摄像机区域的架构改动
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110
Assets/_Game/Scripts/UI/HUD/BossHPBar.cs
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110
Assets/_Game/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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11
Assets/_Game/Scripts/UI/HUD/BossHPBar.cs.meta
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11
Assets/_Game/Scripts/UI/HUD/BossHPBar.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7d4dda82b1ba56049b864b6ac58765b2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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130
Assets/_Game/Scripts/UI/HUD/HUDController.cs
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130
Assets/_Game/Scripts/UI/HUD/HUDController.cs
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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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namespace BaseGames.UI.HUD
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{
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public class HUDController : MonoBehaviour
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{
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[Header("HP")]
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[SerializeField] private Transform _hpContainer;
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[SerializeField] private GameObject _hpCellPrefab;
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[Header("Gauges")]
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[SerializeField] private Image _soulGaugeFill;
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[SerializeField] private Image _spiritGaugeFill;
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[SerializeField] private TMP_Text _lingZhuText;
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[Header("Spring Charges")]
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[SerializeField] private Transform _springContainer;
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[SerializeField] private GameObject _springIconPrefab;
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[Header("Form")]
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[SerializeField] private Image[] _formIcons;
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[Header("Interact Prompt")]
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[SerializeField] private TMP_Text _interactText;
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[SerializeField] private GameObject _interactPromptRoot;
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[Header("Event Channels - Subscribe")]
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[SerializeField] private IntEventChannelSO _onHPChanged;
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[SerializeField] private IntEventChannelSO _onMaxHPChanged;
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[SerializeField] private IntEventChannelSO _onSoulPowerChanged;
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[SerializeField] private IntEventChannelSO _onSpiritPowerChanged;
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[SerializeField] private IntEventChannelSO _onLingZhuChanged;
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[SerializeField] private IntEventChannelSO _onSpringChargesChanged;
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[SerializeField] private IntEventChannelSO _onFormChanged;
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[SerializeField] private StringEventChannelSO _onShowInteractPrompt;
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[SerializeField] private VoidEventChannelSO _onHideInteractPrompt;
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private readonly List<GameObject> _hpCells = new();
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private readonly List<GameObject> _springIcons = new();
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private readonly CompositeDisposable _subs = new();
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private void OnEnable()
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{
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_onHPChanged?.Subscribe(UpdateHP).AddTo(_subs);
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_onMaxHPChanged?.Subscribe(RebuildHPCells).AddTo(_subs);
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_onSoulPowerChanged?.Subscribe(UpdateSoul).AddTo(_subs);
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_onSpiritPowerChanged?.Subscribe(UpdateSpirit).AddTo(_subs);
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_onLingZhuChanged?.Subscribe(UpdateLingZhu).AddTo(_subs);
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_onSpringChargesChanged?.Subscribe(RebuildSpringIcons).AddTo(_subs);
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_onFormChanged?.Subscribe(UpdateFormIcon).AddTo(_subs);
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_onShowInteractPrompt?.Subscribe(ShowInteractPrompt).AddTo(_subs);
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_onHideInteractPrompt?.Subscribe(HideInteractPrompt).AddTo(_subs);
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}
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private void OnDisable() => _subs.Clear();
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private void UpdateHP(int current)
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{
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for (int i = 0; i < _hpCells.Count; i++)
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if (_hpCells[i] != null) _hpCells[i].SetActive(i < current);
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}
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private void RebuildHPCells(int max)
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{
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if (_hpContainer == null || _hpCellPrefab == null) return;
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// 复用现有 Cell,仅在数量不足时 Instantiate 补充,超出时 SetActive(false) 而非 Destroy
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for (int i = 0; i < max; i++)
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{
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if (i < _hpCells.Count)
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_hpCells[i].SetActive(true);
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else
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_hpCells.Add(Instantiate(_hpCellPrefab, _hpContainer));
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}
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for (int i = max; i < _hpCells.Count; i++)
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if (_hpCells[i] != null) _hpCells[i].SetActive(false);
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}
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private void UpdateSoul(int val)
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{
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if (_soulGaugeFill != null) _soulGaugeFill.fillAmount = val / 100f;
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}
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private void UpdateSpirit(int val)
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{
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if (_spiritGaugeFill != null) _spiritGaugeFill.fillAmount = val / 100f;
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}
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private void UpdateLingZhu(int val)
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{
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if (_lingZhuText != null) _lingZhuText.text = val.ToString();
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}
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private void RebuildSpringIcons(int charges)
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{
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if (_springContainer == null || _springIconPrefab == null) return;
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// 复用已有图标,超出数量时 SetActive(false)
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for (int i = 0; i < charges; i++)
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{
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if (i < _springIcons.Count)
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_springIcons[i].SetActive(true);
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else
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_springIcons.Add(Instantiate(_springIconPrefab, _springContainer));
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}
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for (int i = charges; i < _springIcons.Count; i++)
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if (_springIcons[i] != null) _springIcons[i].SetActive(false);
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}
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private void UpdateFormIcon(int formIndex)
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{
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if (_formIcons == null) return;
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for (int i = 0; i < _formIcons.Length; i++)
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if (_formIcons[i] != null) _formIcons[i].enabled = (i == formIndex);
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}
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private void ShowInteractPrompt(string text)
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{
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if (_interactText != null) _interactText.text = text;
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if (_interactPromptRoot != null) _interactPromptRoot.SetActive(true);
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}
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private void HideInteractPrompt()
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{
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if (_interactPromptRoot != null) _interactPromptRoot.SetActive(false);
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}
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}
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}
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11
Assets/_Game/Scripts/UI/HUD/HUDController.cs.meta
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11
Assets/_Game/Scripts/UI/HUD/HUDController.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 533b885673d509d419e441a7264261a7
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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