多轮审查和修复
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110
Assets/Scripts/UI/HUD/BossHPBar.cs
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110
Assets/Scripts/UI/HUD/BossHPBar.cs
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using System.Collections;
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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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namespace BaseGames.UI
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{
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/// <summary>
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/// Boss 血条 UI(架构 10_UIModule §4)。
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/// 默认隐藏,Boss 战开始时从屏幕底部滑入。
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/// 阶段标记点由 BossHPMax 与 PhaseThreshold 共同决定(此处由外部广播 EVT_BossHPMaxSet 设置)。
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/// </summary>
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public class BossHPBar : MonoBehaviour
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{
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[SerializeField] private TMP_Text _bossNameText;
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[SerializeField] private Image _hpFill;
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[SerializeField] private Transform _phaseMarkersRoot;
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[SerializeField] private GameObject _phaseMarkerPrefab;
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[SerializeField] private float _slideDistance = 120f; // 滑入距离(像素)
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[SerializeField] private float _slideDuration = 0.3f;
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[Header("Event Channels")]
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[SerializeField] private BoolEventChannelSO _onBossFightToggled; // true=开始, false=结束
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[SerializeField] private IntEventChannelSO _onBossHPChanged;
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[SerializeField] private StringEventChannelSO _onBossNameSet;
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[SerializeField] private IntEventChannelSO _onBossHPMaxSet;
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[SerializeField] private FloatEventChannelSO _onBossPhaseThreshold; // 每个阶段切换阈值(0-1)
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private int _maxHP;
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private RectTransform _rect;
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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 CompositeDisposable _subs = new();
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private void Awake()
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{
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_rect = (RectTransform)transform;
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_shownPos = _rect.anchoredPosition;
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_hiddenPos = _shownPos - new Vector2(0, _slideDistance);
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_rect.anchoredPosition = _hiddenPos;
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gameObject.SetActive(false);
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}
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private void OnEnable()
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{
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_onBossFightToggled?.Subscribe(OnBossFightToggled).AddTo(_subs);
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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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}
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private void OnDisable() => _subs.Clear();
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// ── 事件回调 ──────────────────────────────────────────────────────────
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private void OnBossFightToggled(bool started)
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{
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if (_slideCoroutine != null) StopCoroutine(_slideCoroutine);
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if (started)
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{
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gameObject.SetActive(true);
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_slideCoroutine = StartCoroutine(SlideTo(_shownPos));
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}
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else
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{
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_slideCoroutine = StartCoroutine(SlideOut());
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}
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}
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private void OnHPChanged(int hp)
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{
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if (_maxHP > 0) _hpFill.fillAmount = (float)hp / _maxHP;
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}
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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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}
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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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if (_phaseMarkersRoot != null)
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foreach (Transform t in _phaseMarkersRoot) Destroy(t.gameObject);
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}
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// ── 动画协程 ──────────────────────────────────────────────────────────
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private IEnumerator SlideTo(Vector2 target)
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{
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Vector2 start = _rect.anchoredPosition;
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float t = 0;
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while (t < _slideDuration)
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{
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_rect.anchoredPosition = Vector2.Lerp(start, target, t / _slideDuration);
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t += Time.unscaledDeltaTime;
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yield return null;
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}
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_rect.anchoredPosition = target;
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}
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private IEnumerator SlideOut()
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{
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yield return SlideTo(_hiddenPos);
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gameObject.SetActive(false);
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}
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}
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}
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