增加怪物功能,调整灵灯参数
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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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{
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/// <summary>
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/// 游戏内 HUD —— 显示血量、灵灯数量/CD、分数、暂停按钮。
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/// 挂在 Gameplay 场景的 HUD Canvas 上。
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/// </summary>
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public class GameHUD : MonoBehaviour
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{
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[Header("血量")]
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[SerializeField] private Slider healthSlider;
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[SerializeField] private Text healthText;
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[Header("灵灯")]
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[SerializeField] private Text lanternCountText;
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[SerializeField] private Text lanternCDText;
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[SerializeField] private Image lanternCDFill; // 可选:CD 圆形填充
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[Header("分数")]
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[SerializeField] private Text scoreText;
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[Header("暂停")]
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[SerializeField] private Button pauseButton;
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private HealthSystem _playerHealth;
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private SpiritLanternSystem _lanternSystem;
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private int _maxHealth;
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void Start()
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{
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// 查找玩家
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var player = GameObject.FindWithTag("Player");
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if (player != null)
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{
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_playerHealth = player.GetComponent<HealthSystem>();
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_lanternSystem = player.GetComponent<SpiritLanternSystem>();
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// 获取 maxHealth
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if (_playerHealth != null)
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{
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var field = typeof(HealthSystem).GetField("maxHealth",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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if (field != null)
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_maxHealth = (int)field.GetValue(_playerHealth);
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else
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_maxHealth = 100;
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}
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}
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// 绑定暂停按钮
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if (pauseButton != null)
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pauseButton.onClick.AddListener(OnPauseClick);
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// 订阅分数事件
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ScoreManager.onScoreChanged += UpdateScore;
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// 初始更新
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UpdateScore(ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0);
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}
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void OnDestroy()
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{
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ScoreManager.onScoreChanged -= UpdateScore;
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}
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void Update()
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{
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UpdateHealth();
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UpdateLantern();
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}
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private void UpdateHealth()
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{
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if (_playerHealth == null) return;
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// 获取当前血量
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var field = typeof(HealthSystem).GetField("health",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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int currentHealth = field != null ? (int)field.GetValue(_playerHealth) : _maxHealth;
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if (healthSlider != null)
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healthSlider.value = (float)currentHealth / _maxHealth;
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if (healthText != null)
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healthText.text = $"{currentHealth}/{_maxHealth}";
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}
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private void UpdateLantern()
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{
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if (_lanternSystem == null) return;
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if (lanternCountText != null)
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lanternCountText.text = $"灵灯: {_lanternSystem.RemainingLanterns}";
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if (lanternCDText != null)
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{
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if (_lanternSystem.IsCooldownReady)
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lanternCDText.text = "就绪";
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else
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lanternCDText.text = $"{_lanternSystem.CooldownRemaining:F1}s";
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}
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if (lanternCDFill != null)
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{
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// CD 填充:就绪时满,冷却中递减
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var cdField = typeof(SpiritLanternSystem).GetField("cooldown",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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float maxCD = cdField != null ? (float)cdField.GetValue(_lanternSystem) : 3f;
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lanternCDFill.fillAmount = _lanternSystem.IsCooldownReady ? 1f :
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1f - (_lanternSystem.CooldownRemaining / maxCD);
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}
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}
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private void UpdateScore(int score)
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{
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if (scoreText != null)
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scoreText.text = $"分数: {score}";
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}
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private void OnPauseClick()
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{
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if (TimeController.Instance != null)
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TimeController.Instance.Pause();
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}
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}
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}
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