yyl
6 天以前 3bd7f56906e31e8fe0072108c9d4652707b51de8
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using System.Collections;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using System.Threading;
 
public class TotalDamageDisplayer : MonoBehaviour
{
    public Image damageBackground;
    public Text textDamage;
    public Text textTotalDesc; //总伤害或者总治疗
 
    public UniTask task = default;
 
    private Coroutine hideCoroutine;
    private int hideVersion = 0;
 
    public void SetDamage(BattleDmgInfo dmgInfo)
    {
        // 先统一停止并清理此前的隐藏协程(如果有)
        ClearHideCoroutine();
 
        if (!gameObject.activeInHierarchy)
            gameObject.SetActive(true);
 
        if (dmgInfo == null)
            return;
 
        if (dmgInfo.IsType(DamageType.Recovery))
        {
            // 保持原有处理逻辑位置
        }
        else if (dmgInfo.IsType(DamageType.Damage) || dmgInfo.IsType(DamageType.Realdamage))
        {
            // 保持原有处理逻辑位置
        }
 
        if (dmgInfo.isLastHit)
        {
            // 启动新的隐藏协程,先生成新的版本号以用于协程有效性校验
            hideVersion++;
            int myVersion = hideVersion;
 
 
            var battleField = BattleManager.Instance.GetBattleField(dmgInfo.battleFieldGuid);
 
            float ms = 1000f / battleField.speedRatio;
 
            hideCoroutine = StartCoroutine(HideAfterDelayCoroutine(ms, myVersion));
 
            task = default;
        }
    }
 
    protected void OnDisable()
    {
        ClearHideCoroutine();
        hideVersion++;
    }
 
    protected void OnDestroy()
    {
        ClearHideCoroutine();
        hideVersion++;
    }
 
    public void CancelHide()
    {
        ClearHideCoroutine();
        hideVersion++;
    }
 
    private void ClearHideCoroutine()
    {
        if (hideCoroutine != null)
        {
            try { StopCoroutine(hideCoroutine); } catch { }
            hideCoroutine = null;
        }
    }
 
    private IEnumerator HideAfterDelayCoroutine(float secondsDelay, int version = 0)
    {
        yield return new WaitForSeconds(secondsDelay);
 
        if (version != 0 && version != hideVersion)
            yield break;
 
        if (this == null) yield break;
        if (gameObject != null)
            gameObject.SetActive(false);
 
        if (hideCoroutine != null)
            hideCoroutine = null;
    }
}