SanAndreasUnity/Assets/Scripts/Behaviours/MiniMap.cs
2020-05-31 19:09:40 +02:00

677 lines
No EOL
23 KiB
C#

using SanAndreasUnity.Behaviours.Vehicles;
using SanAndreasUnity.Importing.Conversion;
using SanAndreasUnity.Utilities;
using System;
using System.Collections;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using Object = UnityEngine.Object;
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;
private const bool outputChunks = false, outputImage = false;
public static bool toggleMap;
public Canvas outlineCanvas,
iconCanvas,
canvas;
public Image northImage,
playerImage,
outlineImage,
maskImage,
mapImage;
public RectTransform mapTransform,
maskTransform,
mapContainer;
public float zoom = 1.3f;
private const float scaleConst = 1f;
public const float maxVelocity = 300f;
public static float[] zooms = new float[10] { .5f, .75f, 1f, 1.2f, 1.4f, 1.6f, 2f, 2.5f, 3f, 5f };
// Why?
[HideInInspector] [Obsolete] public float calibrator = 2.34f;
public float zoomDuration = 1,
mapZoomScaler = 1,
mapMovement = 5;
public bool debugActive = true;
#region "Properties"
public static MiniMap Instance { get; private set; }
private float realZoom
{
get
{
return zoom * scaleConst;
}
set
{
zoom = value / scaleConst;
}
}
private Vector3 pPos
{
get
{
if (m_ped == null) return Vector3.zero;
return m_ped.transform.position;
}
}
private float _gTimer;
private string _zName;
private string ZoneName
{
get
{
if (_gTimer == 0)
{
Vector3 playerPos = Vector3.zero;
try
{
playerPos = pPos;
}
catch { }
_zName = SZone.GetZoneName(ZoneHelpers.zoneInfoList, playerPos);
}
return _zName;
}
}
public Texture2D NorthBlip { get { return this.northBlip; } }
public Texture2D PlayerBlip { get { return this.playerBlip; } }
public Texture2D WaypointTexture { get { return this.waypointTexture; } }
public Texture2D MapTexture { get { return this.mapTexture; } }
public Texture2D BlackPixel { get { return this.blackPixel; } }
public Texture2D SeaPixel { get { return this.seaPixel; } }
#endregion "Properties"
public static void AssingMinimap()
{
GameObject UI = GameObject.FindGameObjectWithTag("UI");
Transform root = UI != null ? UI.transform : null;
GameObject minimap = GameObject.FindGameObjectWithTag("Minimap");
if (minimap == null)
{
minimap = new GameObject();
minimap.name = "Minimap";
minimap.tag = "Minimap";
minimap.transform.parent = root;
}
MiniMap map = minimap.GetComponent<MiniMap>();
if (map == null)
map = minimap.AddComponent<MiniMap>();
if (!map.isSetup) map.Setup();
}
private void loadTextures()
{
mapTexture = new Texture2D(mapSize, mapSize, TextureFormat.ARGB32, false, true);
string folder = Path.Combine(Application.streamingAssetsPath, "map-chunks");
if (outputChunks)
{
if (!Directory.Exists(folder))
Directory.CreateDirectory(folder);
}
Debug.Log("Merging all map sprites into one sprite.");
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).Texture;
if (outputChunks)
{
string id = name.Substring(5);
Texture2D image = new Texture2D(texSize, texSize, TextureFormat.ARGB32, false);
for (int xx = 0; xx < texSize; ++xx)
for (int yy = 0; yy < texSize; ++yy)
image.SetPixel(xx, texSize - yy - 1, tex.GetPixel(xx, yy));
image.Apply();
File.WriteAllBytes(Path.Combine(folder, string.Format("{0}.jpg", id)), ImageConversion.EncodeToPNG(image));
}
for (int ii = 0; ii < texSize; ++ii)
for (int jj = 0; jj < texSize; ++jj)
mapTexture.SetPixel(x + ii, texSize - (y + jj) - 1, tex.GetPixel(ii, jj));
}
Debug.Log("Finished merging minimap!");
mapTexture.Apply();
mapSprite = Sprite.Create(mapTexture, new Rect(0, 0, mapTexture.width, mapTexture.height), new Vector2(mapTexture.width, mapTexture.height) / 2);
if (outputImage)
File.WriteAllBytes(Path.Combine(Application.streamingAssetsPath, "gta-map.png"), mapTexture.EncodeToPNG());
circleMask = Resources.Load<Sprite>("Sprites/MapCircle");
huds = TextureDictionary.Load("hud");
northBlip = huds.GetDiffuse("radar_north").Texture;
playerBlip = huds.GetDiffuse("radar_centre").Texture;
waypointTexture = huds.GetDiffuse("radar_waypoint").Texture;
Debug.Log("Finished loading minimap textures!");
}
// --------------------------------
#region Private fields
// Texture & control flags
private Ped m_ped;
private PlayerController playerController;
private TextureDictionary huds;
private Texture2D northBlip, playerBlip, waypointTexture, mapTexture;
private Sprite mapSprite, circleMask;
private Transform northPivot;
// Flags
private bool enableMinimap, isReady, isSetup;
// Zoom vars
public float curZoomPercentage;
private float lastZoom, lastLerpedZoom, lerpedZoomCounter;
private int zoomSelector = 2;
private Coroutine zoomCoroutine;
// Toggle flags
private bool toggleInfo = true;
// GUI Elements
private Texture2D blackPixel, seaPixel;
private float fAlpha = 1;
private bool showZoomPanel;
private Vector2 mapScroll,
screenCenter,
screenDims,
//baseMapRect,
windowSize,
//constantMapRect,
mapUpperLeftCorner,
mapRect,
mapMousePosition,
mapZoomPos; //, baseMapSize;
private const float mapMaxScale = 1f,
mapMinScale = .25f,
constZoom = 1.25f;
private float curZoom = 1;
//private float mapScale = mapMaxScale / 1.5f,
// baseScale;
#endregion Private fields
private void Setup()
{
loadTextures();
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj != null)
{
m_ped = playerObj.GetComponent<Ped>();
playerController = playerObj.GetComponent<PlayerController>();
}
if (canvas != null && canvas.enabled)
canvas.enabled = false;
if (iconCanvas != null && iconCanvas.enabled)
iconCanvas.enabled = false;
if (outlineCanvas != null && outlineCanvas.enabled)
outlineCanvas.enabled = false;
blackPixel = new Texture2D(1, 1);
blackPixel.SetPixel(0, 0, new Color(0, 0, 0, .5f));
blackPixel.Apply();
seaPixel = new Texture2D(1, 1);
seaPixel.SetPixel(0, 0, new Color(.45f, .54f, .678f));
seaPixel.Apply();
isSetup = true;
isReady = true;
Debug.Log("Finished minimap setup!");
}
private void Awake()
{
Instance = this;
if (!isReady)
return;
if (!isSetup)
Setup();
}
private void Update()
{
if (!isReady) return;
if (!enableMinimap)
{
Debug.Log("Starting to enable minimap!");
string error = "{0} is null or disabled! (Please, keep it active!)";
if (canvas != null && !canvas.enabled)
canvas.enabled = true;
else
Debug.LogErrorFormat(error, "Canvas");
if (iconCanvas != null && !iconCanvas.enabled)
iconCanvas.enabled = true;
else
Debug.LogErrorFormat(error, "IconCanvas");
if (outlineCanvas != null && !outlineCanvas.enabled)
outlineCanvas.enabled = true;
else
Debug.LogErrorFormat(error, "OutlineCanvas");
if (northBlip != null && northImage != null)
northImage.sprite = Sprite.Create(northBlip, new Rect(0, 0, northBlip.width, northBlip.height), new Vector2(northBlip.width, northBlip.height) / 2);
else
Debug.LogErrorFormat(error, "NorthImage");
if (playerBlip != null && playerImage != null)
playerImage.sprite = Sprite.Create(playerBlip, new Rect(0, 0, playerBlip.width, playerBlip.height), new Vector2(playerBlip.width, playerBlip.height) / 2);
else
Debug.LogErrorFormat(error, "PlayerImage");
if (mapImage != null)
mapImage.sprite = mapSprite;
if (maskImage != null && maskImage.sprite == null)
maskImage.sprite = circleMask;
if (mapContainer != null)
mapContainer.sizeDelta = new Vector2(uiSize, uiSize);
else
Debug.LogErrorFormat(error, "MapContainer");
if (maskTransform == null)
Debug.LogErrorFormat(error, "MaskTransform");
curZoomPercentage = zooms[zoomSelector];
enableMinimap = true;
// Must review: For some reason values are Y-axis inverted
float left = Screen.width - uiSize - uiOffset,
top = Screen.height - uiSize - uiOffset * 2;
Vector3 globalPos = new Vector3(left, top, 0) / 2;
if (maskTransform != null)
maskTransform.localPosition = globalPos;
if (playerImage != null)
{
playerImage.rectTransform.localPosition = globalPos;
playerImage.rectTransform.localScale = Vector3.one * .2f;
playerImage.rectTransform.localRotation = Quaternion.Euler(0, 0, 180);
}
if (northImage != null)
{
northPivot = northImage.rectTransform.parent;
northImage.rectTransform.localPosition = new Vector3(0, uiSize / 2, 0) / .2f;
northImage.rectTransform.localRotation = Quaternion.Euler(0, 180, 0);
}
if (northPivot != null)
{
northPivot.localPosition = globalPos;
northPivot.localScale = Vector3.one * .2f;
}
if (outlineImage != null)
{
outlineImage.rectTransform.localPosition = globalPos;
outlineImage.rectTransform.sizeDelta = Vector2.one * uiSize;
outlineImage.rectTransform.localScale = Vector3.one * 1.05f;
}
//baseScale = Screen.width / (float)mapTexture.width;
screenCenter = new Vector2(Screen.width, Screen.height) / 2;
screenDims = screenCenter * 2;
windowSize = new Vector2(Screen.width - 120, Screen.height - 120);
//baseMapRect = new Vector2(mapTexture.width, mapTexture.height) * (baseScale * (mapScale / mapMaxScale) * 2);
// This value is constant
//constantMapRect = new Vector2(mapTexture.width, mapTexture.height) * (baseScale * 2);
mapUpperLeftCorner = Vector2.one * 60;
Debug.Log("Minimap started!");
}
if (Input.GetKeyDown(KeyCode.N))
++zoomSelector;
else if (Input.GetKeyDown(KeyCode.B))
--zoomSelector;
if (Input.GetKeyDown(KeyCode.N) || Input.GetKeyDown(KeyCode.B))
{
if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
zoomCoroutine = StartCoroutine(ChangeZoom(Input.GetKeyDown(KeyCode.N)));
}
if (Input.GetKeyDown(KeyCode.F8))
toggleInfo = !toggleInfo;
//if (Input.GetKeyDown(KeyCode.M))
// toggleMap = !toggleMap;
float mousePosY = screenDims.y - Input.mousePosition.y;
Vector2 movement = Vector2.zero, // WIP : + offset
centerOffset = new Vector2(Mathf.Lerp(0, 1, Mathf.Clamp01((Input.mousePosition.x - mapUpperLeftCorner.x) / windowSize.x)), Mathf.Lerp(0, 1, Mathf.Clamp01((mousePosY - mapUpperLeftCorner.y) / windowSize.y)));
/*if (Input.mousePosition.x < mapUpperLeftCorner.x)
centerOffset.x = 0;
else if (Input.mousePosition.x > windowSize.x)
centerOffset.x = 1;
if (mousePosY < mapUpperLeftCorner.y)
centerOffset.y = 0;
else if (mousePosY > windowSize.y)
centerOffset.y = 1;*/
bool isScrolling = false;
Vector2 realMousePos = new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y);
mapMousePosition = TransformPosition(new Vector2(Input.mousePosition.x, mousePosY) - mapUpperLeftCorner);
if (Input.mouseScrollDelta != Vector2.zero)
{
//mapScale += Input.mouseScrollDelta.y * Time.fixedDeltaTime * mapZoomScaler;
// WIP: I want to scroll to mouse position
if (Input.mouseScrollDelta.y > 0)
{
// WIP: I have to get the current map texture position (like a Raycast) and set the the center with this
//mapScroll.x += centerOffset.x * mapMovement * 5;
//mapScroll.y += centerOffset.y * mapMovement * 5;
//mapZoomPos = mapMousePosition - windowSize / 2; //Vector2.Lerp(windowSize / 2 - baseMapRect / 2, mapMousePosition - windowSize / 2, curZoomPercentage);
curZoom *= constZoom;
mapZoomPos = realMousePos - constZoom * (realMousePos - mapZoomPos);
}
curZoom = Mathf.Clamp(curZoom, mapMinScale, mapMaxScale);
isScrolling = true;
}
//Debug.LogFormat("Zoom Center: {0}, Mouse Pos: {1}; Map Scroll: {2}", centerOffset * mapRect, new Vector2(Input.mousePosition.x, mousePosY), mapScroll);
if (!isScrolling)
{
if (Input.GetMouseButton(2))
{
movement.x = centerOffset.x * mapMovement;
movement.y = centerOffset.y * mapMovement;
}
else
{
movement.x = Input.GetAxis("Horizontal") * mapMovement;
movement.y = Input.GetAxis("Vertical") * mapMovement;
}
mapScroll.x -= movement.x;
mapScroll.y += movement.y;
}
}
private Vector2 TransformPosition(Vector2 mousePos)
{
//Vector2 realMapScroll = new Vector2(-mapScroll.x, mapScroll.y);
return mousePos - mapScroll;
}
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 FixedUpdate()
{
if (playerController != null && !GameManager.CanPlayerReadInput() && debugActive) return;
if (playerController != null)
realZoom = Mathf.Lerp(.9f * scaleConst, 1.3f * scaleConst, 1 - Mathf.Clamp(playerController.CurVelocity, 0, maxVelocity) / maxVelocity) * curZoomPercentage;
_gTimer += Time.fixedDeltaTime;
if (_gTimer > 1)
_gTimer = 0;
}
private void LateUpdate()
{
if (!isReady) return;
if (playerController != null && !GameManager.CanPlayerReadInput() && debugActive) return;
if (mapTransform != null)
{
float deltaZoom = realZoom - lastZoom;
mapTransform.localScale = new Vector3(realZoom, realZoom, 1);
lastZoom = realZoom;
}
Vector3 defPos = (new Vector3(pPos.x, pPos.z, 0) * (uiSize / -1000f)) / scaleConst; // Why?
// calibrator
if (mapContainer != null)
{
// WIP: Make this static to avoid shakering
float lerpedZoom = realZoom; //Mathf.Lerp(lastLerpedZoom, realZoom, lerpedZoomCounter);
mapContainer.localPosition = new Vector3(defPos.x * lerpedZoom, defPos.y * lerpedZoom, 1);
lerpedZoomCounter += Time.deltaTime;
if (lerpedZoomCounter > 1)
lerpedZoomCounter = 0;
}
float relAngle = Camera.main != null ? Camera.main.transform.eulerAngles.y : 0f;
if (maskTransform != null)
maskTransform.localRotation = Quaternion.Euler(0, 0, relAngle);
if (northPivot != null)
northPivot.localRotation = Quaternion.Euler(0, 0, relAngle);
if (playerImage != null && m_ped != null)
playerImage.rectTransform.localRotation = Quaternion.Euler(0, 0, relAngle - (m_ped.transform.eulerAngles.y + 180));
}
private IEnumerator ChangeZoom(bool isIncreasing)
{
showZoomPanel = true;
fAlpha = 1;
zoomSelector = GetClampedZoomSelector(zoomSelector);
float curZoom = zooms[zoomSelector % zooms.Length],
lastZoom = zooms[GetClampedZoomSelector(zoomSelector - 1 * (isIncreasing ? 1 : -1)) % zooms.Length];
float t = 0;
while (t < zoomDuration)
{
curZoomPercentage = Mathf.Lerp(lastZoom, curZoom, t / zoomDuration);
yield return new WaitForFixedUpdate();
t += Time.fixedDeltaTime;
fAlpha -= Time.fixedDeltaTime / zoomDuration;
}
showZoomPanel = false;
zoomCoroutine = null;
}
private int GetClampedZoomSelector(int? val = null)
{
int zoomVal = val == null ? zoomSelector : val.Value;
if (zoomVal < 0)
zoomVal = zooms.Length - 1;
return zoomVal;
}
private void OnGUI()
{
if (!Loader.HasLoaded)
return;
if (!isReady || !toggleInfo) return;
if (!toggleMap)
{
GUILayout.BeginArea(new Rect(Screen.width - uiSize - 10, uiSize + 20, uiSize, 80));
GUIStyle style = new GUIStyle("label") { alignment = TextAnchor.MiddleCenter };
Vector2 labelSize = new Vector2(uiSize, 25);
Rect labelRect = new Rect(Vector2.zero, labelSize);
// display player pos
// GUI.DrawTexture(labelRect, blackPixel);
// GUI.Label(labelRect,
// string.Format("x: {0}, y: {1}, z: {2}", pPos.x.ToString("F2"), pPos.y.ToString("F2"), pPos.z.ToString("F2")),
// style);
// display current zone name
Rect zoneRect = labelRect; //new Rect(uiSize / 2 - uiSize / (2 * 3), 25, uiSize / 3, 25);
GUI.DrawTexture(zoneRect, blackPixel);
GUI.Label(zoneRect, ZoneName, style);
if (showZoomPanel)
{
Color previousColor = GUI.color;
Rect zoomPanel = new Rect(uiSize / 2 - uiSize / (2 * 4), 55, uiSize / 4, 25);
GUI.color = new Color(0, 0, 0, fAlpha);
GUI.DrawTexture(zoomPanel, blackPixel);
GUI.color = new Color(255, 255, 255, fAlpha);
GUI.Label(zoomPanel, string.Format("x{0}", curZoomPercentage.ToString("F2")), style);
GUI.color = previousColor;
}
GUILayout.EndArea();
}
else
{
mapRect = new Vector2(mapTexture.width, mapTexture.height); //* (baseScale * (mapScale / mapMaxScale) * 2);
GUI.DrawTexture(new Rect(50, 50, Screen.width - 100, Screen.height - 100), blackPixel);
GUI.DrawTexture(new Rect(mapUpperLeftCorner, windowSize), seaPixel);
GUILayout.BeginArea(new Rect(mapUpperLeftCorner, windowSize));
GUILayout.BeginArea(new Rect(mapScroll, mapRect * curZoom));
GUI.DrawTexture(new Rect(mapZoomPos, mapRect * curZoom), mapTexture);
//if (Event.current.type.Equals(EventType.Repaint))
//GUI.DrawTexture(new Rect(10, 10, 100, 100), mapTexture);
GUI.DrawTexture(new Rect(Vector2.zero, Vector2.one * 16), blackPixel);
// WIP: I have to load move cursor
// WIP: I have to load map bars
// WIP: I have to load marker
// WIP: Draw player pointer & undescovered zones
// + drag & drop
GUILayout.EndArea();
GUILayout.EndArea();
}
}
}
}