细节调整
线路材质&位置调整,海拔图区间优化,loading动画只执行一次问题解决,小地图的球替换成圆形图片
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@@ -7,6 +7,7 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Assets.Scenes.Ride.Scripts
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{
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@@ -21,6 +22,7 @@ namespace Assets.Scenes.Ride.Scripts
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CyclingController cyclingCotroller;
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public PlayerController playerController;
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GameObject _mipMapRoute;
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public RectTransform RectRoot;//rawImage
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void Start()
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{
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cyclingCotroller = FindObjectOfType<CyclingController>();
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@@ -40,17 +42,19 @@ namespace Assets.Scenes.Ride.Scripts
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var screenBounds = GetScreenBounds();
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var z = SetZoomToFitBounds(targetbounds, screenBounds);
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}
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}
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RectRoot = transform.parent.Find("SingleUI/Panel/MiniMap/MiniMap").GetComponent<RectTransform>();
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}
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}
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float timer = 0;
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private void Update()
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{
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if (playerController != null)
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{
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var tr=transform.parent.Find("SingleUI/Panel/Image");
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var tr = transform.parent.Find("SingleUI/Panel/MiniMap/MiniMap/arrow");
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tr.SetSiblingIndex(9999);
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_player.transform.localPosition = _map.GeoToWorldPosition(playerController.Currentlatlong);
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((RectTransform)tr.transform).position = _minicamera.WorldToScreenPoint(_player.transform.localPosition);
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//((RectTransform)tr).localPosition = _minicamera.WorldToViewportPoint(_player.transform.localPosition);
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Vector2 vp2 = _minicamera.WorldToViewportPoint(_player.transform.localPosition);//将三维物体的世界坐标转换为视口坐标
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((RectTransform)tr.transform).anchoredPosition = new Vector2((vp2.x * RectRoot.sizeDelta.x) - (RectRoot.sizeDelta.x * 0.5f), (vp2.y * RectRoot.sizeDelta.y) - (RectRoot.sizeDelta.y * 0.5f));
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}
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timer += Time.deltaTime;
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