Files
zeling_v2/Assets/_Game/Scripts/World/Map/MapPanel.cs
2026-05-19 11:50:21 +08:00

374 lines
16 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
using BaseGames.Core;
using BaseGames.Core.Events;
using BaseGames.Core.Save;
namespace BaseGames.World.Map
{
/// <summary>房间可见性三级状态:未知 / 已踏入 / 已标注(购买地图碎片)。</summary>
public enum RoomVisibility { Unknown, Explored, Mapped }
/// <summary>
/// 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。
/// </summary>
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
[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 MapPlayerTracker _playerTracker; // 挂在 Player 上的追踪器
[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
[SerializeField] private MapPinManager _pinManager;
[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<string, MapRoomCellUI> _cells = new();
private List<Image> _pinImages = new();
private List<Image> _exitImages = new();
private string _highlightedRoomId;
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,跳过重复 Instantiate
if (_cells.Count == 0)
BuildGrid();
else
RefreshAllCells();
RenderPins();
UpdatePlayerIcon();
CenterOnCurrentRoom();
_onMapUpdated?.Subscribe(OnMapUpdated).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
HideTooltip();
}
private void OnDestroy()
{
foreach (var cell in _cells.Values)
if (cell != null) Destroy(cell.gameObject);
_cells.Clear();
ClearPins();
ClearExits();
}
private void LateUpdate()
{
UpdatePlayerIcon();
}
// 面板重新打开时同步关闭期间积累的探索进度
private void RefreshAllCells()
{
var svc = ServiceLocator.GetOrDefault<IMapService>();
foreach (var (roomId, cell) in _cells)
{
if (cell == null) continue;
cell.SetVisibility(GetVisibility(svc, roomId));
}
}
// ── 格子 & 出口连接 ──────────────────────────────────────────────────
private void BuildGrid()
{
if (_database?.AllRooms == null) return;
var svc = ServiceLocator.GetOrDefault<IMapService>();
foreach (var room in _database.AllRooms)
{
if (room == null) continue;
var cell = Instantiate(_cellPrefab, _roomContainer);
cell.Setup(room, GetVisibility(svc, room.RoomId), ChooseIcon(room),
ShowTooltip, HideTooltip);
_cells[room.RoomId] = cell;
}
DrawExits();
}
/// <summary>为每条出口在格子坐标处实例化一个小矩形连接线图像。</summary>
private void DrawExits()
{
if (_exitConnectorPrefab == null || _database?.AllRooms == null) return;
ClearExits();
const float px = 32f;
foreach (var room in _database.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 * px, exit.ExitGridPos.y * px);
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)
{
var svc = ServiceLocator.GetOrDefault<IMapService>();
if (_cells.TryGetValue(roomId, out var cell))
cell.SetVisibility(GetVisibility(svc, roomId));
}
// ── 玩家位置图标 ──────────────────────────────────────────────────────
private void UpdatePlayerIcon()
{
if (_playerIconImg == null || _playerTracker == null) return;
var roomId = _playerTracker.CurrentRoomId;
if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell))
{
_playerIconImg.enabled = false;
UpdateCellHighlight(null);
return;
}
var cellRT = cell.GetComponent<RectTransform>();
_playerIconImg.sprite = _iconPlayerPos;
_playerIconImg.enabled = true;
_playerIconImg.rectTransform.anchoredPosition =
cellRT.anchoredPosition
+ Vector2.Scale(_playerTracker.NormalizedPositionInRoom, cellRT.sizeDelta);
UpdateCellHighlight(roomId);
}
// ── 当前房间高亮 & ScrollRect 居中 ──────────────────────────────────────
/// <summary>切换高亮描边:取消旧房间高亮,激活新房间高亮。</summary>
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);
}
/// <summary>面板打开时将 ScrollRect 视口居中到玩家当前所在房间。</summary>
private void CenterOnCurrentRoom()
{
if (_scrollRect == null || _playerTracker == null) return;
var roomId = _playerTracker.CurrentRoomId;
if (string.IsNullOrEmpty(roomId) || !_cells.TryGetValue(roomId, out var cell)) return;
Canvas.ForceUpdateCanvases();
var content = _scrollRect.content;
var viewport = _scrollRect.viewport != null
? _scrollRect.viewport
: (RectTransform)_scrollRect.transform;
var cellRT = cell.GetComponent<RectTransform>();
// 将 cell 中心转换到 content 本地坐标系
Vector2 cellWorldCenter = cellRT.TransformPoint(cellRT.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()
{
ClearPins();
if (_pinPrefab == null || _pinManager == null) return;
foreach (var pin in _pinManager.Pins)
{
if (!_cells.TryGetValue(pin.RoomId, out var cell)) continue;
var img = Instantiate(_pinPrefab, _roomContainer);
img.sprite = GetPinSprite((PinType)pin.PinTypeInt);
var cellRT = cell.GetComponent<RectTransform>();
img.rectTransform.anchoredPosition =
cellRT.anchoredPosition + new Vector2(
pin.NormalizedPosX * cellRT.sizeDelta.x,
pin.NormalizedPosY * cellRT.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 ──────────────────────────────────────────────────────────
/// <summary>按优先级推导可见性Explored > Mapped > Unknown。</summary>
private static RoomVisibility GetVisibility(IMapService svc, string roomId)
{
if (svc == null) return RoomVisibility.Unknown;
if (svc.IsExplored(roomId)) return RoomVisibility.Explored;
if (svc.IsMapped(roomId)) return RoomVisibility.Mapped;
return RoomVisibility.Unknown;
}
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)
{
if (_pinSprites != null)
foreach (var e in _pinSprites)
if (e.PinType == type) return e.Sprite;
return null;
}
}
[Serializable]
public struct PinSpriteEntry
{
public PinType PinType;
public Sprite Sprite;
}
// ─── 单个地图格子 UI ─────────────────────────────────────────────────────────
/// <summary>地图面板中每个房间对应的格子 UI 组件。</summary>
public class MapRoomCellUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
[SerializeField] private Image _bg;
[SerializeField] private Image _icon;
[SerializeField] private RawImage _outlineImage; // 可选:房间非矩形轮廓纹理
[SerializeField] private Image _highlight; // 可选:当前房间高亮描边(玩家所在时激活)
private static readonly Color ColExplored = Color.white;
private static readonly Color ColMapped = new Color(0.45f, 0.45f, 0.45f, 1f);
private static readonly Color ColUnknown = Color.black;
private string _displayName;
private Action<string> _onHover;
private Action _onHoverExit;
/// <summary>初始化格子位置、可见性、图标、Tooltip 回调)。</summary>
public void Setup(MapRoomDataSO room, RoomVisibility visibility, Sprite icon,
Action<string> onHover = null, Action onHoverExit = null)
{
_displayName = room.DisplayName;
_onHover = onHover;
_onHoverExit = onHoverExit;
if (TryGetComponent<RectTransform>(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);
}
// 房间轮廓纹理(非矩形形状,覆盖在矩形背景上方)
if (_outlineImage != null)
{
_outlineImage.texture = room.RoomOutlineTex;
_outlineImage.enabled = room.RoomOutlineTex != null;
}
SetVisibility(visibility);
if (_icon != null)
{
_icon.sprite = icon;
_icon.enabled = icon != null;
}
}
public void SetVisibility(RoomVisibility v)
{
if (_bg == null) return;
_bg.color = v switch
{
RoomVisibility.Explored => ColExplored,
RoomVisibility.Mapped => ColMapped,
_ => ColUnknown,
};
}
/// <summary>向后兼容:直接传 bool 时等同于 Explored / Unknown。</summary>
public void SetDiscovered(bool v)
=> SetVisibility(v ? RoomVisibility.Explored : RoomVisibility.Unknown);
/// <summary>激活/取消当前房间高亮描边。</summary>
public void SetHighlight(bool v)
{
if (_highlight != null) _highlight.enabled = v;
}
public void OnPointerEnter(PointerEventData _)
{
if (!string.IsNullOrEmpty(_displayName)) _onHover?.Invoke(_displayName);
}
public void OnPointerExit(PointerEventData _) => _onHoverExit?.Invoke();
}
}