更新game HUD 界面
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+101
-60
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using UnityEngine;
|
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using UnityEngine.UI;
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using IndianOceanAssets.Engine2_5D;
|
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using GameFramework;
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namespace GameFramework
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{
|
||||
/// <summary>
|
||||
/// 游戏内 HUD —— 显示血量、灵灯数量/CD、分数、暂停按钮。
|
||||
/// 挂在 Gameplay 场景的 HUD Canvas 上。
|
||||
/// 游戏内 HUD —— 魂灵计数 + 生命图标 + 技能CD。
|
||||
///
|
||||
/// 布局:
|
||||
/// - 左上角:收集到的魂灵(icon + 数字)
|
||||
/// - 左下角:5个生命图标
|
||||
/// - 右下角:3个技能图标(冲刺/摇铃/灵灯)+ CD遮罩
|
||||
/// </summary>
|
||||
public class GameHUD : MonoBehaviour
|
||||
{
|
||||
[Header("血量")]
|
||||
[SerializeField] private Slider healthSlider;
|
||||
[SerializeField] private Text healthText;
|
||||
[Header("魂灵计数(左上角)")]
|
||||
[SerializeField] private Image soulIcon;
|
||||
[SerializeField] private Text soulCountText;
|
||||
|
||||
[Header("灵灯")]
|
||||
[SerializeField] private Text lanternCountText;
|
||||
[SerializeField] private Text lanternCDText;
|
||||
[SerializeField] private Image lanternCDFill; // 可选:CD 圆形填充
|
||||
[Header("生命图标(左下角)")]
|
||||
[SerializeField] private Image[] lifeIcons; // 5个生命图标
|
||||
|
||||
[Header("分数")]
|
||||
[SerializeField] private Text scoreText;
|
||||
[Header("技能图标(右下角)")]
|
||||
[SerializeField] private Image skillSprintIcon;
|
||||
[SerializeField] private Image skillSprintCD; // CD 遮罩(Image.fillAmount)
|
||||
[SerializeField] private Image skillBellIcon;
|
||||
[SerializeField] private Image skillBellCD;
|
||||
[SerializeField] private Image skillLanternIcon;
|
||||
[SerializeField] private Image skillLanternCD;
|
||||
|
||||
[Header("暂停")]
|
||||
[SerializeField] private Button pauseButton;
|
||||
|
||||
private HealthSystem _playerHealth;
|
||||
private SpiritLanternSystem _lanternSystem;
|
||||
private int _maxHealth;
|
||||
private EchoSystem _echoSystem;
|
||||
private PlayerController _playerController;
|
||||
private int _maxHealth = 5;
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 查找玩家
|
||||
var player = GameObject.FindWithTag("Player");
|
||||
if (player != null)
|
||||
{
|
||||
_playerHealth = player.GetComponent<HealthSystem>();
|
||||
_lanternSystem = player.GetComponent<SpiritLanternSystem>();
|
||||
|
||||
// 获取 maxHealth
|
||||
if (_playerHealth != null)
|
||||
{
|
||||
var field = typeof(HealthSystem).GetField("maxHealth",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
if (field != null)
|
||||
_maxHealth = (int)field.GetValue(_playerHealth);
|
||||
else
|
||||
_maxHealth = 100;
|
||||
}
|
||||
_echoSystem = player.GetComponent<EchoSystem>();
|
||||
_playerController = player.GetComponent<PlayerController>();
|
||||
}
|
||||
|
||||
// 绑定暂停按钮
|
||||
if (pauseButton != null)
|
||||
pauseButton.onClick.AddListener(OnPauseClick);
|
||||
|
||||
// 订阅分数事件
|
||||
ScoreManager.onScoreChanged += UpdateScore;
|
||||
// 订阅分数事件(魂灵计数复用分数系统)
|
||||
ScoreManager.onScoreChanged += UpdateSoulCount;
|
||||
UpdateSoulCount(ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0);
|
||||
|
||||
// 初始更新
|
||||
UpdateScore(ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0);
|
||||
UpdateLifeIcons();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
ScoreManager.onScoreChanged -= UpdateScore;
|
||||
ScoreManager.onScoreChanged -= UpdateSoulCount;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
UpdateHealth();
|
||||
UpdateLantern();
|
||||
UpdateLifeIcons();
|
||||
UpdateSkillCooldowns();
|
||||
}
|
||||
|
||||
private void UpdateHealth()
|
||||
/// <summary>
|
||||
/// 更新魂灵计数(左上角)。
|
||||
/// </summary>
|
||||
private void UpdateSoulCount(int count)
|
||||
{
|
||||
if (_playerHealth == null) return;
|
||||
if (soulCountText != null)
|
||||
soulCountText.text = count.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新生命图标(左下角)。
|
||||
/// 根据当前血量显示/隐藏对应图标。
|
||||
/// </summary>
|
||||
private void UpdateLifeIcons()
|
||||
{
|
||||
if (_playerHealth == null || lifeIcons == null || lifeIcons.Length == 0) return;
|
||||
|
||||
// 获取当前血量
|
||||
var field = typeof(HealthSystem).GetField("health",
|
||||
var healthField = typeof(HealthSystem).GetField("health",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
int currentHealth = field != null ? (int)field.GetValue(_playerHealth) : _maxHealth;
|
||||
int currentHealth = healthField != null ? (int)healthField.GetValue(_playerHealth) : _maxHealth;
|
||||
|
||||
if (healthSlider != null)
|
||||
healthSlider.value = (float)currentHealth / _maxHealth;
|
||||
|
||||
if (healthText != null)
|
||||
healthText.text = $"{currentHealth}/{_maxHealth}";
|
||||
for (int i = 0; i < lifeIcons.Length; i++)
|
||||
{
|
||||
if (lifeIcons[i] != null)
|
||||
lifeIcons[i].enabled = (i < currentHealth);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateLantern()
|
||||
/// <summary>
|
||||
/// 更新技能CD遮罩(右下角)。
|
||||
/// 使用 Image.fillAmount 实现圆形CD效果。
|
||||
/// </summary>
|
||||
private void UpdateSkillCooldowns()
|
||||
{
|
||||
if (_lanternSystem == null) return;
|
||||
|
||||
if (lanternCountText != null)
|
||||
lanternCountText.text = $"灵灯: {_lanternSystem.RemainingLanterns}";
|
||||
|
||||
if (lanternCDText != null)
|
||||
// 冲刺 CD(从 PlayerController 读取 rollCooldown + lastRollTime)
|
||||
if (_playerController != null)
|
||||
{
|
||||
if (_lanternSystem.IsCooldownReady)
|
||||
lanternCDText.text = "就绪";
|
||||
else
|
||||
lanternCDText.text = $"{_lanternSystem.CooldownRemaining:F1}s";
|
||||
var cdField = typeof(PlayerController).GetField("rollCooldown",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
var lastField = typeof(PlayerController).GetField("lastRollTime",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
float sprintCD = cdField != null ? (float)cdField.GetValue(_playerController) : 1f;
|
||||
float lastRoll = lastField != null ? (float)lastField.GetValue(_playerController) : -999f;
|
||||
float remaining = Mathf.Max(0f, (lastRoll + sprintCD) - Time.time);
|
||||
UpdateSkillCD(skillSprintCD, remaining, sprintCD);
|
||||
}
|
||||
|
||||
if (lanternCDFill != null)
|
||||
// 摇铃 CD(从 EchoSystem 读取 cooldown + _lastEchoTime)
|
||||
if (_echoSystem != null)
|
||||
{
|
||||
// CD 填充:就绪时满,冷却中递减
|
||||
var cdField = typeof(EchoSystem).GetField("cooldown",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
var lastField = typeof(EchoSystem).GetField("_lastEchoTime",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
float bellCD = cdField != null ? (float)cdField.GetValue(_echoSystem) : 2f;
|
||||
float lastTime = lastField != null ? (float)lastField.GetValue(_echoSystem) : -999f;
|
||||
float remaining = Mathf.Max(0f, (lastTime + bellCD) - Time.time);
|
||||
UpdateSkillCD(skillBellCD, remaining, bellCD);
|
||||
}
|
||||
|
||||
// 灵灯 CD(从 SpiritLanternSystem 读取)
|
||||
if (_lanternSystem != null)
|
||||
{
|
||||
float remaining = _lanternSystem.CooldownRemaining;
|
||||
var cdField = typeof(SpiritLanternSystem).GetField("cooldown",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
float maxCD = cdField != null ? (float)cdField.GetValue(_lanternSystem) : 3f;
|
||||
lanternCDFill.fillAmount = _lanternSystem.IsCooldownReady ? 1f :
|
||||
1f - (_lanternSystem.CooldownRemaining / maxCD);
|
||||
UpdateSkillCD(skillLanternCD, remaining, maxCD);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateScore(int score)
|
||||
/// <summary>
|
||||
/// 更新单个技能CD遮罩。
|
||||
/// fillAmount = 1 表示CD中(完全遮挡),0 表示就绪(无遮挡)。
|
||||
/// </summary>
|
||||
private void UpdateSkillCD(Image cdImage, float remaining, float total)
|
||||
{
|
||||
if (scoreText != null)
|
||||
scoreText.text = $"分数: {score}";
|
||||
if (cdImage == null) return;
|
||||
|
||||
if (total <= 0f || remaining <= 0f)
|
||||
{
|
||||
cdImage.fillAmount = 0f;
|
||||
cdImage.gameObject.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
cdImage.gameObject.SetActive(true);
|
||||
cdImage.fillAmount = remaining / total;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnPauseClick()
|
||||
|
||||
Reference in New Issue
Block a user