yyl
1 天以前 7f9ec6d10ebb5d741b10e2b4168b11ad0ebb22cd
Main/System/Battle/UIComp/BattleHeroInfoBar.cs
@@ -10,8 +10,6 @@
/// </summary>
public class BattleHeroInfoBar : MonoBehaviour
{
    #region 内部类
    /// <summary>
    /// 飘字信息配置
    /// </summary>
@@ -26,13 +24,23 @@
        public bool isDebuff = false;      // 是否是负向 Buff(决定用哪个颜色)
    }
    
    #endregion
    #region Inspector字段
    /// <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 GameObject maxXpGO;
    public Slider sliderShield1;
    public Slider sliderShield2;
    public BasicHeroInfoContainer heroInfoContainer;
    public BattleTips textTips;
    
@@ -46,15 +54,7 @@
    [Tooltip("不跟随角色的飘字配置(固定在战场节点)")]
    public FloatingConfig noFollowFloatingConfig;
    
    [Header("Settings")]
    public float PopUpInterval = 0.2f;
    #endregion
    #region 私有字段
    protected BattleObject battleObject;
    protected float timer = 0f;
    
    protected List<TipsInfo> messages = new List<TipsInfo>();
    protected List<BattleTips> tipsList = new List<BattleTips>();
@@ -62,19 +62,21 @@
    
    protected Tween hpTween;
    protected Tween xpTween;
    protected Tween shieldTween1;
    protected Tween shieldTween2;
    protected Sequence damageSequence;
    
    #endregion
    private Queue<HpUpdateRequest> hpUpdateQueue = new Queue<HpUpdateRequest>();
    private Queue<BattleDmgInfo> damageUpdateQueue = new Queue<BattleDmgInfo>();
    #region Unity生命周期
    // 飘字GCD相关
    private float tipsGCDTimer = 0f;
    private const int TIPS_GCD_FRAMES = 5;
    
    protected void OnDisable()
    {
        CleanupTips();
    }
    #endregion
    #region 公共方法 - 初始化
    
    public void SetBattleObject(BattleObject _battleObject)
    {
@@ -83,16 +85,19 @@
        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);
    }
    #endregion
    #region 公共方法 - Buff管理
    
    public void RefreshBuff(List<HB428_tagSCBuffRefresh> datas)
    {
@@ -111,11 +116,14 @@
                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;
    }
    #endregion
    #region 公共方法 - 飘字管理
    
    /// <summary>
    /// 添加飘字到队列
@@ -139,24 +147,34 @@
        messages.Add(tipsInfo);
    }
    
    #endregion
    #region 公共方法 - 数值更新
    /// <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)fromHp / (float)maxHp;
        float targetValue = (float)toHp / (float)maxHp;
        float fromValue = (float)request.fromHp / (float)request.maxHp;
        float targetValue = (float)request.toHp / (float)request.maxHp;
        
        if (tween)
        if (request.tween)
        {
            // 关键修复:先设置起始值,再播放动画到目标值
            sliderHp.value = fromValue;  // ← 这行是关键!
            sliderHp.value = fromValue;
            hpTween = sliderHp.DOValue(targetValue, 0.3f).SetAutoKill(false);
            battleObject.battleField.battleTweenMgr.OnPlayTween(hpTween);
        }
@@ -187,31 +205,110 @@
        
        if (tween)
        {
            // 同样的修复
            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;
        }
    }
    
    #endregion
    /// <summary>
    /// 播放血条 护盾的变化
    /// </summary>
    public void UpdateDamage(BattleDmgInfo dmgInfo)
    {
        // 加入队列
        damageUpdateQueue.Enqueue(dmgInfo);
    }
    #region 公共方法 - 运行时更新
    /// <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();
        // 处理飘字队列
        ProcessTipsQueue();
    }
    /// <summary>
@@ -225,9 +322,81 @@
        }
    }
    
    #endregion
    /// <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;
        }
    }
    #region 私有方法 - 飘字处理
    /// <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
@@ -247,12 +416,11 @@
        }
        
        // 设置参数并显示
        tips.SetRatio(battleObject.battleField.speedRatio, tipsInfo.scaleRatio);
        tips.SetText(tipsInfo.message, tipsInfo.useArtText, false); // 移除 textColor 参数
        tips.ShowBackground(tipsInfo.showBackground);
        // 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);
@@ -327,6 +495,7 @@
    private void RemoveTips(BattleTips tips)
    {
        tipsList.Remove(tips);
        tips.controller = null;
        GameObject.DestroyImmediate(tips.gameObject);
    }
    
@@ -337,25 +506,13 @@
    {
        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>
    /// 处理飘字队列
    /// </summary>
    private void ProcessTipsQueue()
    {
        timer += GetDeltaTime();
        if (messages.Count > 0 && timer >= PopUpInterval)
        {
            TipsInfo tipsInfo = messages[0];
            messages.RemoveAt(0);
            PopUpTipsDirectly(tipsInfo);
            timer = 0f;
        }
    }
    
@@ -375,14 +532,10 @@
        tipsList.Clear();
    }
    
    #endregion
    #region 私有方法 - 辅助方法
    /// <summary>
    /// 停止并清理Tween
    /// </summary>
    private void KillTween(ref Tween tween)
    private void KillTween<T>(ref T tween) where T : Tween
    {
        if (tween != null && battleObject != null)
        {
@@ -406,6 +559,4 @@
    {
        // TODO: 显示buff描述/当前身上所有buff
    }
    #endregion
}