using UnityEngine;
using IndianOceanAssets.Engine2_5D;
namespace IndianOceanAssets.Engine2_5D
{
///
/// 敌人头顶血条 —— 挂在敌人 Prefab 上。
/// 血条可视化物体(BG、Fill)已在 Prefab 中预建,运行时直接引用,无需动态创建。
///
/// 解耦改造:直接引用同物体上的 HealthSystem(RequireComponent 保证存在),
/// 订阅其 OnHealthChanged 事件刷新,彻底移除对私有字段的反射读取。
/// 注意:不使用"全局共享 IntVariable"承载敌人血量——否则所有敌人血条会显示同一份血量,
/// 正确的解法是"每个敌人读自己的 HealthSystem"(同物体组件引用,非 Find / 反射 / 跨对象)。
///
[RequireComponent(typeof(HealthSystem))]
public class EnemyHealthBar : MonoBehaviour
{
[Header("血条引用(Prefab 中预建)")]
[SerializeField] private Transform barRoot;
[SerializeField] private SpriteRenderer bgRenderer;
[SerializeField] private SpriteRenderer fillRenderer;
[Header("血条参数")]
[Tooltip("血条宽度(世界单位)")]
[SerializeField] private float barWidth = 1f;
[Tooltip("血条高度(世界单位)")]
[SerializeField] private float barHeight = 0.1f;
[Header("颜色")]
[SerializeField] private Color fillColor = new Color(0.8f, 0.1f, 0.1f, 0.9f);
[SerializeField] private Color lowHealthColor = new Color(1f, 0.3f, 0f, 0.9f);
[Tooltip("低于此比例时切换为低血量颜色")]
[SerializeField] private float lowHealthThreshold = 0.3f;
[Header("显示控制")]
[Tooltip("满血时是否隐藏血条")]
[SerializeField] private bool hideWhenFull = false;
// 同物体上的 HealthSystem(RequireComponent 保证存在;非 Find / 反射 / 跨对象引用)
private HealthSystem _healthSource;
private void Start()
{
if (fillRenderer == null || bgRenderer == null)
{
enabled = false;
return;
}
_healthSource = GetComponent();
if (_healthSource != null)
{
_healthSource.OnHealthChanged += UpdateBar;
UpdateBar(_healthSource.CurrentHealth, _healthSource.MaxHealth);
}
else
{
UpdateBar(1, 1);
}
}
private void OnDestroy()
{
if (_healthSource != null)
_healthSource.OnHealthChanged -= UpdateBar;
}
///
/// 根据当前血量更新血条显示(事件驱动,无反射、无每帧 LateUpdate)。
///
private void UpdateBar(int currentHealth, int maxHealth)
{
if (fillRenderer == null || bgRenderer == null) return;
if (maxHealth <= 0) maxHealth = 1;
float ratio = Mathf.Clamp01((float)currentHealth / maxHealth);
// 更新填充条缩放(居中对齐)
fillRenderer.transform.localScale = new Vector3(barWidth * ratio, barHeight, 1f);
fillRenderer.transform.localPosition = new Vector3(
-(barWidth * (1f - ratio)) * 0.5f, 0f, 0f);
// 低血量变色
fillRenderer.color = ratio <= lowHealthThreshold ? lowHealthColor : fillColor;
// 满血隐藏
bool visible = !(hideWhenFull && ratio >= 1f);
bgRenderer.enabled = visible;
fillRenderer.enabled = visible;
}
}
}