using UnityEngine;
using UnityEngine.UI;
using TMPro;
using BaseGames.Core.Events;
namespace BaseGames.UI
{
///
/// 工具栏 HUD(架构 09_ProgressionModule §7.5)。
/// 显示 2 个工具槽的图标 + 剩余次数 + 冷却遮罩。
///
public class ToolHUD : MonoBehaviour
{
[SerializeField] private ToolSlotUI[] _slots; // 2 个 ToolSlotUI 组件
[SerializeField] private BaseGames.Equipment.ToolSlotManager _slotManager;
[SerializeField] private ToolUsedEventChannelSO _onToolUsed;
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
_onToolUsed?.Subscribe(RefreshSlot).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
}
private void RefreshSlot(ToolUsedPayload payload)
{
int i = payload.SlotIndex;
if (_slots == null || i < 0 || i >= _slots.Length) return;
_slots[i].Refresh(
_slotManager.GetTool(i),
_slotManager.GetRemainingUses(i),
_slotManager.GetCooldownRatio(i));
}
private void Update()
{
if (_slots == null || _slotManager == null) return;
for (int i = 0; i < _slots.Length; i++)
_slots[i].SetCooldownFill(_slotManager.GetCooldownRatio(i));
}
}
///
/// 单个工具槽 UI:图标 + 剩余次数文本 + 冷却遮罩 Image(FillAmount)。
///
public class ToolSlotUI : MonoBehaviour
{
[SerializeField] private Image _icon;
[SerializeField] private TMP_Text _usesText;
[SerializeField] private Image _cooldownMask; // type = Filled, Image Type = Filled
public void Refresh(BaseGames.Equipment.ToolSO tool, int remainingUses, float cooldownRatio)
{
if (_icon != null)
_icon.sprite = tool != null ? tool.icon : null;
if (_usesText != null)
_usesText.text = remainingUses < 0 ? "∞" : remainingUses.ToString();
SetCooldownFill(cooldownRatio);
}
public void SetCooldownFill(float ratio)
{
if (_cooldownMask != null)
_cooldownMask.fillAmount = Mathf.Clamp01(ratio);
}
}
}