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screenPoint.x; // 水平翻转 + screenPoint.y = Screen.height - screenPoint.y; // 垂直翻转 + } + + // 计算目标点相对于屏幕中心的方向 + Vector3 direction = (screenPoint - new Vector3(Screen.width / 2, Screen.height / 2, 0)).normalized; + + // 修正:箭头指向的屏幕边界位置 + Vector3 edgePosition = GetScreenEdgePosition(direction); + + // 设置箭头位置 + arrowIcon.position = edgePosition; + + // 旋转箭头使其指向目标方向 + float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; + arrowIcon.rotation = Quaternion.Euler(0, 0, angle); + + // 更新距离文本 + float distance = Vector3.Distance(mainCamera.transform.position, target.position); + distanceText.text = $"{distance:F1}m"; + } + } + + // 计算箭头在屏幕边界的位置 + private Vector3 GetScreenEdgePosition(Vector3 direction) + { + // 计算屏幕宽高 + float halfScreenWidth = Screen.width / 2 - edgePadding; + float halfScreenHeight = Screen.height / 2 - edgePadding; + + // 判断箭头是否应该在屏幕的上下边缘 + float slope = direction.y / direction.x; + if (Mathf.Abs(slope) > halfScreenHeight / halfScreenWidth) + { + // 在上下边缘 + float edgeY = Mathf.Sign(direction.y) * halfScreenHeight + Screen.height / 2; + float edgeX = (edgeY - 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