Interactive minimap for strategy game

Hello! Firstly I started with watching Unity tutorial video about “Tanks” - where was created nice non-interactive minimap. Following instructions I create square minimap 180X180 in -100X100 position to right bottom corner of the screen. My minimap camera has orthograthic projection with width 100. Also I turned off phisics for minimap layer, so markers dosen’t stop main camera moving even they have colliders. Now I wrote a code attached to minimap for interactivity of markers:

using UnityEngine;
using UnityEngine.EventSystems;
 
public class MiniClick : MonoBehaviour, IPointerClickHandler
{
    [SerializeField] private Transform camBody;
 
    public void OnPointerClick(PointerEventData EventData)
    {
        float miniX = -(EventData.pressPosition.x - Screen.width + 100.0f) / 90.0f * 100.0f;
        float miniY = -(EventData.pressPosition.y - 100.0f) / 90.0f * 100.0f;
        Vector3 newPos = new Vector3(camBody.transform.position.x + miniX, 60.0f, camBody.transform.position.z + miniY);
        var ray = new Ray(newPos , Vector3.down);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit))
        {
            if (hit.transform.GetComponent<MiniSphereScript>())
            {
                //Where code for marker sphere
            }
            else
                camBody.transform.position = newPos;
        }
    }
}

Where camBody is camera. But this solution works only for isometric game because rotation ruined all coordinate transition. My question is how to do this but 3D with rotation around Y axis? Maybe someone has ideas?

Solved!

        float miniX = -(EventData.pressPosition.x - Screen.width + 100.0f) / 90.0f * 100.0f;
        float miniY = -(EventData.pressPosition.y - 100.0f) / 90.0f * 100.0f;
        Vector2 miniVector = new Vector2(miniX, miniY);
        miniVector = Quaternion.Euler(0.0f, 0.0f, -camBody.transform.rotation.eulerAngles.y) * 
        miniVector;
        Vector3 newPos = new Vector3(camBody.transform.position.x + miniVector.x, 60.0f, 
        camBody.transform.position.z + miniVector.y);