179 lines
7.0 KiB
C#
179 lines
7.0 KiB
C#
using UnityEngine;
|
||
using UnityEngine.UI;
|
||
using IndianOceanAssets.Engine2_5D;
|
||
|
||
namespace GameFramework
|
||
{
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
public class GameHUD : MonoBehaviour
|
||
{
|
||
[Header("魂灵计数(左上角)")]
|
||
[SerializeField] private Image soulIcon;
|
||
[SerializeField] private Text 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;
|
||
|
||
private HealthSystem _playerHealth;
|
||
private SpiritLanternSystem _lanternSystem;
|
||
private EchoSystem _echoSystem;
|
||
private PlayerController _playerController;
|
||
private int _maxHealth = 5;
|
||
|
||
void Start()
|
||
{
|
||
var player = GameObject.FindWithTag("Player");
|
||
if (player != null)
|
||
{
|
||
_playerHealth = player.GetComponent<HealthSystem>();
|
||
_lanternSystem = player.GetComponent<SpiritLanternSystem>();
|
||
_echoSystem = player.GetComponent<EchoSystem>();
|
||
_playerController = player.GetComponent<PlayerController>();
|
||
}
|
||
|
||
if (pauseButton != null)
|
||
pauseButton.onClick.AddListener(OnPauseClick);
|
||
|
||
// 订阅分数事件(魂灵计数复用分数系统)
|
||
ScoreManager.onScoreChanged += UpdateSoulCount;
|
||
UpdateSoulCount(ScoreManager.Instance != null ? ScoreManager.Instance.CurrentScore : 0);
|
||
|
||
UpdateLifeIcons();
|
||
|
||
// 自动创建受击泛红特效(如果场景中没有)
|
||
if (FindObjectOfType<DamageFlashOverlay>() == null)
|
||
{
|
||
var overlayObj = new GameObject("DamageFlashOverlay");
|
||
overlayObj.AddComponent<DamageFlashOverlay>();
|
||
}
|
||
}
|
||
|
||
void OnDestroy()
|
||
{
|
||
ScoreManager.onScoreChanged -= UpdateSoulCount;
|
||
}
|
||
|
||
void Update()
|
||
{
|
||
UpdateLifeIcons();
|
||
UpdateSkillCooldowns();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新魂灵计数(左上角)。
|
||
/// </summary>
|
||
private void UpdateSoulCount(int count)
|
||
{
|
||
if (soulCountText != null)
|
||
soulCountText.text = count.ToString();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新生命图标(左下角)。
|
||
/// 根据当前血量显示/隐藏对应图标。
|
||
/// </summary>
|
||
private void UpdateLifeIcons()
|
||
{
|
||
if (_playerHealth == null || lifeIcons == null || lifeIcons.Length == 0) return;
|
||
|
||
// 获取当前血量
|
||
var healthField = typeof(HealthSystem).GetField("health",
|
||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||
int currentHealth = healthField != null ? (int)healthField.GetValue(_playerHealth) : _maxHealth;
|
||
|
||
for (int i = 0; i < lifeIcons.Length; i++)
|
||
{
|
||
if (lifeIcons[i] != null)
|
||
lifeIcons[i].enabled = (i < currentHealth);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新技能CD遮罩(右下角)。
|
||
/// 使用 Image.fillAmount 实现圆形CD效果。
|
||
/// </summary>
|
||
private void UpdateSkillCooldowns()
|
||
{
|
||
// 冲刺 CD(从 PlayerController 读取 rollCooldown + lastRollTime)
|
||
if (_playerController != null)
|
||
{
|
||
var cdField = typeof(PlayerController).GetField("rollCooldown",
|
||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||
var lastField = typeof(PlayerController).GetField("lastRollTime",
|
||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||
float sprintCD = cdField != null ? (float)cdField.GetValue(_playerController) : 1f;
|
||
float lastRoll = lastField != null ? (float)lastField.GetValue(_playerController) : -999f;
|
||
float remaining = Mathf.Max(0f, (lastRoll + sprintCD) - Time.time);
|
||
UpdateSkillCD(skillSprintCD, remaining, sprintCD);
|
||
}
|
||
|
||
// 摇铃 CD(从 EchoSystem 读取 cooldown + _lastEchoTime)
|
||
if (_echoSystem != null)
|
||
{
|
||
var cdField = typeof(EchoSystem).GetField("cooldown",
|
||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||
var lastField = typeof(EchoSystem).GetField("_lastEchoTime",
|
||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||
float bellCD = cdField != null ? (float)cdField.GetValue(_echoSystem) : 2f;
|
||
float lastTime = lastField != null ? (float)lastField.GetValue(_echoSystem) : -999f;
|
||
float remaining = Mathf.Max(0f, (lastTime + bellCD) - Time.time);
|
||
UpdateSkillCD(skillBellCD, remaining, bellCD);
|
||
}
|
||
|
||
// 灵灯 CD(从 SpiritLanternSystem 读取)
|
||
if (_lanternSystem != null)
|
||
{
|
||
float remaining = _lanternSystem.CooldownRemaining;
|
||
var cdField = typeof(SpiritLanternSystem).GetField("cooldown",
|
||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||
float maxCD = cdField != null ? (float)cdField.GetValue(_lanternSystem) : 3f;
|
||
UpdateSkillCD(skillLanternCD, remaining, maxCD);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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)。
|
||
/// </summary>
|
||
private void UpdateSkillCD(Image cdImage, float remaining, float total)
|
||
{
|
||
if (cdImage == null) return;
|
||
|
||
if (total <= 0f || remaining <= 0f)
|
||
{
|
||
cdImage.fillAmount = 0f;
|
||
cdImage.gameObject.SetActive(false);
|
||
}
|
||
else
|
||
{
|
||
cdImage.gameObject.SetActive(true);
|
||
cdImage.fillAmount = remaining / total;
|
||
}
|
||
}
|
||
|
||
private void OnPauseClick()
|
||
{
|
||
if (TimeController.Instance != null)
|
||
TimeController.Instance.Pause();
|
||
}
|
||
}
|
||
}
|