LeftX+(Player.position.x/mapWidth)*miniMapWidth-(DirectionArrow.width/2),LeftY+(miniMapHeight-(Player.position.z/mapHeight)*miniMapHeight-(DirectionArrow.height/2)),DirectionArrow.width,DirectionArrow.height),DirectionArrow);
    GUI.matrix=Matrix4x4.identity;
  }
  
  //GUI.depth=20;
  //GUI.color=Color(1,1,1,1);
  //GUI.DrawTexture(Rect(LeftX+(Player.position.x/mapWidth)*miniMapWidth-(PointSize/2),miniMapHeight-(Player.position.z/mapHeight)*miniMapHeight-(PointSize/2),PointSize,PointSize),playerMiniLogo);

  

}


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