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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using DG.Tweening;
using Cysharp.Threading.Tasks;
using System;
using LitJson;
 
//  这个界面是 persistent的界面
public class BattleHUDWin : UIBase
{
    private GameObjectPoolManager.GameObjectPool damagePrefabPool;
    private GameObjectPoolManager.GameObjectPool buffIconPrefabPool;
    private GameObjectPoolManager.GameObjectPool buffLabelPrefabPool;
 
    public Transform damageNode;
    public Transform buffIconNode;
    public Transform buffLabelNode;
 
    private BattleField battleField;
    private List<DamageContent> damageContentList = new List<DamageContent>();
 
    protected override void InitComponent()
    {
        base.InitComponent();
    }
 
    protected override void OnPreOpen()
    {
        base.OnPreOpen();
        EventBroadcast.Instance.AddListener<BattleDmgInfo>(EventName.BATTLE_DAMAGE_TAKEN, OnDamageTaken);
        EventBroadcast.Instance.AddListener<string, JsonData>(EventName.BATTLE_END, OnBattleEnd);
        damagePrefabPool = GameObjectPoolManager.Instance.RequestPool(UILoader.LoadPrefab("DamageContent"));
    }
 
    private void OnBattleEnd(string guid, JsonData data)
    {
        ClearContent(guid);
    }
 
    private void ClearContent(string guid, bool force = false)
    {
        if ((battleField != null && battleField.guid == guid) || force)
        {
            for (int i = damageContentList.Count - 1; i >= 0; i--)
            {
                var content = damageContentList[i];
                content.Stop();
                RemoveDamageContent(content);
            }
            damageContentList.Clear();
        }
    }
 
    protected override void OnPreClose()
    {
        base.OnPreClose();
        EventBroadcast.Instance.RemoveListener<BattleDmgInfo>(EventName.BATTLE_DAMAGE_TAKEN, OnDamageTaken);
        EventBroadcast.Instance.RemoveListener<string, JsonData>(EventName.BATTLE_END, OnBattleEnd);
    }
 
    protected override void OnOpen()
    {
        base.OnOpen();
    }
 
    protected override void OnClose()
    {
        base.OnClose();
        if (battleField != null)
        {
            battleField.OnBattlePause -= OnBattlePause;
            battleField.OnBattleRun -= OnBattleRun;
            battleField.OnSpeedRatioChange -= OnSpeedRatioChange;
            battleField = null;
        }
    }
 
    protected override void NextFrameAfterOpen()
    {
        base.NextFrameAfterOpen();
    }
 
    protected override void CompleteClose()
    {
        base.CompleteClose();
    }
 
    private void RemoveDamageContent(DamageContent content)
    {
        damageContentList.Remove(content);
        damagePrefabPool.Release(content.gameObject);
    }
 
    private void OnDamageTaken(BattleDmgInfo damageInfo)
    {
        SetTargetDamage(damageInfo);
        SetSelfDamage(damageInfo);
    }
 
    private void SetSelfDamage(BattleDmgInfo damageInfo)
    {
        if (damageInfo.casterDamageList.Count > 0)
        {
            GameObject damageContent = damagePrefabPool.Request();
            DamageContent content = damageContent.GetComponent<DamageContent>();
            damageContent.transform.SetParent(damageNode, false);
            
            var heroRect = damageInfo.casterObj.heroRectTrans;
            if (heroRect == null)
            {
                damagePrefabPool.Release(damageContent);
                return;
            }
 
            var contentRect = content.GetComponent<RectTransform>();
            var contentParentRect = contentRect.parent as RectTransform;
 
            // 获取 heroRect 的世界坐标(锚点为中心)
            Vector3 worldTargetPos = heroRect.transform.TransformPoint(heroRect.rect.center);
 
            // 转换到 content 父节点下的 anchoredPosition
            Vector2 anchoredPos;
            RectTransformUtility.ScreenPointToLocalPointInRectangle(
                contentParentRect,
                RectTransformUtility.WorldToScreenPoint(null, worldTargetPos),
                null,
                out anchoredPos);
 
            // 设置动态位置(会覆盖配置中的位置)
            Vector2 beginPos = anchoredPos;
            Vector2 endPos = anchoredPos + new Vector2(0, 150);
            content.SetPosition(beginPos, endPos);
 
            // 设置速度比例
            if (battleField != null)
            {
                content.SetRatio(battleField.speedRatio, 1f);
            }
            
            content.SetDamage(damageInfo, damageInfo.casterDamageList, () => RemoveDamageContent(content));
            damageContentList.Add(content);
        }
    }
 
    private void SetTargetDamage(BattleDmgInfo damageInfo)
    {
        if (damageInfo.targetDamageList.Count > 0)
        {
            GameObject damageContent = damagePrefabPool.Request();
            DamageContent content = damageContent.GetComponent<DamageContent>();
            damageContent.transform.SetParent(damageNode, false);
            
            var heroRect = damageInfo.hurtObj.heroRectTrans;
            if (heroRect == null)
            {
                damagePrefabPool.Release(damageContent);
                return;
            }
 
            var contentRect = content.GetComponent<RectTransform>();
            var contentParentRect = contentRect.parent as RectTransform;
 
            // 获取 heroRect 的世界坐标(锚点为中心)
            Vector3 worldTargetPos = heroRect.transform.TransformPoint(heroRect.rect.center);
 
            // 转换到 content 父节点下的 anchoredPosition
            Vector2 anchoredPos;
            RectTransformUtility.ScreenPointToLocalPointInRectangle(
                contentParentRect,
                RectTransformUtility.WorldToScreenPoint(null, worldTargetPos),
                null,
                out anchoredPos);
 
            // 设置动态位置(会覆盖配置中的位置)
            Vector2 beginPos = anchoredPos;
            Vector2 endPos = anchoredPos + new Vector2(0, 150);
            content.SetPosition(beginPos, endPos);
 
            // 设置速度比例
            if (battleField != null)
            {
                content.SetRatio(battleField.speedRatio, 1f);
            }
            
            content.SetDamage(damageInfo, damageInfo.targetDamageList, () => RemoveDamageContent(content));
            damageContentList.Add(content);
        }
    }
 
    public void SetBattleField(BattleField _battleField)
    {
        if (battleField != null)
        {
            battleField.OnBattlePause -= OnBattlePause;
            battleField.OnBattleRun -= OnBattleRun;
            battleField.OnSpeedRatioChange -= OnSpeedRatioChange;
        }
        ClearContent(string.Empty, true);
        battleField = _battleField;
        battleField.OnBattlePause += OnBattlePause;
        battleField.OnBattleRun += OnBattleRun;
        battleField.OnSpeedRatioChange += OnSpeedRatioChange;
    }
 
    private void OnSpeedRatioChange(float newSpeedRatio)
    {
        foreach (var content in damageContentList)
        {
            content.SetRatio(newSpeedRatio, 1f);
        }
    }
 
    private void OnBattlePause(bool isPause)
    {
        if (isPause)
        {
            foreach (var content in damageContentList)
            {
                content.Stop();
            }
        }
        else
        {
            foreach (var content in damageContentList)
            {
                content.Resume();
            }
        }
    }
 
    private void OnBattleRun()
    {
        for (int i = damageContentList.Count - 1; i >= 0; i--)
        {
            if (i < damageContentList.Count)
            {
                damageContentList[i].Run();
            }
        }
    }
}