using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.World.Map
{
///
/// 全屏地图 UI 面板(架构 15_MapShopModule §1.3)。
/// 由 UIManager PanelStack 管理开关;OnEnable 时重建格子并订阅更新事件。
///
public class MapPanel : MonoBehaviour
{
[SerializeField] private MapDatabaseSO _database;
[SerializeField] private RectTransform _roomContainer; // 格子图放置根节点
[SerializeField] private MapRoomCellUI _cellPrefab; // 地图格子预制
[Header("图标 Sprites")]
[SerializeField] private Sprite _iconSavePoint;
[SerializeField] private Sprite _iconBossRoom;
[SerializeField] private Sprite _iconShop;
[SerializeField] private Sprite _iconPlayerPos;
[Header("颜色")]
[SerializeField] private Color _colorDiscovered = Color.white;
[SerializeField] private Color _colorUndiscovered = Color.black;
[Header("Event Channels")]
[SerializeField] private StringEventChannelSO _onMapUpdated; // 房间发现时刷新
private Dictionary _cells = new();
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
// 首次打开时建立格子;后续打开只刷新探索状态,跳过 N 次 Instantiate
if (_cells.Count == 0)
BuildGrid();
else
RefreshAllCells();
_onMapUpdated?.Subscribe(OnMapUpdated).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
// 格子保留,不销毁——随面板 GameObject 一同隐藏
}
private void OnDestroy()
{
// 面板真正销毁时才清理格子
foreach (var cell in _cells.Values)
if (cell != null) Destroy(cell.gameObject);
_cells.Clear();
}
// 面板重新打开时同步关闭期间积累的探索进度
private void RefreshAllCells()
{
var mapManager = ServiceLocator.GetOrDefault();
foreach (var (roomId, cell) in _cells)
{
if (cell == null) continue;
bool discovered = mapManager != null && mapManager.IsExplored(roomId);
cell.SetDiscovered(discovered);
}
}
// ── 内部 ──────────────────────────────────────────────────────────────
private void BuildGrid()
{
if (_database == null || _database.AllRooms == null) return;
var mapManager = ServiceLocator.GetOrDefault();
foreach (var room in _database.AllRooms)
{
if (room == null) continue;
var cell = Instantiate(_cellPrefab, _roomContainer);
bool discovered = mapManager != null && mapManager.IsExplored(room.RoomId);
cell.Setup(room, discovered, ChooseIcon(room));
_cells[room.RoomId] = cell;
}
}
private void OnMapUpdated(string roomId)
{
if (_cells.TryGetValue(roomId, out var cell))
cell.SetDiscovered(true);
}
private Sprite ChooseIcon(MapRoomDataSO room)
{
if (room.MapIconOverride != null) return room.MapIconOverride;
if (room.IsSavePoint) return _iconSavePoint;
if (room.IsBossRoom) return _iconBossRoom;
if (room.IsShop) return _iconShop;
return null;
}
}
// ─── 单个地图格子 UI ─────────────────────────────────────────────────────────
/// 地图面板中每个房间对应的格子 UI 组件。
public class MapRoomCellUI : MonoBehaviour
{
[SerializeField] private Image _bg;
[SerializeField] private Image _icon;
private static readonly Color Discovered = Color.white;
private static readonly Color Undiscovered = Color.black;
/// 初始化格子(位置、颜色、图标)。
public void Setup(MapRoomDataSO room, bool discovered, Sprite icon)
{
// 根据 GridPosition/GridSize 设置 RectTransform 位置与大小
if (TryGetComponent(out var rt))
{
rt.anchoredPosition = new Vector2(
room.GridPosition.x * 32f,
room.GridPosition.y * 32f);
rt.sizeDelta = new Vector2(
room.GridSize.x * 32f,
room.GridSize.y * 32f);
}
SetDiscovered(discovered);
if (_icon != null)
{
_icon.sprite = icon;
_icon.enabled = icon != null;
}
}
public void SetDiscovered(bool v)
{
if (_bg != null) _bg.color = v ? Discovered : Undiscovered;
}
}
}