using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; using BaseGames.Core; using BaseGames.Core.Events; using BaseGames.Core.Save; 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。 /// /// 依赖项均通过 获取(、 /// ), /// 不持有任何具体 MonoBehaviour 的 SerializeField 引用,实现架构解耦。 /// /// public class MapPanel : MonoBehaviour { [SerializeField] private RectTransform _roomContainer; // 格子图放置根节点 [SerializeField] private MapRoomCellUI _cellPrefab; // 地图格子预制 [SerializeField] private Image _exitConnectorPrefab; // 出口连接线预制(小矩形 Image) [SerializeField] private ScrollRect _scrollRect; // 包裹 _roomContainer 的滚动矩形(可空,无滚动时留空) [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 _colorExplored = Color.white; [SerializeField] private Color _colorMapped = new Color(0.45f, 0.45f, 0.45f, 1f); [SerializeField] private Color _colorUnknown = Color.black; [Header("玩家位置")] [SerializeField] private Image _playerIconImg; // _roomContainer 内的玩家图标 [Header("地图标记")] [SerializeField] private Image _pinPrefab; [SerializeField] private PinSpriteEntry[] _pinSprites; // PinType → 对应 Sprite(在 Inspector 中配置) [Header("Tooltip")] [SerializeField] private GameObject _tooltipPanel; [SerializeField] private TMP_Text _tooltipText; [Header("Event Channels")] [SerializeField] private StringEventChannelSO _onMapUpdated; // 房间发现/标注时刷新 private Dictionary _cells = new(); private List _pinImages = new(); private List _exitImages= new(); private string _highlightedRoomId; private string _lastIconRoomId; // LateUpdate 脏标记 private Vector2 _lastIconNormPos; // LateUpdate 脏标记 private int _lastPinVersion = -1; private IMapService _mapSvc; private IPlayerPositionProvider _playerProvider; private IPinService _pinService; private Dictionary _pinSpriteDict; private readonly CompositeDisposable _subs = new(); private void Awake() { // 预构建 PinType → Sprite 字典,将 GetPinSprite 从 O(N) 降至 O(1) _pinSpriteDict = new Dictionary(); if (_pinSprites != null) foreach (var e in _pinSprites) _pinSpriteDict[e.PinType] = e.Sprite; } private void OnEnable() { _mapSvc = ServiceLocator.GetOrDefault(); _playerProvider = ServiceLocator.GetOrDefault(); _pinService = ServiceLocator.GetOrDefault(); // 首次打开时建立格子;后续打开只刷新探索状态,跳过重复 Instantiate if (_cells.Count == 0) BuildGrid(); else RefreshAllCells(); RenderPins(); UpdatePlayerIcon(); CenterOnCurrentRoom(); _onMapUpdated?.Subscribe(OnMapUpdated).AddTo(_subs); } private void OnDisable() { _subs.Clear(); _mapSvc = null; _playerProvider = null; _pinService = null; _lastIconRoomId = null; _lastIconNormPos = Vector2.zero; HideTooltip(); } private void OnDestroy() { foreach (var cell in _cells.Values) if (cell != null) Destroy(cell.gameObject); _cells.Clear(); ClearPins(); ClearExits(); } private void LateUpdate() { if (_playerProvider == null || _playerIconImg == null) return; // 脏标记:位置/房间未变化时跳过 RectTransform 读写,消除无效每帧开销 if (_playerProvider.CurrentRoomId == _lastIconRoomId && _playerProvider.NormalizedPositionInRoom == _lastIconNormPos) return; _lastIconRoomId = _playerProvider.CurrentRoomId; _lastIconNormPos = _playerProvider.NormalizedPositionInRoom; UpdatePlayerIcon(); } // 面板重新打开时同步关闭期间积累的探索进度 private void RefreshAllCells() { foreach (var (roomId, cell) in _cells) { if (cell == null) continue; cell.SetVisibility(_mapSvc.GetVisibility(roomId)); } } // ── 格子 & 出口连接 ────────────────────────────────────────────────── private void BuildGrid() { var db = _mapSvc?.Database; if (db?.AllRooms == null) return; foreach (var room in db.AllRooms) { if (room == null) continue; var cell = Instantiate(_cellPrefab, _roomContainer); cell.Setup(room, _mapSvc.GetVisibility(room.RoomId), ChooseIcon(room), ShowTooltip, HideTooltip); cell.SetColors(_colorExplored, _colorMapped, _colorUnknown); _cells[room.RoomId] = cell; } DrawExits(); } /// 为每条出口在格子坐标处实例化一个小矩形连接线图像。 private void DrawExits() { var db = _mapSvc?.Database; if (_exitConnectorPrefab == null || db?.AllRooms == null) return; ClearExits(); foreach (var room in db.AllRooms) { if (room?.Exits == null) continue; foreach (var exit in room.Exits) { var conn = Instantiate(_exitConnectorPrefab, _roomContainer); conn.rectTransform.anchoredPosition = new Vector2( exit.ExitGridPos.x * MapGridConstants.FullMapCellPixels, exit.ExitGridPos.y * MapGridConstants.FullMapCellPixels); bool vertical = exit.Direction == ExitDirection.Up || exit.Direction == ExitDirection.Down; conn.rectTransform.sizeDelta = vertical ? new Vector2(16f, 8f) : new Vector2(8f, 16f); _exitImages.Add(conn); } } } private void ClearExits() { foreach (var img in _exitImages) if (img != null) Destroy(img.gameObject); _exitImages.Clear(); } private void OnMapUpdated(string roomId) { if (_cells.TryGetValue(roomId, out var cell)) cell.SetVisibility(_mapSvc.GetVisibility(roomId)); } // ── 玩家位置图标 ────────────────────────────────────────────────────── private void UpdatePlayerIcon() { if (_playerIconImg == null || _playerProvider == null) return; var roomId = _playerProvider.CurrentRoomId; if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell)) { _playerIconImg.enabled = false; UpdateCellHighlight(null); return; } _playerIconImg.sprite = _iconPlayerPos; _playerIconImg.enabled = true; _playerIconImg.rectTransform.anchoredPosition = cell.RT.anchoredPosition + Vector2.Scale(_playerProvider.NormalizedPositionInRoom, cell.RT.sizeDelta); UpdateCellHighlight(roomId); } // ── 当前房间高亮 & ScrollRect 居中 ───────────────────────────────── /// 切换高亮描边:取消旧房间高亮,激活新房间高亮。 private void UpdateCellHighlight(string roomId) { if (roomId == _highlightedRoomId) return; if (_highlightedRoomId != null && _cells.TryGetValue(_highlightedRoomId, out var prev)) prev.SetHighlight(false); _highlightedRoomId = roomId; if (roomId != null && _cells.TryGetValue(roomId, out var next)) next.SetHighlight(true); } /// 面板打开时将 ScrollRect 视口居中到玩家当前所在房间。 private void CenterOnCurrentRoom() { if (_scrollRect == null || _playerProvider == null) return; var roomId = _playerProvider.CurrentRoomId; if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell)) return; // 仅重建 ScrollRect.content 的布局,避免全 Canvas 树强制刷新 LayoutRebuilder.ForceRebuildLayoutImmediate(_scrollRect.content); var content = _scrollRect.content; var viewport = _scrollRect.viewport != null ? _scrollRect.viewport : (RectTransform)_scrollRect.transform; // 将 cell 中心转换到 content 本地坐标系 Vector2 cellWorldCenter = cell.RT.TransformPoint(cell.RT.rect.center); Vector2 cellLocal = content.InverseTransformPoint(cellWorldCenter); // 距 content 左下角的距离(pivot 无关) float cellX = cellLocal.x - content.rect.xMin; float cellY = cellLocal.y - content.rect.yMin; Vector2 viewSize = viewport.rect.size; Vector2 contentSize = content.rect.size; float rangeX = contentSize.x - viewSize.x; float rangeY = contentSize.y - viewSize.y; float normX = rangeX > 0 ? Mathf.Clamp01((cellX - viewSize.x * 0.5f) / rangeX) : 0.5f; float normY = rangeY > 0 ? Mathf.Clamp01((cellY - viewSize.y * 0.5f) / rangeY) : 0.5f; _scrollRect.normalizedPosition = new Vector2(normX, normY); } // ── 地图标记渲染 ────────────────────────────────────────────────────── private void RenderPins() { if (_pinService == null) return; // 版本号脏检查:Pin 集合未变化时跳过重绘,避免无效 Instantiate if (_pinService.PinsVersion == _lastPinVersion && _pinImages.Count > 0) return; _lastPinVersion = _pinService.PinsVersion; ClearPins(); if (_pinPrefab == null) return; foreach (var pin in _pinService.Pins) { if (!_cells.TryGetValue(pin.RoomId, out var cell)) continue; var img = Instantiate(_pinPrefab, _roomContainer); img.sprite = GetPinSprite((PinType)pin.PinTypeInt); img.rectTransform.anchoredPosition = cell.RT.anchoredPosition + new Vector2( pin.NormalizedPosX * cell.RT.sizeDelta.x, pin.NormalizedPosY * cell.RT.sizeDelta.y); _pinImages.Add(img); } } private void ClearPins() { foreach (var img in _pinImages) if (img != null) Destroy(img.gameObject); _pinImages.Clear(); } // ── Tooltip ─────────────────────────────────────────────────────────── private void ShowTooltip(string text) { if (_tooltipPanel == null || string.IsNullOrEmpty(text)) return; if (_tooltipText != null) _tooltipText.text = text; _tooltipPanel.SetActive(true); } private void HideTooltip() => _tooltipPanel?.SetActive(false); // ── 辅助方法 ────────────────────────────────────────────────────────── 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; } private Sprite GetPinSprite(PinType type) => _pinSpriteDict.TryGetValue(type, out var s) ? s : null; } }