SanAndreasUnity/Assets/Scripts/Behaviours/MiniMap.cs

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using SanAndreasUnity.Importing.Conversion;
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using SanAndreasUnity.Utilities;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
namespace SanAndreasUnity.Behaviours
{
public class MiniMap : MonoBehaviour
{
public const int tileEdge = 12; // width/height of map in tiles
public const int tileCount = tileEdge * tileEdge; // number of tiles
public const int mapEdge = 6000; // width/height of map in world coordinates
public const int texSize = 128; // width/height of single tile in px
public const int mapSize = tileEdge * texSize; // width/height of whole map in px
public const int uiSize = 256, uiOffset = 10;
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public static MiniMap Instance { get; private set; }
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public Image northImage,
outlineImage,
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maskImage;
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public RawImage mapImage, playerImage;
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public RectTransform mapTransform,
maskTransform,
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mapContainer,
northPivot;
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public Text zoneNameLabel;
private Canvas _canvas;
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private const float maxVelocityForZooming = 300f;
public static readonly float[] availableZooms = new float[] { .5f, .75f, 1f, 1.2f, 1.4f, 1.6f, 2f, 2.5f, 3f, 5f };
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public float zoom = 1.3f;
public float zoomDuration = 1;
private float curZoomPercentage;
public int zoomSelector = 2;
private Coroutine zoomCoroutine;
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public Vector3 FocusPos { get; set; } = Vector3.zero;
public bool IsMinimapVisible => _canvas.enabled && this.gameObject.activeInHierarchy;
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private float _timeWhenRetrievedZoneName = 0f;
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private string _lastZoneName = "";
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private string ZoneName
{
get
{
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if (Time.time - _timeWhenRetrievedZoneName > 2f)
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{
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_timeWhenRetrievedZoneName = Time.time;
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_lastZoneName = Zone.GetZoneName(this.FocusPos);
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}
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return _lastZoneName;
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}
}
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public Texture2D NorthBlip { get; private set; }
public Texture2D PlayerBlip { get; private set; }
public Texture2D WaypointTexture { get; private set; }
public Texture2D VehicleTexture { get; private set; }
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public Texture2D GreenHouseTexture { get; private set; }
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public Texture2D MapTexture { get; private set; }
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public Texture2D BlackPixel { get; private set; }
public Texture2D SeaPixel { get; private set; }
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public void Load()
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{
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LoadGameTextures();
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BlackPixel = new Texture2D(1, 1);
BlackPixel.SetPixel(0, 0, new Color(0, 0, 0, .5f));
BlackPixel.Apply();
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SeaPixel = new Texture2D(1, 1);
SeaPixel.SetPixel(0, 0, new Color(.45f, .54f, .678f));
SeaPixel.Apply();
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}
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private void LoadGameTextures()
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{
LoadMapTexture();
var huds = TextureDictionary.Load("hud");
NorthBlip = huds.GetDiffuse("radar_north").Texture;
PlayerBlip = huds.GetDiffuse("radar_centre").Texture;
WaypointTexture = huds.GetDiffuse("radar_waypoint").Texture;
VehicleTexture = huds.GetDiffuse("radar_impound").Texture;
GreenHouseTexture = huds.GetDiffuse("radar_propertyG").Texture;
northImage.sprite = Sprite.Create(NorthBlip, new Rect(0, 0, NorthBlip.width, NorthBlip.height), new Vector2(NorthBlip.width, NorthBlip.height) / 2);
playerImage.texture = this.PlayerBlip;
mapImage.texture = MapTexture;
}
void LoadMapTexture()
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{
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MapTexture = new Texture2D(mapSize, mapSize, TextureFormat.ARGB32, false, true);
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if (Config.Get<bool>("skip_minimap_load"))
return;
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TextureLoadParams textureLoadParams = new TextureLoadParams() { makeNoLongerReadable = false };
for (int i = 0; i < tileCount; i++)
{
// Offset
int y = ((i / tileEdge) + 1) * texSize,
x = (i % tileEdge) * texSize;
string name = "radar" + ((i < 10) ? "0" : "") + i;
var texDict = TextureDictionary.Load(name);
Texture2D tex = texDict.GetDiffuse(name, textureLoadParams).Texture;
for (int ii = 0; ii < texSize; ++ii)
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for (int jj = 0; jj < texSize; ++jj)
MapTexture.SetPixel(x + ii, texSize - (y + jj) - 1, tex.GetPixel(ii, jj));
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// unload the texture (don't destroy it, because it can be a dummy texture)
}
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MapTexture.Apply(false, true);
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}
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private void Awake()
{
Instance = this;
_canvas = this.GetComponentInParent<Canvas>();
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curZoomPercentage = availableZooms[zoomSelector];
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}
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private void ReadInput()
{
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bool zoomIn = Input.GetKeyDown(KeyCode.N);
bool zoomOut = Input.GetKeyDown(KeyCode.B);
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if (zoomIn)
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++zoomSelector;
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else if (zoomOut)
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--zoomSelector;
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if (zoomIn || zoomOut)
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{
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if (zoomCoroutine != null)
StopCoroutine(zoomCoroutine);
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zoomCoroutine = StartCoroutine(ChangeZoom(zoomIn));
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}
}
public static Vector2 WorldPosToMapPos(Vector3 worldPos)
{
// map center is at (0,0) world coordinates
// this, for example, means that the left edge of the world is at: -mapEdge / 2.0f
// adjust world position, so that (0,0) world coordinates are mapped to (0,0) map coordinates
worldPos += new Vector3(mapEdge / 2.0f, 0, mapEdge / 2.0f);
float mul = mapSize / (float)mapEdge;
return new Vector2(worldPos.x * mul, worldPos.z * mul);
}
public static Vector3 MapPosToWorldPos(Vector2 mapPos)
{
// adjust map position, so that (0,0) map coordinated are mapped to (0,0) world coordinates
mapPos -= Vector2.one * (mapSize * 0.5f);
float mul = mapEdge / (float)mapSize;
return new Vector3(mapPos.x * mul, 0.0f, mapPos.y * mul);
}
private void LateUpdate()
{
if (!this.IsMinimapVisible)
return;
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// update focus position
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var ped = Ped.Instance;
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if (ped != null)
this.FocusPos = ped.transform.position;
else if (Camera.main != null)
this.FocusPos = Camera.main.transform.position;
// update zoom based on ped's velocity
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var playerController = PlayerController.Instance;
if (playerController != null)
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zoom = Mathf.Lerp(.9f, 1.3f, 1 - Mathf.Clamp(playerController.CurVelocity, 0, maxVelocityForZooming) / maxVelocityForZooming) * curZoomPercentage;
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// read input
if (GameManager.CanPlayerReadInput())
{
this.ReadInput();
}
// update position of UI
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Vector3 mapPos = - new Vector3(this.FocusPos.x, this.FocusPos.z, 0f) * (mapSize / (float)mapEdge);
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mapImage.rectTransform.localPosition = mapPos;
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// update rotation of UI
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float relAngle = Camera.main != null ? Camera.main.transform.eulerAngles.y : 0f;
//mapContainer.pivot = new Vector2(mapPos.x, mapPos.y);
mapContainer.localRotation = Quaternion.Euler(0, 0, relAngle);
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mapContainer.localScale = new Vector3(zoom, zoom, 1);
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if (northPivot != null)
northPivot.localRotation = Quaternion.Euler(0, 0, relAngle);
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if (playerImage != null && ped != null)
playerImage.rectTransform.localRotation = Quaternion.Euler(0, 0, relAngle - (ped.transform.eulerAngles.y + 180));
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// update zone name label
string currentZoneName = this.ZoneName;
if (currentZoneName != this.zoneNameLabel.text)
this.zoneNameLabel.text = currentZoneName;
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}
private IEnumerator ChangeZoom(bool isIncreasing)
{
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float fAlpha = 1;
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zoomSelector = GetClampedZoomSelector(zoomSelector);
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float curZoom = availableZooms[zoomSelector % availableZooms.Length],
lastZoom = availableZooms[GetClampedZoomSelector(zoomSelector - 1 * (isIncreasing ? 1 : -1)) % availableZooms.Length];
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float t = 0;
while (t < zoomDuration)
{
curZoomPercentage = Mathf.Lerp(lastZoom, curZoom, t / zoomDuration);
yield return new WaitForFixedUpdate();
t += Time.fixedDeltaTime;
fAlpha -= Time.fixedDeltaTime / zoomDuration;
}
zoomCoroutine = null;
}
private int GetClampedZoomSelector(int? val = null)
{
int zoomVal = val == null ? zoomSelector : val.Value;
if (zoomVal < 0)
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zoomVal = availableZooms.Length - 1;
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return zoomVal;
}
}
}