hch
19 小时以前 c9a0511e06d6ae2d83fc5554ee40a6a40dbd283d
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
using DG.Tweening;
 
/// <summary>
/// 战斗角色信息栏
/// 职责:显示角色血条、怒气、Buff和飘字提示
/// </summary>
public class BattleHeroInfoBar : MonoBehaviour
{
    /// <summary>
    /// 飘字信息配置
    /// </summary>
    public class TipsInfo
    {
        public string message;
        public bool useArtText;
        public bool followCharacter;
        public float scaleRatio;
        public bool showBackground = false;
        public bool useBuffColor = false;  // 是否使用 Buff 颜色(从 FloatingConfig 读取)
        public bool isDebuff = false;      // 是否是负向 Buff(决定用哪个颜色)
    }
    
    /// <summary>
    /// 血条更新请求
    /// </summary>
    private class HpUpdateRequest
    {
        public long fromHp;
        public long toHp;
        public long maxHp;
        public bool tween;
    }
    
    [Header("UI Components")]
    public Slider sliderHp;
    public Slider sliderXp;
    public RendererAdjuster maxXpGO;
    public Slider sliderShield1;
    public Slider sliderShield2;
    public BasicHeroInfoContainer heroInfoContainer;
    public BattleTips textTips;
    
    [Header("Buff Components")]
    [SerializeField] 
    public List<BattleBuffCell> buffCells = new List<BattleBuffCell>();
 
    [Header("Floating Configs")]
    [Tooltip("跟随角色的飘字配置")]
    public FloatingConfig followFloatingConfig;
    [Tooltip("不跟随角色的飘字配置(固定在战场节点)")]
    public FloatingConfig noFollowFloatingConfig;
    
    protected BattleObject battleObject;
    
    protected List<TipsInfo> messages = new List<TipsInfo>();
    protected List<BattleTips> tipsList = new List<BattleTips>();
    protected List<HB428_tagSCBuffRefresh> buffList = new List<HB428_tagSCBuffRefresh>();
    
    protected Tween hpTween;
    protected Tween xpTween;
    protected Tween shieldTween1;
    protected Tween shieldTween2;
    protected Sequence damageSequence;
    
    private Queue<HpUpdateRequest> hpUpdateQueue = new Queue<HpUpdateRequest>();
    private Queue<BattleDmgInfo> damageUpdateQueue = new Queue<BattleDmgInfo>();
    
    // 飘字GCD相关
    private float tipsGCDTimer = 0f;
    private const int TIPS_GCD_FRAMES = 5;
    
    protected void OnDisable()
    {
        CleanupTips();
    }
    
    public void SetBattleObject(BattleObject _battleObject)
    {
        battleObject = _battleObject;
        heroInfoContainer.SetHeroInfo(battleObject.teamHero);
        RefreshBuff(battleObject.buffMgr.GetBuffList());
        UpdateHP(battleObject.teamHero.curHp, battleObject.teamHero.curHp, battleObject.teamHero.maxHp, false);
        UpdateXP(battleObject.teamHero.rage, battleObject.teamHero.rage, 100, false);
 
        long shieldValue = battleObject.buffMgr.GetShieldValue();
        long maxHp = battleObject.teamHero.maxHp;
        //  第一条护盾的值最大值是当前的MaxHp 第二条护盾的最大值其实也是MaxHp 多余的不做显示
 
        sliderShield1.value = maxHp > 0 ? Mathf.Min((float)shieldValue, (float)maxHp) / (float)maxHp : 0;
        sliderShield2.value = maxHp > 0 ? Mathf.Max((float)(shieldValue - maxHp), 0f) / (float)maxHp : 0;
    }
    
    public void SetActive(bool active)
    {
        gameObject.SetActive(active);
    }
    
    public void RefreshBuff(List<HB428_tagSCBuffRefresh> datas)
    {
        if (buffCells.IsNullOrEmpty())
            return;
 
        for (int i = 0; i < buffCells.Count; i++)
        {
            if (i < datas.Count)
            {
                buffCells[i].SetActive(true);
                buffCells[i].Init(datas[i], OnBuffCellClicked);
            }
            else
            {
                buffCells[i].SetActive(false);
            }
        }
 
        //  check shield buff
        long shieldValue = battleObject.buffMgr.GetShieldValue();
        long maxHp = battleObject.teamHero.maxHp;
        //  第一条护盾的值最大值是当前的MaxHp 第二条护盾的最大值其实也是MaxHp 多余的不做显示
        sliderShield1.value = maxHp > 0 ? Mathf.Min((float)shieldValue, (float)maxHp) / (float)maxHp : 0;
        sliderShield2.value = maxHp > 0 ? Mathf.Max((float)(shieldValue - maxHp), 0f) / (float)maxHp : 0;
    }
    
    /// <summary>
    /// 添加飘字到队列
    /// </summary>
    public void ShowTips(string message, bool useArtText = false, bool followCharacter = true, float scaleRatio = 1f)
    {
        messages.Add(new TipsInfo
        {
            message = message,
            useArtText = useArtText,
            followCharacter = followCharacter,
            scaleRatio = scaleRatio
        });
    }
 
    /// <summary>
    /// 添加自定义飘字配置到队列
    /// </summary>
    public void ShowTips(TipsInfo tipsInfo)
    {
        messages.Add(tipsInfo);
    }
    
    /// <summary>
    /// 更新血量显示
    /// </summary>
    public void UpdateHP(long fromHp, long toHp, long maxHp, bool tween = true)
    {
        // 加入队列
        hpUpdateQueue.Enqueue(new HpUpdateRequest
        {
            fromHp = fromHp,
            toHp = toHp,
            maxHp = maxHp,
            tween = tween
        });
    }
 
    /// <summary>
    /// 实际执行血量更新
    /// </summary>
    private void ExecuteHpUpdate(HpUpdateRequest request)
    {
        KillTween(ref hpTween);
        
        float fromValue = (float)request.fromHp / (float)request.maxHp;
        float targetValue = (float)request.toHp / (float)request.maxHp;
        
        if (request.tween)
        {
            sliderHp.value = fromValue;
            hpTween = sliderHp.DOValue(targetValue, 0.3f).SetAutoKill(false);
            battleObject.battleField.battleTweenMgr.OnPlayTween(hpTween);
        }
        else
        {
            sliderHp.value = targetValue;
        }
    }
 
    /// <summary>
    /// !!!临时的用于天子更新血量显示,等接口完善后删除
    /// </summary>
    public void UpdateHP(float value)
    {
        sliderHp.value = value; 
        //Debug.Log("TianziDamageBar UpdateHP value:" + value);
    }
 
    /// <summary>
    /// 更新怒气显示
    /// </summary>
    public void UpdateXP(long fromXp, long toXp, long maxXp, bool tween = true)
    {
        KillTween(ref xpTween);
 
        float fromValue = (float)fromXp / (float)maxXp;
        float targetValue = (float)toXp / (float)maxXp;
 
        if (tween)
        {
            sliderXp.value = fromValue;
            xpTween = sliderXp.DOValue(targetValue, 0.2f).SetAutoKill(false);
            xpTween.OnComplete(() =>
            {
                if (toXp >= maxXp)
                {
                    maxXpGO.SetActive(true);
                }
                else
                {
                    maxXpGO.SetActive(false);
                }
            });
            battleObject.battleField.battleTweenMgr.OnPlayTween(xpTween);
        }
        else
        {
            if (toXp >= maxXp)
            {
                maxXpGO.SetActive(true);
            }
            else
            {
                maxXpGO.SetActive(false);
            }
            sliderXp.value = targetValue;
        }
    }
 
    /// <summary>
    /// 播放血条 护盾的变化
    /// </summary>
    public void UpdateDamage(BattleDmgInfo dmgInfo)
    {
        // 加入队列
        damageUpdateQueue.Enqueue(dmgInfo);
    }
 
    /// <summary>
    /// 实际执行伤害更新
    /// </summary>
    private void ExecuteDamageUpdate(BattleDmgInfo dmgInfo)
    {
        KillTween(ref damageSequence);
 
        long maxHp = dmgInfo.battleHurtParam.maxHp;
        long fromShield = dmgInfo.battleHurtParam.fromShieldValue;
        long toShield = dmgInfo.battleHurtParam.toShieldValue;
 
        if (maxHp <= 0)
        {
            sliderShield1.value = 0;
            sliderShield2.value = 0;
            return;
        }
 
        //  第一条护盾的值最大值是当前的MaxHp 第二条护盾的最大值其实也是MaxHp 多余的不做显示
        float fromValue1 = (float)dmgInfo.battleHurtParam.phase1FromShieldValue / (float)maxHp;
        float targetValue1 = (float)dmgInfo.battleHurtParam.phase1ToShieldValue / (float)maxHp;
 
        float fromValue2 = (float)dmgInfo.battleHurtParam.phase2FromShieldValue / (float)maxHp;
        float targetValue2 = (float)dmgInfo.battleHurtParam.phase2ToShieldValue / (float)maxHp;
 
        damageSequence = DOTween.Sequence();
 
        sliderShield2.value = fromValue2;
        if (fromValue2 > 0  && fromValue2 != targetValue2)
        {
            damageSequence.Append(sliderShield2.DOValue(targetValue2, 0.2f));
        }
 
        sliderShield1.value = fromValue1;
        if (fromValue1 > 0 && fromValue1 != targetValue1)
        {
            damageSequence.Append(sliderShield1.DOValue(targetValue1, 0.2f));
        }
 
        if (dmgInfo.battleHurtParam.fromHp != dmgInfo.battleHurtParam.toHp)
        {
            float fromHpValue = (float)dmgInfo.battleHurtParam.fromHp / (float)maxHp;
            float toHpValue = (float)dmgInfo.battleHurtParam.toHp / (float)maxHp;
 
            sliderHp.value = fromHpValue;
            damageSequence.Append(sliderHp.DOValue(toHpValue, 0.2f));
        }
 
        damageSequence.Play();
 
        battleObject.battleField.battleTweenMgr.OnPlayTween(damageSequence);
    }
    
    /// <summary>
    /// 每帧更新
    /// </summary>
    public void Run()
    {
        // 处理血条和伤害队列
        UpdateHpAndDamageQueue();
        
        // 更新飘字GCD并处理队列
        UpdateTipsGCDAndQueue();
        
        // 更新所有飘字
        UpdateActiveTips();
    }
 
    /// <summary>
    /// 设置速度比例
    /// </summary>
    public void SetSpeedRatio(float ratio)
    {
        foreach (var tip in tipsList)
        {
            tip.SetRatio(ratio, 1f);
        }
    }
    
    /// <summary>
    /// 处理血条和伤害更新队列
    /// </summary>
    private void UpdateHpAndDamageQueue()
    {
        // 优先处理UpdateDamage
        if (damageUpdateQueue.Count > 0)
        {
            BattleDmgInfo dmgInfo = damageUpdateQueue.Dequeue();
            ExecuteDamageUpdate(dmgInfo);
            return;
        }
        // 其次处理UpdateHP
        else if (hpUpdateQueue.Count > 0)
        {
            HpUpdateRequest request = hpUpdateQueue.Dequeue();
            ExecuteHpUpdate(request);
            return;
        }
    }
    
    /// <summary>
    /// 更新飘字GCD并处理队列
    /// </summary>
    private void UpdateTipsGCDAndQueue()
    {
        // 更新GCD计时器
        if (tipsGCDTimer > 0f)
        {
            float speedRatio = GetCurrentSpeedRatio();
            float deltaTime = 1f / (float)BattleConst.skillMotionFps * speedRatio;
            tipsGCDTimer -= deltaTime;
            
            if (tipsGCDTimer < 0f)
            {
                tipsGCDTimer = 0f;
            }
        }
        
        // 如果GCD结束且有待处理的飘字,弹出一个
        if (tipsGCDTimer <= 0f && messages.Count > 0)
        {
            TipsInfo tipsInfo = messages[0];
            messages.RemoveAt(0);
            
            PopUpTipsDirectly(tipsInfo);
            
            // 重置GCD
            ResetTipsGCD();
        }
    }
 
    /// <summary>
    /// 重置飘字GCD计时器
    /// </summary>
    private void ResetTipsGCD()
    {
        float speedRatio = GetCurrentSpeedRatio();
        float frameTime = 1f / (float)BattleConst.skillMotionFps;
        tipsGCDTimer = frameTime * TIPS_GCD_FRAMES / speedRatio;
    }
    
    /// <summary>
    /// 获取当前速度倍率
    /// </summary>
    private float GetCurrentSpeedRatio()
    {
        // 回退到战场速度
        if (battleObject != null && battleObject.battleField != null)
        {
            return battleObject.battleField.speedRatio;
        }
        
        return 1f;
    }
    
    /// <summary>
    /// 立即弹出飘字
    /// </summary>
    private void PopUpTipsDirectly(TipsInfo tipsInfo)
    {
        // 创建飘字实例
        BattleTips tips = CreateTipsInstance(tipsInfo);
 
        // 配置飘字
        ConfigureTips(tips, tipsInfo);
 
        // 设置位置(如果不跟随)
        if (!tipsInfo.followCharacter)
        {
            SetNonFollowPosition(tips);
        }
 
        // 设置参数并显示
        // 注册完成回调
        tips.OnFinish = () => RemoveTips(tips);
        tips.SetRatio(battleObject.battleField.speedRatio, tipsInfo.scaleRatio);
        tips.ShowBackground(tipsInfo.showBackground);
        tips.SetText(tipsInfo.message, tipsInfo.useArtText, false);
 
        // 添加到列表
        tipsList.Add(tips);
    }
    
    /// <summary>
    /// 创建飘字实例
    /// </summary>
    private BattleTips CreateTipsInstance(TipsInfo tipsInfo)
    {
        Transform parent = tipsInfo.followCharacter 
            ? transform 
            : battleObject.battleField.battleRootNode.transform;
            
        GameObject go = GameObject.Instantiate(textTips.gameObject, parent);
        return go.GetComponent<BattleTips>();
    }
    
    /// <summary>
    /// 配置飘字
    /// </summary>
    private void ConfigureTips(BattleTips tips, TipsInfo tipsInfo)
    {
        FloatingConfig targetConfig = tipsInfo.followCharacter 
            ? followFloatingConfig 
            : noFollowFloatingConfig;
        
        if (targetConfig == null)
        {
            Debug.LogError($"[BattleHeroInfoBar] FloatingConfig 未配置! " +
                $"followCharacter={tipsInfo.followCharacter}, GameObject: {gameObject.name}");
            return;
        }
        
        tips.SetFloatingConfig(targetConfig);
        
        // 设置是否使用 Buff 颜色
        if (tipsInfo.useBuffColor)
        {
            tips.SetBuffColor(true, tipsInfo.isDebuff);
        }
    }
    
    /// <summary>
    /// 设置不跟随飘字的位置
    /// </summary>
    private void SetNonFollowPosition(BattleTips tips)
    {
        RectTransform contentRect = tips.GetComponent<RectTransform>();
        RectTransform contentParentRect = contentRect.parent as RectTransform;
        RectTransform infoBarRect = GetComponent<RectTransform>();
 
        // 计算世界坐标
        Vector3 worldTargetPos = infoBarRect.transform.TransformPoint(infoBarRect.rect.center);
 
        // 转换到父节点坐标
        Vector2 anchoredPos;
        RectTransformUtility.ScreenPointToLocalPointInRectangle(
            contentParentRect,
            RectTransformUtility.WorldToScreenPoint(null, worldTargetPos),
            null,
            out anchoredPos
        );
 
        // 设置动态位置
        tips.SetPosition(anchoredPos, anchoredPos + new Vector2(0, 150));
    }
    
    /// <summary>
    /// 移除飘字
    /// </summary>
    private void RemoveTips(BattleTips tips)
    {
        tipsList.Remove(tips);
        tips.controller = null;
        GameObject.DestroyImmediate(tips.gameObject);
    }
    
    /// <summary>
    /// 更新所有激活的飘字
    /// </summary>
    private void UpdateActiveTips()
    {
        for (int i = tipsList.Count - 1; i >= 0; i--)
        {
            if (tipsList[i].gameObject == null)
            {
                var instanceid = tipsList[i].gameObject.GetInstanceID();
                tipsList.RemoveAt(i);
                continue;
            }
            tipsList[i].Run();
        }
    }
    
    /// <summary>
    /// 清理所有飘字
    /// </summary>
    private void CleanupTips()
    {
        messages.Clear();
        
        foreach (var tip in tipsList)
        {
            tip.OnFinish = null;
            GameObject.DestroyImmediate(tip.gameObject);
        }
        
        tipsList.Clear();
    }
    
    /// <summary>
    /// 停止并清理Tween
    /// </summary>
    private void KillTween<T>(ref T tween) where T : Tween
    {
        if (tween != null && battleObject != null)
        {
            battleObject.battleField.battleTweenMgr.OnKillTween(tween);
            tween = null;
        }
    }
    
    /// <summary>
    /// 获取时间增量
    /// </summary>
    private float GetDeltaTime()
    {
        return 1f / (float)BattleConst.skillMotionFps * battleObject.battleField.speedRatio;
    }
    
    /// <summary>
    /// Buff图标点击回调
    /// </summary>
    private void OnBuffCellClicked()
    {
        // TODO: 显示buff描述/当前身上所有buff
    }
}