UI系统优化
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@@ -1,8 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using BaseGames.Core.Events;
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using BaseGames.Localization;
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namespace BaseGames.UI
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{
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@@ -32,6 +34,7 @@ namespace BaseGames.UI
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private Vector2 _shownPos;
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private Vector2 _hiddenPos;
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private Coroutine _slideCoroutine;
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private readonly List<float> _pendingThresholds = new();
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private readonly CompositeDisposable _subs = new();
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private void Awake()
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@@ -49,6 +52,7 @@ namespace BaseGames.UI
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_onBossHPChanged?.Subscribe(OnHPChanged).AddTo(_subs);
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_onBossNameSet?.Subscribe(OnNameSet).AddTo(_subs);
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_onBossHPMaxSet?.Subscribe(OnMaxSet).AddTo(_subs);
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_onBossPhaseThreshold?.Subscribe(OnPhaseThreshold).AddTo(_subs);
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}
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private void OnDisable() => _subs.Clear();
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@@ -64,6 +68,7 @@ namespace BaseGames.UI
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}
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else
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{
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_pendingThresholds.Clear();
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_slideCoroutine = StartCoroutine(SlideOut());
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}
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}
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@@ -75,19 +80,52 @@ namespace BaseGames.UI
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private void OnNameSet(string bossName)
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{
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if (_bossNameText != null) _bossNameText.text = bossName;
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if (_bossNameText == null) return;
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string loc = !string.IsNullOrEmpty(bossName)
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? LocalizationManager.Get(bossName, LocalizationTable.Character)
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: null;
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_bossNameText.text = !string.IsNullOrEmpty(loc) && loc != bossName ? loc : bossName;
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}
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private void OnMaxSet(int max)
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{
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_maxHP = max;
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// 重建阶段标记(每次 BossHPMax 改变时清空并按已存阈值重建,此处简化为清空)
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// 清除旧标记
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if (_phaseMarkersRoot != null)
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{
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// 逆序删除:避免正序枚举 Transform 子节点同时销毁时的迭代器失效
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for (int i = _phaseMarkersRoot.childCount - 1; i >= 0; i--)
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Destroy(_phaseMarkersRoot.GetChild(i).gameObject);
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}
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// 延迟一帧:等 Canvas LayoutRebuilder 完成布局后再读取 rect.width,避免得到 0
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StartCoroutine(RebuildMarkersAfterLayout());
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}
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private System.Collections.IEnumerator RebuildMarkersAfterLayout()
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{
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yield return null; // 等待 Canvas 完成当前帧的 Layout 传递
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foreach (var t in _pendingThresholds)
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PlacePhaseMarker(t);
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}
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private void OnPhaseThreshold(float threshold)
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{
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if (threshold <= 0f || threshold >= 1f) return;
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_pendingThresholds.Add(threshold);
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if (_maxHP > 0) PlacePhaseMarker(threshold);
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}
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private void PlacePhaseMarker(float threshold)
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{
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if (_phaseMarkersRoot == null || _phaseMarkerPrefab == null || _hpFill == null) return;
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var marker = Instantiate(_phaseMarkerPrefab, _phaseMarkersRoot);
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var markerRect = marker.GetComponent<RectTransform>();
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if (markerRect != null)
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{
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float barWidth = _hpFill.rectTransform.rect.width;
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markerRect.anchoredPosition = new Vector2(barWidth * threshold, 0f);
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}
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marker.SetActive(true);
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}
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// ── 动画协程 ──────────────────────────────────────────────────────────
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