2026-04-03 미니맵 추가중
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137
Assets/02_Scripts/Managers/Local/MinimapManager.cs
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137
Assets/02_Scripts/Managers/Local/MinimapManager.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/*
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Canvas (기존 InGameUI Canvas)
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└── MinimapRoot (빈 오브젝트, MinimapManager 컴포넌트 부착)
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├── MapMask (원형/사각형 마스크, Mask 컴포넌트)
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│ ├── MapImage (RawImage) ← _mapImage, _mapRect
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│ ├── PlayerIcon (Image) ← _playerIcon
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│ └── MarkerContainer (빈 오브젝트) ← _markerContainer
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└── MinimapFrame (Image) ← 테두리 장식 (선택)
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*/
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public class MinimapManager : MonoBehaviour
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{
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[Header("미니맵 UI")]
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[SerializeField] private RawImage _mapImage; // 맵 배경 (RenderTexture 또는 프리렌더 이미지)
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[SerializeField] private RectTransform _mapRect; // 맵 이미지의 RectTransform
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[SerializeField] private RectTransform _playerIcon; // 플레이어 아이콘
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[SerializeField] private RectTransform _markerContainer;// 마커 부모
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[Header("프리렌더 이미지")]
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[SerializeField] private Texture2D _bakedMapImage;
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[Header("월드 범위")]
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[SerializeField] private Vector2 _worldMin = new Vector2(-50, -50);
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[SerializeField] private Vector2 _worldMax = new Vector2(50, 50);
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[Header("모드")]
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[SerializeField] private bool _useRenderTexture = true; // true: 실시간(개발용), false: 프리렌더(출시용)
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//개발용 설정
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//----------------------------------------------------------
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[Header("미니맵 카메라")]
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[SerializeField] private Camera _minimapCamera;
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[SerializeField] private RenderTexture _renderTexture;
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[Header("카메라 설정")]
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[SerializeField] private float _cameraHeight = 50f;
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[SerializeField] private float _zoomLevel = 30f;
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[SerializeField] private float _minZoom = 15f;
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[SerializeField] private float _maxZoom = 80f;
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//----------------------------------------------------------
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private List<MinimapMarker> _markers = new List<MinimapMarker>();
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private void Start()
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{
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ApplyMode();
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}
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private void LateUpdate()
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{
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UpdateCamera();
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UpdatePlayerIcon();
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UpdateMarkers();
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}
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public void ApplyMode()
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{
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if (_useRenderTexture)
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{
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_mapImage.texture = _renderTexture;
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if (_minimapCamera != null) _minimapCamera.gameObject.SetActive(true);
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}
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else
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{
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_mapImage.texture = _bakedMapImage;
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if (_minimapCamera != null) _minimapCamera.gameObject.SetActive(false);
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}
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}
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private void UpdateCamera()
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{
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if (!_useRenderTexture || _minimapCamera == null) return;
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Vector3 pos = GameManager.Instance.Level.CurrentCharacter.transform.position;
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_minimapCamera.transform.position = new Vector3(pos.x, pos.y + _cameraHeight, pos.z);
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_minimapCamera.orthographicSize = _zoomLevel;
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}
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private void UpdatePlayerIcon()
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{
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if (_playerIcon == null) return;
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_playerIcon.anchoredPosition = WorldToMapPos(GameManager.Instance.Level.CurrentCharacter.transform.position);
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_playerIcon.localRotation = Quaternion.Euler(0, 0, -GameManager.Instance.Level.CurrentCharacter.transform.eulerAngles.y);
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}
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private void UpdateMarkers()
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{
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for (int i = _markers.Count - 1; i >= 0; i--)
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{
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if (_markers[i] == null)
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{
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_markers.RemoveAt(i);
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continue;
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}
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_markers[i].UpdatePosition(this);
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}
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}
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public Vector2 WorldToMapPos(Vector3 worldPos)
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{
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float ratioX = (worldPos.x - _worldMin.x) / (_worldMax.x - _worldMin.x);
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float ratioY = (worldPos.z - _worldMin.y) / (_worldMax.y - _worldMin.y);
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//sizeDelta는 앵커 영역과 실제 UI 크기의 차이값
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return new Vector2(
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ratioX * _mapRect.sizeDelta.x - _mapRect.sizeDelta.x * 0.5f,
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ratioY * _mapRect.sizeDelta.y - _mapRect.sizeDelta.y * 0.5f
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);
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}
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public RectTransform MarkerContainer => _markerContainer;
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public void RegisterMarker(MinimapMarker marker)
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{
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if (!_markers.Contains(marker))
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_markers.Add(marker);
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}
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public void UnregisterMarker(MinimapMarker marker)
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{
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_markers.Remove(marker);
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}
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public void SetZoom(float zoom)
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{
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_zoomLevel = Mathf.Clamp(zoom, _minZoom, _maxZoom);
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}
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public void ZoomIn(float amount) => SetZoom(_zoomLevel - amount);
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public void ZoomOut(float amount) => SetZoom(_zoomLevel + amount);
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}
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2
Assets/02_Scripts/Managers/Local/MinimapManager.cs.meta
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2
Assets/02_Scripts/Managers/Local/MinimapManager.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 0298fb5f6cff794429c87fab23351ae8
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