2025-09-08 00:13:12 +08:00
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using System;
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using Base;
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using Entity;
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2025-08-27 19:56:49 +08:00
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using UnityEngine;
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2025-09-02 11:08:15 +08:00
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2025-08-27 19:56:49 +08:00
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namespace UI
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{
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2025-09-08 00:13:12 +08:00
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/// <summary>
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/// 装备UI类,负责显示当前聚焦角色的装备(物品栏中的前三个槽位)。
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/// </summary>
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public class EquipmentUI : MonoBehaviour,ITick
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{
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// 这些公共变量用于在 Inspector 中分配 ItemUI 对象,分别对应当前使用、第二个和第三个装备槽。
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public ItemUI currentUse; // 当前正在使用的装备槽 UI
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public ItemUI two; // 角色物品栏中的第二个槽位对应的 UI
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public ItemUI three; // 角色物品栏中的第三个槽位对应的 UI
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// 存储当前聚焦的实体(通常是玩家角色)。
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private Character focusedEntity;
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private void Start()
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{
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// 订阅 Program 实例的聚焦实体改变事件,以便在聚焦实体变化时更新 UI。
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Program.Instance.OnFocusedEntityChanged += FocusEntityChanged;
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// 组件启动时初始化 UI 显示。
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UpdateUI();
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Clock.AddTick(this);
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}
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private void OnDestroy()
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{
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// 在销毁时取消订阅事件,防止内存泄漏。
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// 检查 Program.Instance 是否仍然存在,以避免在场景销毁时出现空引用异常。
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if (Program.Instance != null)
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{
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Program.Instance.OnFocusedEntityChanged -= FocusEntityChanged;
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}
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// 如果聚焦实体及其背包存在,则取消订阅背包改变事件。
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if (focusedEntity != null && focusedEntity.Inventory != null)
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{
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focusedEntity.Inventory.OnInventoryChanged -= UpdateUI;
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}
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Clock.RemoveTick(this);
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}
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public void Tick()
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{
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if (!focusedEntity) return;
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if (Input.GetKeyDown(KeyCode.Alpha1))
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{
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}
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else if(Input.GetKeyDown(KeyCode.Alpha2))
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{
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focusedEntity.CurrentSelected = focusedEntity.CurrentSelected == 0 ? 1 : 0;
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UpdateUI();
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}
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else if(Input.GetKeyDown(KeyCode.Alpha3))
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{
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focusedEntity.CurrentSelected = focusedEntity.CurrentSelected == 2 ? 1 : 2;
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UpdateUI();
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}
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}
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/// <summary>
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/// 当聚焦实体发生改变时调用此方法。
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/// </summary>
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/// <param name="e">新的聚焦实体。</param>
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private void FocusEntityChanged(Entity.Entity e)
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{
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// 如果存在旧的聚焦实体,则先取消订阅其背包改变事件。
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if (focusedEntity)
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{
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focusedEntity.Inventory.OnInventoryChanged -= UpdateUI;
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}
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// 设置新的聚焦实体,并尝试将其转换为 Character 类型。
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focusedEntity = e as Character;
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// 如果新的聚焦实体存在且是 Character 类型,则订阅其背包改变事件。
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if (focusedEntity)
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{
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focusedEntity.Inventory.OnInventoryChanged += UpdateUI;
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}
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// 聚焦实体改变后更新 UI 显示。
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UpdateUI();
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}
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2025-09-08 00:13:12 +08:00
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/// <summary>
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/// 更新装备 UI 的显示。
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/// 根据聚焦角色的当前选中物品和物品栏状态来更新UI。
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/// </summary>
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public void UpdateUI()
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{
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if (focusedEntity)
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{
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var currentSelectedIndex = focusedEntity.CurrentSelected;
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var nonCurrentUseCounter = 0; // 用于计数非当前选中项的索引,以分配给 two 和 three
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// 遍历角色的前三个装备槽(假设物品栏只显示前3个槽位)。
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for (var i = 0; i < 3; i++)
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{
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var slot = focusedEntity.Inventory.GetSlot(i);
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if (i == currentSelectedIndex)
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{
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// 如果是当前选中的槽位,则将物品信息显示在 currentUse UI 上。
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currentUse.SetDisplayItem(slot);
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}
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else
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{
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// 如果不是当前选中的槽位,则根据计数器决定显示在 two 或 three UI 上。
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if (nonCurrentUseCounter == 0)
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{
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two.SetDisplayItem(slot);
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}
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else if (nonCurrentUseCounter == 1)
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{
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three.SetDisplayItem(slot);
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}
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nonCurrentUseCounter++;
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}
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}
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}
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else
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{
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// 如果没有聚焦的实体,则清空所有装备槽的 UI 显示。
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currentUse.SetDisplayItem(null);
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two.SetDisplayItem(null);
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three.SetDisplayItem(null);
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}
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}
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2025-08-27 19:56:49 +08:00
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}
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}
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