增加怪物功能,调整灵灯参数

This commit is contained in:
2026-07-03 16:06:18 +08:00
parent e75868832f
commit 6e414a3022
46 changed files with 5907 additions and 300 deletions
+130
View File
@@ -0,0 +1,130 @@
using UnityEngine;
using UnityEngine.UI;
using IndianOceanAssets.Engine2_5D;
using GameFramework;
namespace GameFramework
{
/// <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。
/// </summary>
public class GameHUD : MonoBehaviour
{
[Header("血量")]
[SerializeField] private Slider healthSlider;
[SerializeField] private Text healthText;
[Header("灵灯")]
[SerializeField] private Text lanternCountText;
[SerializeField] private Text lanternCDText;
[SerializeField] private Image lanternCDFill; // 可选:CD 圆形填充
[Header("分数")]
[SerializeField] private Text scoreText;
[Header("暂停")]
[SerializeField] private Button pauseButton;
private HealthSystem _playerHealth;
private SpiritLanternSystem _lanternSystem;
private int _maxHealth;
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;
}
}
// 绑定暂停按钮
if (pauseButton != null)
pauseButton.onClick.AddListener(OnPauseClick);
// 订阅分数事件
ScoreManager.onScoreChanged += UpdateScore;
// 初始更新
UpdateScore(ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0);
}
void OnDestroy()
{
ScoreManager.onScoreChanged -= UpdateScore;
}
void Update()
{
UpdateHealth();
UpdateLantern();
}
private void UpdateHealth()
{
if (_playerHealth == null) return;
// 获取当前血量
var field = typeof(HealthSystem).GetField("health",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
int currentHealth = field != null ? (int)field.GetValue(_playerHealth) : _maxHealth;
if (healthSlider != null)
healthSlider.value = (float)currentHealth / _maxHealth;
if (healthText != null)
healthText.text = $"{currentHealth}/{_maxHealth}";
}
private void UpdateLantern()
{
if (_lanternSystem == null) return;
if (lanternCountText != null)
lanternCountText.text = $"灵灯: {_lanternSystem.RemainingLanterns}";
if (lanternCDText != null)
{
if (_lanternSystem.IsCooldownReady)
lanternCDText.text = "就绪";
else
lanternCDText.text = $"{_lanternSystem.CooldownRemaining:F1}s";
}
if (lanternCDFill != null)
{
// CD 填充:就绪时满,冷却中递减
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);
}
}
private void UpdateScore(int score)
{
if (scoreText != null)
scoreText.text = $"分数: {score}";
}
private void OnPauseClick()
{
if (TimeController.Instance != null)
TimeController.Instance.Pause();
}
}
}