using UnityEngine;
using UnityEngine.UI;
using TMPro;
using IndianOceanAssets.Engine2_5D;
using Architecture.Core;
using Architecture.Variables;
namespace GameFramework
{
///
/// 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
///
public class GameHUD : MonoBehaviour
{
/// 魂灵图标的 RectTransform(供魂灵掉落物飞行定位)
public static RectTransform SoulIconRect { get; private set; }
[Header("魂灵计数(左上角)")]
[SerializeField] private Image soulIcon;
[SerializeField] private TextMeshProUGUI soulCountText;
[Header("生命图标(左下角)")]
[SerializeField] private Image[] lifeIcons; // 5个生命图标
[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;
[Header("SO 事件通道 / 变量")]
[SerializeField] private IntEvent scoreChangedEvent;
[SerializeField] private IntVariable playerHealthVar;
private HealthSystem _playerHealth;
private SpiritLanternSystem _lanternSystem;
private EchoSystem _echoSystem;
private PlayerController _playerController;
private int _lastSoulCount = -1;
void Start()
{
var player = GameObject.FindWithTag("Player");
if (player != null)
{
_playerHealth = player.GetComponent();
_lanternSystem = player.GetComponent();
_echoSystem = player.GetComponent();
_playerController = player.GetComponent();
}
if (pauseButton != null)
pauseButton.onClick.AddListener(OnPauseClick);
// 暴露魂灵图标 RectTransform(供魂灵掉落物飞行定位)
if (soulIcon != null)
SoulIconRect = soulIcon.rectTransform;
// 订阅分数事件(魂灵计数复用分数系统):无条件注册,事件资产始终存在;
// 初始值若 ScoreManager 已就绪则取实时分,否则先显示 0,首个 ScoreChanged 会刷新。
scoreChangedEvent?.Register(UpdateSoulCount);
UpdateSoulCount(ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0);
// 订阅玩家血量变量(替代反射读取私有字段 + Update 条件 Find 回退)
if (playerHealthVar != null)
{
playerHealthVar.OnValueChanged += UpdateLifeIcons;
UpdateLifeIcons(playerHealthVar.Value);
}
// 受击泛红特效:场景需预置已接线的 DamageFlashOverlay 实例(不再自动创建,
// 否则会生成一个事件为 null 的实例,既无效果又掩盖「未接线」问题)
if (FindObjectOfType() == null)
Debug.LogWarning("[GameHUD] 场景中未找到 DamageFlashOverlay,受击泛红特效不会显示。请在场景中放置一个、并把它 On Player Damaged Event 字段接上 OnPlayerDamaged 资产。", this);
}
void OnDestroy()
{
scoreChangedEvent?.Unregister(UpdateSoulCount);
if (playerHealthVar != null)
playerHealthVar.OnValueChanged -= UpdateLifeIcons;
}
void Update()
{
// 事件已在 Start 中无条件订阅,无需逐帧延迟订阅(避免反模式)。
UpdateSkillCooldowns();
}
///
/// 更新魂灵计数(左上角)。
///
private void UpdateSoulCount(int count)
{
if (soulCountText != null)
{
soulCountText.text = count.ToString();
if (count != _lastSoulCount)
{
Debug.Log($"[GameHUD] UpdateSoulCount: {count}");
_lastSoulCount = count;
}
}
else
{
Debug.LogWarning("[GameHUD] soulCountText 未赋值!");
}
}
///
/// 更新生命图标(左下角)。
/// 直接读取 PlayerHealth 共享变量,由 OnValueChanged 事件驱动,无反射、无逐帧 Find。
///
private void UpdateLifeIcons(int value)
{
if (lifeIcons == null || lifeIcons.Length == 0) return;
if (playerHealthVar == null) return;
int currentHealth = value;
for (int i = 0; i < lifeIcons.Length; i++)
{
if (lifeIcons[i] != null)
lifeIcons[i].enabled = (i < currentHealth);
}
}
///
/// 更新技能CD遮罩(右下角)。
/// 通过各系统的公共只读属性读取冷却状态,替代反射读取私有字段。
///
private void UpdateSkillCooldowns()
{
// 冲刺 CD(从 PlayerController.RollCooldown 读取)
if (_playerController != null)
{
var cd = _playerController.RollCooldown;
UpdateSkillCD(skillSprintCD, skillSprintIcon, cd.remaining, cd.total);
}
// 摇铃 CD(从 EchoSystem.BellCooldown 读取)
if (_echoSystem != null)
{
var cd = _echoSystem.BellCooldown;
UpdateSkillCD(skillBellCD, skillBellIcon, cd.remaining, cd.total);
}
// 灵灯 CD(SpiritLanternSystem 已暴露公共 Cooldown / CooldownRemaining,无反射)
if (_lanternSystem != null)
{
float remaining = _lanternSystem.CooldownRemaining;
float maxCD = _lanternSystem.Cooldown;
UpdateSkillCD(skillLanternCD, skillLanternIcon, remaining, maxCD);
}
}
///
/// 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)。
/// CD 时图标变灰,就绪时恢复。
///
private void UpdateSkillCD(Image cdImage, float remaining, float total)
{
UpdateSkillCD(cdImage, null, remaining, total);
}
///
/// 更新单个技能CD遮罩 + 图标去色。
///
private void UpdateSkillCD(Image cdImage, Image iconImage, float remaining, float total)
{
if (cdImage == null) return;
bool onCooldown = total > 0f && remaining > 0f;
if (onCooldown)
{
cdImage.gameObject.SetActive(true);
cdImage.fillAmount = remaining / total;
// CD 中图标变灰
if (iconImage != null)
iconImage.color = new Color(0.4f, 0.4f, 0.4f, 1f);
}
else
{
cdImage.fillAmount = 0f;
cdImage.gameObject.SetActive(false);
// CD 就绪图标恢复原色
if (iconImage != null)
iconImage.color = Color.white;
}
}
private void OnPauseClick()
{
if (TimeController.Instance != null)
TimeController.Instance.Pause();
}
}
}