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280 lines
8.5 KiB
JavaScript
280 lines
8.5 KiB
JavaScript
// ui/MiniMap.js
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import { selectedUnits, setCameraLocked, cameraLocked } from '../systems/ControlMode.js';
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export class MiniMap {
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constructor(scene, options = {}) {
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this.scene = scene;
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this.worldSize = options.worldSize || 2000;
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this.mapSize = options.mapSize || 200;
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this.x = options.x || 10;
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this.y = options.y || 10;
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// 计算缩放比例(将世界坐标转换为小地图坐标)
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this.scale = this.mapSize / (this.worldSize * 2);
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// 创建小地图容器
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this.container = scene.add.container(this.x, this.y);
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this.container.setScrollFactor(0, 0); // 小地图固定在屏幕上
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// 创建小地图背景
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this.background = scene.add.rectangle(0, 0, this.mapSize, this.mapSize, 0x000000, 0.5);
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this.background.setOrigin(0, 0);
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this.background.setStrokeStyle(1, 0xffffff, 0.8);
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this.container.add(this.background);
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// 创建视口指示器
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this.viewport = scene.add.rectangle(0, 0, 0, 0, 0xffffff, 0.3);
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this.viewport.setOrigin(0, 0);
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this.viewport.setStrokeStyle(1, 0xffffff, 1);
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this.container.add(this.viewport);
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// 创建单位标记数组
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this.unitMarkers = [];
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// 锁定按钮相关属性
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this.lockButton = null;
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this.lockButtonText = null;
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this.lockHint = null;
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// 设置交互
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this.setupInteractions();
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// 更新小地图(初始调用)
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this.update();
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}
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setupInteractions() {
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// 启用容器交互
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this.container.setInteractive(new Phaser.Geom.Rectangle(0, 0, this.mapSize, this.mapSize), Phaser.Geom.Rectangle.Contains);
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// 点击小地图移动相机
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this.container.on('pointerdown', (pointer) => {
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this.handleMapClick(pointer);
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});
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// 拖动小地图移动相机
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this.container.on('pointermove', (pointer) => {
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if (pointer.isDown) {
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this.handleMapDrag(pointer);
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}
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});
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}
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handleMapClick(pointer) {
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// 将小地图坐标转换为世界坐标
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const worldX = (pointer.x - this.x) / this.scale - this.worldSize;
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const worldY = (pointer.y - this.y) / this.scale - this.worldSize;
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// 移动相机到点击位置
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this.scene.cameras.main.centerOn(worldX, worldY);
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}
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handleMapDrag(pointer) {
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// 将小地图坐标转换为世界坐标
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const worldX = (pointer.x - this.x) / this.scale - this.worldSize;
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const worldY = (pointer.y - this.y) / this.scale - this.worldSize;
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// 移动相机到拖动位置
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this.scene.cameras.main.centerOn(worldX, worldY);
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}
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createLockButton() {
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// 移除旧的按钮(如果存在)
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this.destroyLockButton();
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// 创建锁定按钮背景,直接添加到场景中
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const buttonX = this.x; // 按钮x坐标与小地图对齐
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const buttonY = this.y + this.mapSize + 5; // 按钮位于小地图下方
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this.lockButton = this.scene.add.rectangle(buttonX, buttonY, 100, 25, 0x444444, 0.8);
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this.lockButton.setOrigin(0, 0);
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this.lockButton.setStrokeStyle(1, 0xffffff, 0.8);
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this.lockButton.setInteractive(); // 使用默认的点击区域
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this.lockButton.setScrollFactor(0, 0); // 固定在屏幕上
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// 创建锁定按钮文本,直接添加到场景中
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this.lockButtonText = this.scene.add.text(buttonX + 5, buttonY + 6, '锁定角色', {
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fontSize: '12px',
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fill: '#ffffff',
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fontFamily: 'Arial'
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});
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this.lockButtonText.setOrigin(0, 0);
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this.lockButtonText.setScrollFactor(0, 0); // 固定在屏幕上
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// 添加按钮点击事件
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this.lockButton.on('pointerdown', () => {
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console.log('锁定按钮被点击'); // 添加调试日志
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this.toggleLock();
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});
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// 添加悬停效果
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this.lockButton.on('pointerover', () => {
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this.lockButton.setFillStyle(cameraLocked ? 0x22ff22 : 0x666666, 0.8);
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});
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this.lockButton.on('pointerout', () => {
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this.lockButton.setFillStyle(cameraLocked ? 0x00ff00 : 0x444444, 0.8);
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});
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// 初始隐藏按钮
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this.lockButton.setVisible(false);
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this.lockButtonText.setVisible(false);
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}
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// 销毁锁定按钮
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destroyLockButton() {
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if (this.lockButton) {
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this.lockButton.destroy();
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this.lockButton = null;
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}
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if (this.lockButtonText) {
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this.lockButtonText.destroy();
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this.lockButtonText = null;
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}
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}
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toggleLock() {
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// 切换锁定状态
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const newLockedState = !cameraLocked;
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// 更新全局锁定状态
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setCameraLocked(newLockedState);
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this.updateLockButton();
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// 立即将相机中心绑定到选中角色
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if (newLockedState && selectedUnits.length === 1) {
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const selectedUnit = selectedUnits[0];
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this.scene.cameras.main.centerOn(selectedUnit.x, selectedUnit.y);
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// 添加锁定提示
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this.showLockHint(newLockedState);
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} else {
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// 移除锁定提示
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this.hideLockHint();
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}
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}
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updateLockButton() {
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if (selectedUnits.length === 1) {
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// 如果按钮不存在,创建按钮
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if (!this.lockButton) {
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this.createLockButton();
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}
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// 更新按钮状态
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this.lockButton.setVisible(true);
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this.lockButtonText.setVisible(true);
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this.lockButtonText.setText(cameraLocked ? '取消锁定' : '锁定角色');
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this.lockButton.setFillStyle(cameraLocked ? 0x00ff00 : 0x444444, 0.8);
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} else {
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// 销毁按钮
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this.destroyLockButton();
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// 移除锁定提示
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this.hideLockHint();
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}
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}
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// 添加锁定提示
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showLockHint(locked) {
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// 如果已经有提示,先移除
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this.hideLockHint();
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// 创建提示文本
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this.lockHint = this.scene.add.text(this.scene.sys.game.config.width / 2, 50,
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locked ? '已锁定相机到选中角色' : '已取消相机锁定', {
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fontSize: '16px',
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fill: '#ffffff',
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fontFamily: 'Arial',
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backgroundColor: 'rgba(0, 0, 0, 0.7)',
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padding: {
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x: 10,
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y: 5
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}
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});
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this.lockHint.setOrigin(0.5, 0.5);
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this.lockHint.setScrollFactor(0, 0); // 固定在屏幕上
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// 3秒后自动隐藏
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this.scene.time.delayedCall(3000, () => {
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this.hideLockHint();
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}, [], this);
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}
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// 移除锁定提示
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hideLockHint() {
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if (this.lockHint) {
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this.lockHint.destroy();
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this.lockHint = null;
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}
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}
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update() {
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// 更新锁定按钮状态
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this.updateLockButton();
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// 如果锁定状态且只有一个选中角色,将相机中心绑定到该角色
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if (cameraLocked && selectedUnits.length === 1) {
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const selectedUnit = selectedUnits[0];
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this.scene.cameras.main.centerOn(selectedUnit.x, selectedUnit.y);
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}
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// 更新视口指示器位置和大小
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this.updateViewport();
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// 更新单位标记
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this.updateUnitMarkers();
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}
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updateViewport() {
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const camera = this.scene.cameras.main;
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// 计算相机视口在世界中的位置和大小
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const viewportLeft = camera.scrollX;
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const viewportTop = camera.scrollY;
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const viewportWidth = camera.width * camera.zoom;
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const viewportHeight = camera.height * camera.zoom;
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// 将世界坐标转换为小地图坐标
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const mapLeft = (viewportLeft + this.worldSize) * this.scale;
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const mapTop = (viewportTop + this.worldSize) * this.scale;
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const mapWidth = viewportWidth * this.scale;
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const mapHeight = viewportHeight * this.scale;
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// 更新视口指示器
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this.viewport.setPosition(mapLeft, mapTop);
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this.viewport.setSize(mapWidth, mapHeight);
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}
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updateUnitMarkers() {
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// 清除现有标记
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this.unitMarkers.forEach(marker => {
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marker.destroy();
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});
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this.unitMarkers = [];
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// 获取所有单位
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if (this.scene.unitGroup) {
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const units = this.scene.unitGroup.getChildren();
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units.forEach(unit => {
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// 将单位世界坐标转换为小地图坐标
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const mapX = (unit.x + this.worldSize) * this.scale;
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const mapY = (unit.y + this.worldSize) * this.scale;
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// 检查单位是否被选中
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const isSelected = selectedUnits.includes(unit);
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// 根据选中状态设置不同的颜色和大小
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const color = isSelected ? 0x00ff00 : 0xff0000;
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const size = isSelected ? 3 : 2;
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// 创建单位标记
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const marker = this.scene.add.circle(mapX, mapY, size, color, 1);
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marker.setOrigin(0.5, 0.5);
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// 将标记添加到容器和数组中
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this.container.add(marker);
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this.unitMarkers.push(marker);
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});
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}
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}
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} |