mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-24 04:53:05 +00:00
739 lines
20 KiB
C#
739 lines
20 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.UI {
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public class MapWindow : PauseMenuWindow {
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//private Rect visibleMapRect = new Rect ();
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private Vector2 m_focusPos = Vector2.one * MiniMap.mapSize / 2.0f;
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private float zoomLevel = 1;
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private float infoAreaHeight = 90;
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private bool m_clipMapItems = false;
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private Texture2D m_infoAreaTexture;
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private float m_playerPointerSize = 10;
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private bool m_drawZones = false;
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private bool m_isWaypointPlaced = false;
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private Vector2 m_waypointMapPos = Vector2.zero;
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private Vector2 m_lastMousePosition = Vector2.zero;
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private Vector2 m_infoAreaScrollViewPos = Vector2.zero;
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MapWindow() {
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// set default parameters
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this.windowName = "Map";
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this.useScrollView = false;
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this.isDraggable = false;
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this.isModal = true;
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this.m_hasExitButton = false;
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this.m_hasMinimizeButton = false;
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}
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void Awake () {
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m_infoAreaTexture = F.CreateTexture (1, 1, Color.grey);
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}
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void Start () {
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this.RegisterButtonInPauseMenu ();
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// adjust rect
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this.windowRect = Utilities.GUIUtils.GetCenteredRectPerc (new Vector2 (1.0f, 1.0f));
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}
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protected override void OnWindowOpened() {
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this.FocusOnPlayer ();
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}
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public void FocusOnPlayer() {
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if (null == Ped.Instance)
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return;
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Vector3 playerWorldPos = Ped.Instance.transform.position;
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// Vector2 focusWorldPos = new Vector2 (playerWorldPos.x, playerWorldPos.z);
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// Vector2 focusPosNormalized = focusPos / MiniMap.mapEdge;
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Vector2 focusPos = MiniMap.WorldPosToMapPos(playerWorldPos);
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// flip y axis
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// focusPos.y = MiniMap.mapSize - focusPos.y;
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this.SetFocusPosition (focusPos);
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}
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public void SetFocusPosition(Vector2 pos) {
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// Vector2 bottomLeftPos = pos;
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// bottomLeftPos.x -= this.visibleMapRect.width / 2.0f;
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// bottomLeftPos.y -= this.visibleMapRect.height / 2.0f;
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// this.visibleMapRect.position = bottomLeftPos;
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this.m_focusPos = pos;
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}
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public Vector2 GetFocusPosition() {
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// return this.visibleMapRect.position + this.visibleMapRect.size / 2.0f;
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return this.m_focusPos;
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}
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/// <summary>
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/// Rect in which the map is displayed, relative to window area.
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/// </summary>
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public Rect GetMapDisplayRect() {
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float mapDisplayWidth = this.windowRect.width;
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float mapDisplayHeight = this.windowRect.height - this.infoAreaHeight;
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Rect mapDisplayRect = new Rect (0, 0, mapDisplayWidth, mapDisplayHeight);
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return mapDisplayRect;
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}
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public Vector2 GetVisibleMapSize() {
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Rect mapDisplayRect = this.GetMapDisplayRect ();
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float visibleMapWidth = Mathf.Min( MiniMap.mapSize / 4.0f / this.zoomLevel, MiniMap.mapSize);
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float visibleMapHeight = Mathf.Min (visibleMapWidth * mapDisplayRect.height / mapDisplayRect.width, MiniMap.mapSize);
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return new Vector2 (visibleMapWidth, visibleMapHeight);
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}
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public Rect GetVisibleMapRect() {
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Vector2 size = GetVisibleMapSize ();
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return new Rect (this.m_focusPos - size / 2.0f, size);
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}
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// private void AdjustVisibleMapRectAfterZooming() {
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//
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// Vector2 focusPos = this.GetFocusPosition ();
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//
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// // visible map size is changed after zooming
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// Vector2 size = this.GetVisibleMapSize ();
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//
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// this.visibleMapRect = new Rect(focusPos - size / 2.0f, size);
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//
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// }
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public static Vector2 ClampPositionInsideMap(Vector2 pos) {
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pos.x = Mathf.Clamp( pos.x, 0.0f, MiniMap.mapSize);
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pos.y = Mathf.Clamp( pos.y, 0.0f, MiniMap.mapSize);
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return pos;
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}
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private void ClampFocusPos() {
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// clamp focus position inside map
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this.SetFocusPosition (ClampPositionInsideMap (this.GetFocusPosition ()));
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// again, clamp focus position, but based on visible map rectangle - the rectangle must not go out of map boundaries, or the texture will stretch
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// Vector2 visibleMapSize = this.GetVisibleMapSize();
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// if (visibleMapSize.x < GetMapSize ()) {
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// this.m_focusPos.x = Mathf.Clamp (this.m_focusPos.x, GetMinMapPos ().x + visibleMapSize.x / 2.0f, GetMaxMapPos ().x - visibleMapSize.x / 2.0f);
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// }
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// if (visibleMapSize.y < GetMapSize ()) {
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// this.m_focusPos.y = Mathf.Clamp (this.m_focusPos.y, GetMinMapPos ().y + visibleMapSize.y / 2.0f, GetMaxMapPos ().y - visibleMapSize.y / 2.0f);
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// }
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}
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public static Vector2 GetMinMapPos() {
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return Vector2.zero;
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}
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public static Vector2 GetMaxMapPos() {
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return Vector2.one * MiniMap.mapSize;
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}
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public static float GetMapSize() {
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return MiniMap.mapSize;
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}
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public Vector2 ScreenPosToDisplayPos(Vector2 screenPos) {
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Rect displayRect = this.GetMapDisplayRect ();
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Vector2 displayPos = screenPos - displayRect.position;
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// flip Y axis
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displayPos.y = Screen.height - displayPos.y;
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return displayPos;
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}
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public bool GetMapPosUnderMouse(out Vector2 mapPos) {
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mapPos = Vector2.zero;
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Vector2 displayPos = ScreenPosToDisplayPos (m_lastMousePosition);
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// check if it is inside display rect
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if (!this.GetMapDisplayRect ().Contains (displayPos))
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return false;
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mapPos = DisplayPosToMapPos (displayPos);
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return true;
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}
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public bool GetWorldPosUnderMouse(out Vector3 worldPos) {
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worldPos = Vector3.zero;
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Vector2 mapPos;
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if(!this.GetMapPosUnderMouse(out mapPos))
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return false;
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worldPos = MiniMap.MapPosToWorldPos (mapPos);
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return true;
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}
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public Vector2 DisplayPosToMapPos(Vector2 displayPos) {
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Rect mapDisplayRect = this.GetMapDisplayRect ();
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Rect visibleMapRect = this.GetVisibleMapRect ();
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// don't know why is this needed
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// flip Y axis
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displayPos.y = mapDisplayRect.height - displayPos.y;
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Vector2 normalizedPos = Rect.PointToNormalized (mapDisplayRect, displayPos);
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Vector2 mapPos = Rect.NormalizedToPoint (visibleMapRect, normalizedPos);
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return mapPos;
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}
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private void TeleportToWaypoint() {
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if (!m_isWaypointPlaced)
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return;
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Ped.Instance.Teleport (MiniMap.MapPosToWorldPos (m_waypointMapPos));
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}
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void Update() {
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if (Input.GetKeyDown (KeyCode.M)) {
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// toggle map
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if (this.IsOpened) {
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this.IsOpened = false;
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// also close pause menu
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PauseMenu.IsOpened = false;
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} else {
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this.IsOpened = true;
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// also open pause menu
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PauseMenu.IsOpened = true;
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}
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}
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if (!PauseMenu.IsOpened || !this.IsOpened)
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return;
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// move focused position
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this.m_focusPos += new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw("Vertical"))
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* 100 * Time.deltaTime / this.zoomLevel;
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this.ClampFocusPos ();
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// zoom
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float oldZoomLevel = this.zoomLevel;
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if (Input.GetKey (KeyCode.KeypadPlus)) {
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zoomLevel *= 1.1f;
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}
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if (Input.GetKey (KeyCode.KeypadMinus)) {
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zoomLevel /= 1.1f;
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}
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// mouse scroll
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if (Input.mouseScrollDelta.y > 0)
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zoomLevel *= 1.1f;
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else if(Input.mouseScrollDelta.y < 0)
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zoomLevel /= 1.1f;
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zoomLevel = Mathf.Clamp (zoomLevel, 0.25f, 10f);
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if (oldZoomLevel != this.zoomLevel) {
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// this.AdjustVisibleMapRectAfterZooming ();
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}
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// toggle waypoint on map
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if (Input.GetMouseButtonDown (1)) {
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Vector2 mouseMapPos;
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if (this.GetMapPosUnderMouse (out mouseMapPos)) {
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m_isWaypointPlaced = !m_isWaypointPlaced;
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if (m_isWaypointPlaced)
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m_waypointMapPos = mouseMapPos;
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}
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}
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// focus on player key shortcut
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if (Input.GetKeyDown (KeyCode.F)) {
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this.FocusOnPlayer ();
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}
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// teleport to waypoint key shortcut
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// if (Input.GetKeyDown (KeyCode.T)) {
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// this.TeleportToWaypoint ();
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// }
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// remember last mouse position
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m_lastMousePosition = Input.mousePosition;
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}
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protected override void OnWindowGUI ()
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{
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if (null == MiniMap.Instance)
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return;
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if (null == Ped.Instance)
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return;
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int uiSize = (int) this.windowRect.width;
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Texture2D mapTexture = MiniMap.Instance.MapTexture;
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Texture2D blackPixel = MiniMap.Instance.BlackPixel;
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Texture2D seaPixel = MiniMap.Instance.SeaPixel;
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Rect mapDisplayRect = this.GetMapDisplayRect ();
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Rect visibleMapRect = this.GetVisibleMapRect ();
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// this.visibleMapRect.size = this.GetVisibleMapSize();
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//if (!toggleMap) {
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if(false) {
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//GUILayout.BeginArea (new Rect (Screen.width - uiSize - 10, uiSize + 20, uiSize, 80));
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GUIStyle style = new GUIStyle ("label") { alignment = TextAnchor.MiddleCenter };
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// draw some info in upper left corner
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Vector2 labelSize = new Vector2 (uiSize, 25);
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Rect labelRect = new Rect (Vector2.zero, labelSize);
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GUI.DrawTexture (labelRect, blackPixel);
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if (Ped.Instance != null) {
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Vector3 pPos = Ped.Instance.transform.position;
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GUI.Label (labelRect,
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string.Format ("x: {0}, y: {1}, z: {2}", pPos.x.ToString ("F2"), pPos.y.ToString ("F2"), pPos.z.ToString ("F2")),
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style);
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}
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// draw zone name
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//Rect zoneRect = new Rect (uiSize / 2 - uiSize / (2 * 3), 25, uiSize / 3, 25);
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//GUI.DrawTexture (zoneRect, blackPixel);
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//GUI.Label (zoneRect, ZoneName, style);
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bool showZoomPanel = true;
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if (showZoomPanel) {
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// display zoom panel
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Color previousColor = GUI.color;
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Rect zoomPanel = new Rect (uiSize / 2 - uiSize / (2 * 4), 55, uiSize / 4, 25);
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float fAlpha = 1;
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GUI.color = new Color (0, 0, 0, fAlpha);
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// fill everything with black
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GUI.DrawTexture (zoomPanel, blackPixel);
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GUI.color = new Color (255, 255, 255, fAlpha);
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// display zoom percentage
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float curZoomPercentage = 1;
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GUI.Label (zoomPanel, string.Format ("x{0}", curZoomPercentage.ToString ("F2")), style);
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GUI.color = previousColor;
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}
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//GUILayout.EndArea ();
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} else {
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//mapRect = new Vector2 (mapTexture.width, mapTexture.height) * (baseScale * (mapScale / mapMaxScale) * 2);
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// fill everything with black - why ?
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//GUI.DrawTexture (new Rect (50, 50, Screen.width - 100, Screen.height - 100), blackPixel);
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// fill everything with sea
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GUI.DrawTexture (mapDisplayRect, seaPixel);
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//GUILayout.BeginArea (new Rect (mapUpperLeftCorner, windowSize));
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//GUILayout.BeginArea (new Rect (mapScroll, mapRect));
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// draw the map texture
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this.DrawMapTexture( mapDisplayRect, visibleMapRect );
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// what's this ?
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//GUI.DrawTexture (new Rect (Vector2.zero, Vector2.one * 16), blackPixel);
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//GUILayout.EndArea ();
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//GUILayout.EndArea ();
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// draw 2 lines crossing under cursor
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Vector2 mouseDisplayPos = ScreenPosToDisplayPos( m_lastMousePosition );
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float linesWidth = 4;
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Color linesColor = (Color.yellow + Color.black) / 2.0f;
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// vertical line
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GUIUtils.DrawRect (new Rect(mouseDisplayPos.x - linesWidth / 2.0f, 0, linesWidth, mapDisplayRect.height), linesColor);
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// horizontal line
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GUIUtils.DrawRect (new Rect(0, mouseDisplayPos.y - linesWidth / 2.0f, mapDisplayRect.width, linesWidth), linesColor);
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// draw map items
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this.DrawMapItems (mapDisplayRect);
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// draw info area
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this.DrawInfoArea( mapDisplayRect );
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}
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}
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private void DrawMapTexture(Rect mapDisplayRect, Rect visibleMapRect) {
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Texture2D mapTexture = MiniMap.Instance.MapTexture;
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//GUI.DrawTexture (new Rect (mapZoomPos, mapRect), mapTexture);
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//GUI.DrawTexture (new Rect (Vector2.zero, this.windowRect.size), MiniMap.Instance.MapTexture);
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Rect texCoords = new Rect(visibleMapRect.x / mapTexture.width, visibleMapRect.y / mapTexture.height,
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visibleMapRect.width / mapTexture.width, visibleMapRect.height / mapTexture.height);
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texCoords = Utilities.F.Clamp01 (texCoords);
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// adjust display rect
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Rect renderRect = mapDisplayRect;
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// float mulX = mapDisplayRect.width / GetMapSize ();
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// float mulY = mapDisplayRect.height / GetMapSize ();
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if(visibleMapRect.xMax > GetMapSize()) {
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// reduce display width
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// renderRect.width -= (visibleMapRect.xMax - GetMapSize()) * mulX ;
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float perc = (visibleMapRect.xMax - GetMapSize()) / visibleMapRect.width;
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renderRect.xMax -= perc * mapDisplayRect.width;
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}
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if (visibleMapRect.xMin < 0) {
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// increase x pos
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// renderRect.xMin += - visibleMapRect.xMin * mulX;
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float perc = - visibleMapRect.xMin / visibleMapRect.width;
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renderRect.xMin += perc * mapDisplayRect.width;
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}
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if(visibleMapRect.yMax > GetMapSize()) {
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// reduce display height from top
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// renderRect.yMin += (visibleMapRect.yMax - GetMapSize()) * mulY ;
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float perc = (visibleMapRect.yMax - GetMapSize()) / visibleMapRect.height;
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renderRect.yMin += perc * mapDisplayRect.height;
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}
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if (visibleMapRect.yMin < 0) {
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// reduce display height from bottom
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// renderRect.yMax -= - visibleMapRect.yMin * mulY;
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float perc = - visibleMapRect.yMin / visibleMapRect.height;
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renderRect.yMax -= perc * mapDisplayRect.height;
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}
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// mapTexture.wrapMode = TextureWrapMode.Clamp;
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GUI.DrawTextureWithTexCoords(renderRect, mapTexture, texCoords);
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}
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private void DrawInfoArea (Rect mapDisplayRect) {
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Rect infoAreaRect = new Rect (3, mapDisplayRect.yMax, mapDisplayRect.width - 3, this.infoAreaHeight);
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GUILayout.BeginArea (infoAreaRect);
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GUI.DrawTexture (new Rect(new Vector2(-infoAreaRect.x, 0), infoAreaRect.size), m_infoAreaTexture);
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m_infoAreaScrollViewPos = GUILayout.BeginScrollView (m_infoAreaScrollViewPos);
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GUILayout.Space (10);
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// first row - controls
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GUILayout.BeginHorizontal (GUILayout.MaxWidth (infoAreaRect.width));
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if (GUILayout.Button ("Focus on player [F]")) {
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this.FocusOnPlayer ();
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}
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if (GUILayout.Button ("Teleport to waypoint")) {
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this.TeleportToWaypoint ();
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}
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GUILayout.Space (5);
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GUILayout.Label ("Player size: " + (int) m_playerPointerSize, GUILayout.ExpandWidth(false));
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m_playerPointerSize = GUILayout.HorizontalSlider (m_playerPointerSize, 1, 50, GUILayout.MinWidth(40));
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m_drawZones = GUILayout.Toggle (m_drawZones, "Draw zones");
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GUILayout.EndHorizontal ();
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// second row - info
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GUILayout.BeginHorizontal (GUILayout.MaxWidth (infoAreaRect.width));
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GUILayout.Label ("Player world pos: " + Ped.Instance.transform.position);
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GUILayout.Space (5);
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GUILayout.Label ("Player minimap pos: " + MiniMap.WorldPosToMapPos (Ped.Instance.transform.position));
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GUILayout.Space (5);
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GUILayout.Label ("Focus pos: " + this.GetFocusPosition ());
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GUILayout.Space (5);
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Vector2 cursorMapPos;
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if (this.GetMapPosUnderMouse (out cursorMapPos))
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GUILayout.Label ("Cursor pos: " + cursorMapPos);
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GUILayout.Space (5);
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GUILayout.Label ("Zoom: " + this.zoomLevel);
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// zone name under cursor
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GUILayout.Space (5);
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Vector3 mouseWorldPos;
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if (this.GetWorldPosUnderMouse (out mouseWorldPos)) {
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GUILayout.Label ("cursor world pos: " + mouseWorldPos);
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GUILayout.Label ("Zone: " + SZone.GetZoneName (mouseWorldPos, true), GUILayout.Width(80));
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}
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GUILayout.EndHorizontal ();
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GUILayout.Space (5);
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GUILayout.Label ("Controls: arrows/WASD - move, +/-/scroll - zoom, right click - place waypoint");
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GUILayout.EndScrollView ();
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GUILayout.EndArea ();
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}
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private void DrawMapItems(Rect mapDisplayRect) {
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|
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if (!m_clipMapItems) {
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GUI.EndClip ();
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// GUI.EndGroup ();
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} else {
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GUI.BeginGroup (mapDisplayRect); // ensure that all map items are drawn inside this rect - doesn't work when items are rotated
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}
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// draw player pointer
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this.DrawItemOnMapRotated( MiniMap.Instance.PlayerBlip, Ped.Instance.transform.position, Ped.Instance.transform.forward, (int) m_playerPointerSize );
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// this.DrawItemOnMapRotated( MiniMap.Instance.PlayerBlip, Player.Instance.transform.position, Player.Instance.transform.forward, 10 );
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// this.DrawItemOnMap( blackPixel, Player.Instance.transform.position, 50 );
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// draw all zones
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|
if (m_drawZones) {
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foreach (var zone in SZone.AllZones) {
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Vector2 min = MiniMap.WorldPosToMapPos (zone.vmin);
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Vector2 max = MiniMap.WorldPosToMapPos (zone.vmax);
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Rect rect = new Rect (min, max - min);
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Rect renderRect;
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if (this.GetMapItemRenderRect (rect, out renderRect)) {
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|
if (renderRect.height > 2 && renderRect.width > 2)
|
|
{
|
|
// add some space between zones
|
|
renderRect.xMin ++;
|
|
renderRect.xMax --;
|
|
renderRect.yMin ++;
|
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renderRect.yMax --;
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|
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GUI.Box (renderRect, "");
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|
GUIUtils.CenteredLabel (renderRect.center, zone.name);
|
|
}
|
|
}
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|
|
}
|
|
}
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|
|
// draw waypoint
|
|
if (m_isWaypointPlaced) {
|
|
this.DrawItemOnMap (MiniMap.Instance.WaypointTexture, m_waypointMapPos, 12);
|
|
}
|
|
|
|
|
|
if (!m_clipMapItems) {
|
|
// GUI.BeginGroup (new Rect (0, 0, Screen.width, Screen.height));
|
|
GUI.BeginClip (this.windowRect);
|
|
} else {
|
|
GUI.EndGroup ();
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
public bool GetMapItemRenderRect( Rect itemMapBoundsRect, out Rect renderRect ) {
|
|
|
|
renderRect = Rect.zero;
|
|
|
|
// Texture2D mapTexture = MiniMap.Instance.MapTexture;
|
|
|
|
Rect visibleMapRect = this.GetVisibleMapRect ();
|
|
|
|
if (!visibleMapRect.Overlaps (itemMapBoundsRect) && !visibleMapRect.Contains (itemMapBoundsRect)) {
|
|
// Debug.LogFormat ("Item rect {0} is not within visible rect {1}", itemRect, visibleMapRect);
|
|
return false;
|
|
}
|
|
|
|
// just convert map pos to screen pos
|
|
Rect displayRectNormalized = itemMapBoundsRect.Normalized( visibleMapRect );
|
|
|
|
|
|
|
|
/*
|
|
// get intersection between these rects
|
|
Rect intersectionRect = itemRect.Intersection (visibleMapRect);
|
|
|
|
Rect displayRectNormalized = intersectionRect.Normalized (visibleMapRect);
|
|
// displayRectNormalized.y = 1.0f - displayRectNormalized.y;
|
|
Rect texCoords = intersectionRect.Normalized (itemRect);
|
|
|
|
|
|
// just in case
|
|
displayRectNormalized = displayRectNormalized.Clamp01();
|
|
texCoords = texCoords.Clamp01 ();
|
|
*/
|
|
|
|
|
|
// adjust display rect
|
|
|
|
Rect mapDisplayRect = this.GetMapDisplayRect ();
|
|
Vector2 renderRectPos = mapDisplayRect.position + Vector2.Scale (mapDisplayRect.size, displayRectNormalized.position);
|
|
renderRectPos.y = mapDisplayRect.height - renderRectPos.y;
|
|
Vector2 renderRectSize = Vector2.Scale (mapDisplayRect.size, displayRectNormalized.size);
|
|
renderRectPos.y -= renderRectSize.y;
|
|
renderRect = new Rect (renderRectPos, renderRectSize);
|
|
|
|
|
|
// GUI.DrawTextureWithTexCoords(renderRect, itemTexture, texCoords);
|
|
|
|
|
|
// Debug.LogFormat ("Drawn item: item rect {0} visible map rect {1} intersection rect {2} displayRectNormalized {3} " +
|
|
// "texCoords {4} mapDisplayRect {5} renderRect {6}", itemRect, visibleMapRect, intersectionRect, displayRectNormalized,
|
|
// texCoords, mapDisplayRect, renderRect);
|
|
|
|
return true;
|
|
}
|
|
|
|
public void DrawItemOnMap( Texture2D itemTexture, Rect itemRect ) {
|
|
|
|
Rect renderRect;
|
|
if (GetMapItemRenderRect (itemRect, out renderRect)) {
|
|
GUI.DrawTexture (renderRect, itemTexture);
|
|
}
|
|
|
|
}
|
|
|
|
public void DrawItemOnMap( Texture2D itemTexture, Vector2 mapPos, int itemSize ) {
|
|
|
|
this.DrawItemOnMap (itemTexture, F.CreateRect (mapPos, Vector2.one * itemSize));
|
|
|
|
}
|
|
|
|
public void DrawItemOnMap( Texture2D itemTexture, Vector3 worldPos, int itemSize ) {
|
|
|
|
Vector2 mapPos = MiniMap.WorldPosToMapPos (worldPos);
|
|
|
|
this.DrawItemOnMap (itemTexture, mapPos, itemSize);
|
|
|
|
}
|
|
|
|
public void DrawItemOnMapRotated( Texture2D itemTexture, Vector3 worldPos, Vector3 worldDir, int itemSize ) {
|
|
|
|
Vector2 mapPos = MiniMap.WorldPosToMapPos (worldPos);
|
|
|
|
this.DrawItemOnMapRotated (itemTexture, F.CreateRect (mapPos, Vector2.one * itemSize), worldDir);
|
|
|
|
}
|
|
|
|
public void DrawItemOnMapRotated( Texture2D itemTexture, Rect itemRect, Vector3 worldDir ) {
|
|
|
|
Rect renderRect;
|
|
if (!GetMapItemRenderRect (itemRect, out renderRect)) {
|
|
return;
|
|
}
|
|
|
|
|
|
// find angle around Y axis
|
|
Vector3 dir = new Vector3(worldDir.x, 0, worldDir.z).normalized;
|
|
Quaternion q = Quaternion.LookRotation (dir, Vector3.up);
|
|
float angle = q.eulerAngles.y - 180.0f;
|
|
|
|
// save matrix
|
|
var oldMatrix = GUI.matrix;
|
|
|
|
// rotate around center of item
|
|
GUIUtility.RotateAroundPivot( angle, renderRect.center );
|
|
|
|
// draw
|
|
GUI.DrawTexture (renderRect, itemTexture);
|
|
|
|
// restore matrix
|
|
GUI.matrix = oldMatrix;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
}
|