Files
Genesis_Unity/Assets/02_Scripts/Managers/Local/MinimapManager.cs

149 lines
4.7 KiB
C#

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