TeshMap.cs 5.7 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. /// <summary>
  6. /// 计算人物在地图上的位置
  7. /// </summary>
  8. public class TeshMap : MonoBehaviour
  9. {
  10. /// <summary>
  11. /// 定位场景模型的2个点
  12. /// </summary>
  13. public Transform mapPointA;
  14. public Transform mapPointB;
  15. /// <summary>
  16. /// 角色
  17. /// </summary>
  18. public Transform player;
  19. /// <summary>
  20. /// 圆形地图
  21. /// </summary>
  22. public TestMapShow testMinMapShow;
  23. /// <summary>
  24. /// 长方形地图
  25. /// </summary>
  26. public TestMapShow testMaxMapShow;
  27. public UdpClient udpClient;
  28. public Vector2 mapSize;
  29. /// <summary>
  30. /// 场景尺寸 比例
  31. /// </summary>
  32. public float disZ;
  33. public float disX;
  34. /// <summary>
  35. /// 场景所有水晶点
  36. /// </summary>
  37. // public List<Transform> listPoint;
  38. public LineRenderer line;
  39. List<Vector3> listPointPos;
  40. List<Vector3> listMapRoutePos;
  41. Dictionary<int, List<Vector3>> mapRoutePos;
  42. List<List<Vector3>> listmapRoute;
  43. Vector3 oldPos;
  44. float times;
  45. int Index = -1;
  46. private void Start()
  47. {
  48. listmapRoute = new List<List<Vector3>>();
  49. mapRoutePos = new Dictionary<int, List<Vector3>>();
  50. listMapRoutePos = new List<Vector3>();
  51. Debug.Log(mapPointA.eulerAngles + " mapPointA " + mapPointA.localEulerAngles);
  52. disX = Mathf.Abs(mapPointB.localPosition.x - mapPointA.localPosition.x);
  53. disZ = Mathf.Abs(mapPointB.localPosition.z - mapPointA.localPosition.z);
  54. }
  55. private void LateUpdate()
  56. {
  57. if (oldPos != player.localPosition)
  58. {
  59. oldPos = player.localPosition;
  60. MapPosRot();
  61. }
  62. times += Time.deltaTime;
  63. if (times > 0.5f && API_SVR.IsSvrInitialized())
  64. {
  65. times = 0;
  66. Vector2 mapPos = MapPos();
  67. Vector3 pos = new Vector3(mapSize.x * mapPos.x, mapSize.y * mapPos.y, 0.0f);
  68. string Ts = ((DateTime.Now.ToUniversalTime().Ticks - 621355968000000000) / 10000000).ToString();
  69. udpClient.SendIpToPointCloud(pos, Ts);
  70. }
  71. }
  72. /// <summary>
  73. /// 计算位置 ( 坐标和旋转)
  74. /// </summary>
  75. private void MapPosRot()
  76. {
  77. float x = Mathf.Abs(oldPos.x - mapPointA.localPosition.x)/disX;
  78. float z = (Mathf.Abs(oldPos.z - mapPointA.localPosition.z))/disZ;
  79. SettingMapPosRot(z, x);
  80. }
  81. private Vector2 MapPos()
  82. {
  83. float x = Mathf.Abs(oldPos.x - mapPointA.localPosition.x) / disX;
  84. float z = (Mathf.Abs(oldPos.z - mapPointA.localPosition.z)) / disZ;
  85. Vector2 pos = new Vector2(z, x);
  86. return pos;
  87. }
  88. private void SettingMapPosRot( float z, float x)
  89. {
  90. testMaxMapShow.ShowPlayer(z, x, player.transform.localEulerAngles.y + 179);
  91. testMinMapShow.MapRot(z, x, player.transform.localEulerAngles.y - 80);
  92. }
  93. public void SettingMapPoint(List<Transform> list_Pos)
  94. {
  95. //for (int i = 0; i < listPoint.Count; i++)
  96. //{
  97. // //listPoint[i].position = list_Pos[i + 3].position;
  98. //}
  99. // listPoint = list_Pos;
  100. MapPoint( list_Pos);
  101. }
  102. public void ADDMapRoutePoint(Vector3 pos , int Index)
  103. {
  104. //Debug.Log(pos);
  105. //if (this.Index == -1)
  106. // this.Index = Index;
  107. //if (Index != this.Index)
  108. //{
  109. // listMapRoutePos.Clear();
  110. // this.Index = Index;
  111. // // listmapRoute[Index] = new List<Vector3>();
  112. //}
  113. //if (Index == this.Index)
  114. // listMapRoutePos.Add(pos);
  115. if (listmapRoute.Count == 0 || listmapRoute.Count < Index + 1)
  116. listmapRoute.Add(new List<Vector3>());
  117. listmapRoute[Index].Add(pos);
  118. //if (!mapRoutePos.ContainsKey(Index))
  119. //{
  120. // listMapRoutePos = new List<Vector3>();
  121. // listMapRoutePos.Clear();
  122. // listMapRoutePos.Add(pos);
  123. // mapRoutePos.Add(Index, listMapRoutePos);
  124. //}
  125. // mapRoutePos[Index] = listMapRoutePos;
  126. }
  127. public void SettingMapRoute()
  128. {
  129. //for (int i = 0; i < listmapRoute.Count; i++)
  130. //{
  131. // for (int j = 0; j < listmapRoute[i].Count; j++)
  132. // {
  133. // Debug.Log(i+" "+listMapRoutePos[i] + " " + listmapRoute[i][j] );
  134. // }
  135. //}
  136. listMapRoutePos = listmapRoute[1];
  137. for (int i = 0; i < listMapRoutePos.Count; i++)
  138. {
  139. float x = Mathf.Abs(listMapRoutePos[i].x - mapPointA.localPosition.x) / disX;
  140. float z = Mathf.Abs(listMapRoutePos[i].z - mapPointA.localPosition.z) / disZ;
  141. listMapRoutePos[i] = new Vector3(z, x, 0);
  142. //Debug.Log(listMapRoutePos[i]);
  143. }
  144. testMaxMapShow.SettingMapRoute(listMapRoutePos);
  145. }
  146. /// <summary>
  147. /// 计算场景水晶点位置
  148. /// </summary>
  149. private void MapPoint(List<Transform> listPoint)
  150. {
  151. if (listPoint.Count <= 0)
  152. return;
  153. listPointPos = new List<Vector3>();
  154. for (int i = 0; i < listPoint.Count; i++)
  155. {
  156. float x = Mathf.Abs(listPoint[i].localPosition.x - mapPointA.localPosition.x) / disX;
  157. float z = Mathf.Abs(listPoint[i].localPosition.z - mapPointA.localPosition.z) / disZ;
  158. // Debug.Log(Mathf.Abs(listPoint[i].localPosition.z - mapPointA.localPosition.z) + " "+ disX);
  159. listPointPos.Add(new Vector3(z, x, 0));
  160. }
  161. testMaxMapShow.ShowPoint(listPointPos);
  162. testMinMapShow.LucencyMap();
  163. testMinMapShow.ShowPoint(listPointPos);
  164. testMinMapShow.LucencyMap();
  165. }
  166. }