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using UnityEngine;
using System.Collections.Generic;

public class PlayerTracker : MonoBehaviour
{
    public Transform centerPos;
    
    [Header("玩家追踪设置")]
    [SerializeField] private List<Transform> playerTransforms = new();
    [SerializeField] private float maxDistance;

    public float Distance => maxDistance;
    
    [Header("距离限制")]
    [Tooltip("最远玩家的距离")]
    public float MaxDistance = 10f;
    
    [ContextMenu("收集玩家")]
    public void CollectPlayers()
    {
        playerTransforms.Clear();
        
        GameObject[] playerObjects = GameObject.FindGameObjectsWithTag("Player");
        
        foreach (GameObject player in playerObjects)
        {
            Transform playerTransform = player.transform;
            if (playerTransform != null && !playerTransforms.Contains(playerTransform))
            {
                playerTransforms.Add(playerTransform);
            }
        }
    }
    
    private void Update()
    {
        if (playerTransforms.Count == 0) return;
        
        Vector3 center = Vector3.zero;
        foreach (Transform player in playerTransforms)
        {
            if (player != null)
            {
                center += player.position;
            }
        }
        center /= playerTransforms.Count;

        centerPos.position = center;
        
        maxDistance = 0f;
        foreach (Transform player in playerTransforms)
        {
            if (player != null)
            {
                float distance = Vector3.Distance(center, player.position);
                if (distance > maxDistance)
                {
                    maxDistance = distance;
                }
            }
        }
        
        if (maxDistance > MaxDistance)
            maxDistance = MaxDistance;
    }
}