using UnityEngine; 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。 /// [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; private HealthSystem _healthSystem; private int _lastHealth = -1; private int _maxHealth; private void Start() { _healthSystem = GetComponent(); if (_healthSystem == null) { enabled = false; return; } // 获取 maxHealth(通过反射读取私有字段) var field = typeof(HealthSystem).GetField("maxHealth", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance); if (field != null) _maxHealth = (int)field.GetValue(_healthSystem); else _maxHealth = 3; UpdateBar(); } private void LateUpdate() { UpdateBar(); } /// /// 根据当前血量更新血条显示。 /// private void UpdateBar() { if (_healthSystem == null || fillRenderer == null || bgRenderer == null) return; // 获取当前血量(反射) var healthField = typeof(HealthSystem).GetField("health", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance); int currentHealth = healthField != null ? (int)healthField.GetValue(_healthSystem) : _maxHealth; // 血量没变化则跳过(性能优化) if (currentHealth == _lastHealth) return; _lastHealth = currentHealth; 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; } } }