using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using BaseGames.Core.Events;
using BaseGames.Localization;
namespace BaseGames.UI
{
///
/// Boss 血条 UI(架构 10_UIModule §4)。
/// 默认隐藏,Boss 战开始时从屏幕底部滑入。
/// 阶段标记点由 BossHPMax 与 PhaseThreshold 共同决定(此处由外部广播 EVT_BossHPMaxSet 设置)。
///
public class BossHPBar : MonoBehaviour
{
[SerializeField] private TMP_Text _bossNameText;
[SerializeField] private Image _hpFill;
[SerializeField] private Transform _phaseMarkersRoot;
[SerializeField] private GameObject _phaseMarkerPrefab;
[SerializeField] private float _slideDistance = 120f; // 滑入距离(像素)
[SerializeField] private float _slideDuration = 0.3f;
[Header("Event Channels")]
[SerializeField] private BoolEventChannelSO _onBossFightToggled; // true=开始, false=结束
[SerializeField] private IntEventChannelSO _onBossHPChanged;
[SerializeField] private StringEventChannelSO _onBossNameSet;
[SerializeField] private IntEventChannelSO _onBossHPMaxSet;
[SerializeField] private FloatEventChannelSO _onBossPhaseThreshold; // 每个阶段切换阈值(0-1)
private int _maxHP;
private RectTransform _rect;
private Vector2 _shownPos;
private Vector2 _hiddenPos;
private Coroutine _slideCoroutine;
private readonly List _pendingThresholds = new();
private readonly CompositeDisposable _subs = new();
private void Awake()
{
_rect = (RectTransform)transform;
_shownPos = _rect.anchoredPosition;
_hiddenPos = _shownPos - new Vector2(0, _slideDistance);
_rect.anchoredPosition = _hiddenPos;
gameObject.SetActive(false);
}
private void OnEnable()
{
_onBossFightToggled?.Subscribe(OnBossFightToggled).AddTo(_subs);
_onBossHPChanged?.Subscribe(OnHPChanged).AddTo(_subs);
_onBossNameSet?.Subscribe(OnNameSet).AddTo(_subs);
_onBossHPMaxSet?.Subscribe(OnMaxSet).AddTo(_subs);
_onBossPhaseThreshold?.Subscribe(OnPhaseThreshold).AddTo(_subs);
}
private void OnDisable() => _subs.Clear();
// ── 事件回调 ──────────────────────────────────────────────────────────
private void OnBossFightToggled(bool started)
{
if (_slideCoroutine != null) StopCoroutine(_slideCoroutine);
if (started)
{
gameObject.SetActive(true);
_slideCoroutine = StartCoroutine(SlideTo(_shownPos));
}
else
{
_pendingThresholds.Clear();
_slideCoroutine = StartCoroutine(SlideOut());
}
}
private void OnHPChanged(int hp)
{
if (_maxHP > 0) _hpFill.fillAmount = (float)hp / _maxHP;
}
private void OnNameSet(string bossName)
{
if (_bossNameText == null) return;
string loc = !string.IsNullOrEmpty(bossName)
? LocalizationManager.Get(bossName, LocalizationTable.Character)
: null;
_bossNameText.text = !string.IsNullOrEmpty(loc) && loc != bossName ? loc : bossName;
}
private void OnMaxSet(int max)
{
_maxHP = max;
// 清除旧标记
if (_phaseMarkersRoot != null)
{
// 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
for (int i = _phaseMarkersRoot.childCount - 1; i >= 0; i--)
Destroy(_phaseMarkersRoot.GetChild(i).gameObject);
}
// 延迟一帧:等 Canvas LayoutRebuilder 完成布局后再读取 rect.width,避免得到 0
StartCoroutine(RebuildMarkersAfterLayout());
}
private System.Collections.IEnumerator RebuildMarkersAfterLayout()
{
yield return null; // 等待 Canvas 完成当前帧的 Layout 传递
foreach (var t in _pendingThresholds)
PlacePhaseMarker(t);
}
private void OnPhaseThreshold(float threshold)
{
if (threshold <= 0f || threshold >= 1f) return;
_pendingThresholds.Add(threshold);
if (_maxHP > 0) PlacePhaseMarker(threshold);
}
private void PlacePhaseMarker(float threshold)
{
if (_phaseMarkersRoot == null || _phaseMarkerPrefab == null || _hpFill == null) return;
var marker = Instantiate(_phaseMarkerPrefab, _phaseMarkersRoot);
var markerRect = marker.GetComponent();
if (markerRect != null)
{
float barWidth = _hpFill.rectTransform.rect.width;
markerRect.anchoredPosition = new Vector2(barWidth * threshold, 0f);
}
marker.SetActive(true);
}
// ── 动画协程 ──────────────────────────────────────────────────────────
private IEnumerator SlideTo(Vector2 target)
=> UITween.MoveAnchored(_rect, target, _slideDuration);
private IEnumerator SlideOut()
{
yield return UITween.MoveAnchored(_rect, _hiddenPos, _slideDuration);
gameObject.SetActive(false);
}
}
}