(client) feat:状态UI
This commit is contained in:
16
Client/Assets/Scripts/UI/AttackModeUI.cs
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16
Client/Assets/Scripts/UI/AttackModeUI.cs
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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namespace UI
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{
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public class AttackModeUI:MonoBehaviour
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{
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public UIImageAnimator icon;
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private void Start()
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{
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icon.gameObject.SetActive(false);
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}
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}
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}
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3
Client/Assets/Scripts/UI/AttackModeUI.cs.meta
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3
Client/Assets/Scripts/UI/AttackModeUI.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 2d81179f82c542edb275daabff5bfe12
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timeCreated: 1756781456
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20
Client/Assets/Scripts/UI/BuffIconListUI.cs
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20
Client/Assets/Scripts/UI/BuffIconListUI.cs
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using System;
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using Prefab;
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using UnityEngine;
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namespace UI
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{
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public class BuffIconListUI: MonoBehaviour
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{
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public BuffIconUI prefab;
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public Transform container;
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private void Start()
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{
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foreach (Transform child in container)
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{
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Destroy(child.gameObject);
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}
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}
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}
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}
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3
Client/Assets/Scripts/UI/BuffIconListUI.cs.meta
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3
Client/Assets/Scripts/UI/BuffIconListUI.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8f6f033d6fe84e769e101fb355ef3ffa
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timeCreated: 1756780958
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16
Client/Assets/Scripts/UI/CoinCountUI.cs
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16
Client/Assets/Scripts/UI/CoinCountUI.cs
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@ -0,0 +1,16 @@
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using System;
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using TMPro;
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using UnityEngine;
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namespace UI
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{
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public class CoinCountUI:MonoBehaviour
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{
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public TMP_Text text;
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private void Start()
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{
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}
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}
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}
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3
Client/Assets/Scripts/UI/CoinCountUI.cs.meta
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3
Client/Assets/Scripts/UI/CoinCountUI.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 85cfb4a924a04c6e9f6f7801207dbee3
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timeCreated: 1756776391
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@ -1,275 +1,15 @@
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using System.Collections.Generic;
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using Base;
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using Entity;
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using UnityEngine;
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// 确保 Character 类在此命名空间下
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namespace UI
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{
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/// <summary>
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/// 负责管理和显示角色的装备用户界面。
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/// 该组件会监听当前关注实体的变化,并根据所关注角色的库存数据动态更新装备槽位的显示,
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/// 同时采用对象池技术高效管理 ItemUI 实例的创建和复用。
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/// 除了显示,现在还支持通过滚轮选择物品,并同步更新焦点角色的 CurrentSelected 字段。
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/// </summary>
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public class EquipmentUI : MonoBehaviour, ITick
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public class EquipmentUI : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("所有 ItemUI 实例的父级 GameObject,用于布局。")]
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private GameObject uiParent;
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[SerializeField]
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[Tooltip("用于实例化装备槽位的 ItemUI 预制件。")]
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private ItemUI itemUIPrefab;
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/// <summary>
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/// 当前界面所关联和关注的角色实体。
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/// </summary>
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private Character focusedEntity;
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/// <summary>
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/// ItemUI 实例的对象池,用于高效管理和复用 ItemUI。
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/// </summary>
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private List<ItemUI> itemUIPool = new();
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/// <summary>
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/// MonoBehaviour 的 Start 生命周期方法。
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/// 在此方法中,注册当游戏主要程序中关注的实体发生变化时,调用 <see cref="UpdateFocusedEntity"/> 方法进行更新。
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/// </summary>
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private void Start()
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{
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Program.Instance.OnFocusedEntityChanged += UpdateFocusedEntity;
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uiParent.SetActive(false);
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}
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/// <summary>
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/// MonoBehaviour 的 OnDestroy 生命周期方法。
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/// 在此方法中,取消注册所有已订阅的事件监听器,并清理对象池中创建的所有 ItemUI 实例,
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/// 以防止内存泄漏和不必要的引用。
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/// </summary>
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private void OnDestroy()
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{
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Program.Instance.OnFocusedEntityChanged -= UpdateFocusedEntity;
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// 如果当前有关注的角色,取消注册其库存改变事件。
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// 确保 focusedEntity 不为 null 且 Inventory 不为 null。
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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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// 销毁对象池中所有 ItemUI 的 GameObject。
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foreach (var itemUI in itemUIPool)
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{
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if (itemUI != null && itemUI.gameObject != null)
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{
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Destroy(itemUI.gameObject);
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}
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}
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itemUIPool.Clear();
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}
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/// <summary>
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/// 当游戏程序中关注的实体发生变化时调用此方法。
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/// 该方法会更新当前 EquipmentUI 所关联的角色,并相应地注册或取消注册库存改变事件。
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/// </summary>
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/// <param name="entity">新的关注实体,可能为 null 或非 Character 类型。</param>
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private void UpdateFocusedEntity(Entity.Entity entity)
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{
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// 如果之前有关注的角色,先取消注册其库存改变事件。
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// 确保 focusedEntity 不为 null 且 Inventory 不为 null。
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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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// 尝试将新的实体转换为角色类型。
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var newCharacter = entity as Character;
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if (newCharacter != null)
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{
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focusedEntity = newCharacter;
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}
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else
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{
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// 如果传入的 entity 不是 Character 类型,或者为 null,则清除当前的 focusedEntity。
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focusedEntity = null;
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}
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// 如果现在有关注的角色,注册其库存改变事件。
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if (focusedEntity != null)
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{
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focusedEntity.Inventory.OnInventoryChanged += UpdateUI;
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}
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// 立即更新UI以反映新的关注实体(或没有关注实体)的状态。
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UpdateUI();
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// 在更新UI后,确保UI的选中状态与角色当前选中字段同步
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// 只有当有焦点角色且库存不为空时才更新选中状态
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if (focusedEntity != null && focusedEntity.Inventory != null && focusedEntity.Inventory.Capacity > 0)
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{
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// 确保 CurrentSelected 在有效范围内,否则重置为0
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if (focusedEntity.CurrentSelected < 0 || focusedEntity.CurrentSelected >= focusedEntity.Inventory.Capacity)
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{
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focusedEntity.CurrentSelected = 0;
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}
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UpdateSelectionUI(focusedEntity.CurrentSelected);
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}
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else
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{
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// 如果没有焦点实体或库存为空,则清空所有选中状态
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UpdateSelectionUI(-1); // 传入一个无效索引以取消所有选中
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}
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}
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/// <summary>
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/// 根据当前关注角色的库存数据更新装备UI的显示。
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/// 该方法通过对象池机制高效地管理 ItemUI 实例的创建、复用和禁用。
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/// </summary>
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private void UpdateUI()
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{
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// 如果没有关注的角色或其库存,则禁用所有 ItemUI。
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if (focusedEntity == null || focusedEntity.Inventory == null)
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{
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foreach (var itemUI in itemUIPool)
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{
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if (itemUI != null && itemUI.gameObject != null)
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{
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itemUI.gameObject.SetActive(false);
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}
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}
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uiParent.SetActive(false);
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return;
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}
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// 检查用于创建物品UI的预制件是否已在 Inspector 中赋值。
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if (itemUIPrefab == null)
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{
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Debug.LogError("ItemUIPrefab 未在 EquipmentUI 中指定。无法创建物品用户界面。", this);
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foreach (var itemUI in itemUIPool) itemUI.gameObject.SetActive(false);
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uiParent.SetActive(false); // 确保父级也被禁用
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return;
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}
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var requiredUIs = focusedEntity.Inventory.Capacity;
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var currentUIPoolSize = itemUIPool.Count; // 当前对象池中 ItemUI 实例的总数。
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// 遍历所有必要的物品槽位,复用对象池中的 ItemUI,或在不足时创建新的 ItemUI。
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for (var i = 0; i < requiredUIs; i++)
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{
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ItemUI itemUI;
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if (i < currentUIPoolSize)
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{
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itemUI = itemUIPool[i];
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}
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else
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{
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// 使用 Instantiate(GameObject, Transform) 以确保父级设置正确且避免转换问题。
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var itemObj = Instantiate(itemUIPrefab.gameObject, uiParent.transform);
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itemUI = itemObj.GetComponent<ItemUI>();
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itemUIPool.Add(itemUI);
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currentUIPoolSize++; // 更新池的大小计数。
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}
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// 确保 ItemUI GameObject 处于激活状态,并使用当前物品槽位的数据进行初始化。
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itemUI.gameObject.SetActive(true);
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itemUI.Init(focusedEntity.Inventory.GetSlot(i), i);
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// 移除此处 itemUI.Select = false; 选中状态将由 UpdateSelectionUI 统一管理
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}
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// 如果库存槽位数量减少,禁用对象池中多余的 ItemUI 实例。
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for (var i = requiredUIs; i < currentUIPoolSize; i++)
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{
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if (itemUIPool[i] != null && itemUIPool[i].gameObject != null)
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{
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itemUIPool[i].gameObject.SetActive(false);
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itemUIPool[i].Select = false; // 禁用时也确保清除选中状态
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}
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}
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uiParent.SetActive(true);
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// 首次更新UI时,或者当Inventory改变时,需要确保 CurrentSelected 的UI状态是正确的
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// 但如果 UpdateFocusedEntity 已经处理了,这里可以省略,或者确保只在必要时调用
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// 考虑到 UpdateUI 也会被 Inventory.OnInventoryChanged 调用,这里再次确保同步是合理的。
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if (focusedEntity != null && focusedEntity.Inventory != null && focusedEntity.Inventory.Capacity > 0)
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{
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UpdateSelectionUI(focusedEntity.CurrentSelected);
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}
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else
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{
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UpdateSelectionUI(-1);
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}
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}
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/// <summary>
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/// 当当前选中物品改变时,更新所有 ItemUI 的选中状态。
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/// </summary>
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/// <param name="selectedItemIndex">当前选中的物品索引。传入 -1 将取消所有 ItemUI 的选中状态。</param>
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private void UpdateSelectionUI(int selectedItemIndex)
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{
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// 如果对象池为空,则无需更新
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if (itemUIPool == null || itemUIPool.Count == 0)
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{
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return;
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}
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for (var i = 0; i < itemUIPool.Count; i++)
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{
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var itemUI = itemUIPool[i];
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if (itemUI != null && itemUI.gameObject != null)
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{
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// 只有在 ItemUI 激活状态下才设置其选中状态,避免对禁用UI的操作
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// 或者如果传入-1,即使激活也全部设置为false
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if (itemUI.gameObject.activeSelf || selectedItemIndex == -1) // 确保当取消所有选中时,循环到所有激活的,甚至当前禁用的ItemUI
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{
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itemUI.Select = (i == selectedItemIndex && itemUI.gameObject.activeSelf);
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}
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}
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}
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}
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/// <summary>
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/// 每帧调用的更新方法,用于处理滚轮输入以选择物品。
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/// </summary>
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public void Tick()
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{
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// 如果没有焦点实体、没有库存或库存为空,不进行选择操作
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if (focusedEntity == null || focusedEntity.Inventory == null || focusedEntity.Inventory.Capacity == 0)
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{
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return;
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}
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var scrollInput = Input.GetAxis("Mouse ScrollWheel");
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if (scrollInput != 0) // 检测到滚轮输入
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{
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var currentSelection = focusedEntity.CurrentSelected;
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var inventoryCapacity = focusedEntity.Inventory.Capacity;
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if (scrollInput > 0) // 滚轮向上,选择前一个
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{
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currentSelection--;
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if (currentSelection < 0)
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{
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currentSelection = inventoryCapacity - 1; // 循环到最后一个
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}
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}
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else // 滚轮向下,选择后一个
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{
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currentSelection++;
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if (currentSelection >= inventoryCapacity)
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{
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currentSelection = 0; // 循环到第一个
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}
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}
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// 如果选择发生变化,则更新焦点实体和UI
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if (focusedEntity.CurrentSelected != currentSelection)
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{
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focusedEntity.CurrentSelected = currentSelection;
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UpdateSelectionUI(currentSelection); // 更新UI选中状态
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}
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}
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}
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public ItemUI currentUse;
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public ItemUI two;
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public ItemUI three;
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}
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}
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@ -1,91 +1,34 @@
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using System;
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using Base;
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using TMPro;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace UI
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{
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public class ItemUI:MonoBehaviour,IPointerEnterHandler,IPointerExitHandler,IPointerClickHandler,ITick
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public class ItemUI:MonoBehaviour
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{
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[SerializeField] private Image textureUI;
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[SerializeField] private TMP_Text countUI;
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[SerializeField] private TMP_Text nameUI;
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[SerializeField] private GameObject selectedOutline;
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private Entity.InventorySlot _item;
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private float timer = 0;
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private float switchTime = 0;
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private int texturePtr = 0;
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public event Action OnPlayerSelect;
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public bool Select
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public Entity.InventorySlot inventorySlot;
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public UIImageAnimator icon;
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private void Start()
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{
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get => selectedOutline.activeSelf;
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set => selectedOutline.SetActive(value);
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icon.gameObject.SetActive(false);
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}
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public int SlotIndex { get; private set; } = -1;
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public void Init(Entity.InventorySlot item,int index)
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public void SetDisplayItem(Entity.InventorySlot slot)
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{
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if (item == null)
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inventorySlot = slot;
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if (inventorySlot == null)
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{
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switchTime = -1;
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textureUI.gameObject.SetActive(false);
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countUI.text = "";
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nameUI.text = "";
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return;
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}
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textureUI.gameObject.SetActive(true);
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_item = item;
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textureUI.sprite = item.Item.Icon[0];
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countUI.text = item.Quantity.ToString();
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nameUI.text = item.Item.Name;
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nameUI.gameObject.SetActive(false);
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Select = false;
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SlotIndex = index;
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if (item.Item.FPS > 0)
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{
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switchTime = 1f / item.Item.FPS;
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icon.gameObject.SetActive(false);
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}
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else
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{
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switchTime = 0;
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icon.gameObject.SetActive(true);
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icon.SetSprites(inventorySlot.Item.Icon.ToArray());
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}
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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nameUI.gameObject.SetActive(true);
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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nameUI.gameObject.SetActive(false);
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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OnPlayerSelect?.Invoke();
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}
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public void Tick()
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||||
{
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if (switchTime > 0)
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||||
{
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timer+=Time.deltaTime;
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if (timer >= switchTime)
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||||
{
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timer-=switchTime;
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texturePtr++;
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texturePtr%=_item.Item.Icon.Count;
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textureUI.sprite=_item.Item.Icon[texturePtr];
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||||
}
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||||
}
|
||||
}
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||||
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||||
|
||||
}
|
||||
}
|
@ -6,7 +6,7 @@ using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class LogUI : UIBase
|
||||
public class LogUI : FullScreenUI
|
||||
{
|
||||
public Transform contentPanel; // 日志内容容器
|
||||
public TextPrefab textPrefab; // 文本预制体引用
|
||||
|
@ -1,4 +1,6 @@
|
||||
using System;
|
||||
using Base;
|
||||
using Map;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
@ -8,7 +10,13 @@ namespace UI
|
||||
{
|
||||
[SerializeField] private BarUI focusedEntityHP;
|
||||
[SerializeField] private BarUI lastEntityHP;
|
||||
|
||||
[SerializeField] private BarUI BaseBuildingHP;
|
||||
[SerializeField] private MiniMap miniMap;
|
||||
[SerializeField] private EquipmentUI equipmentUI;
|
||||
[SerializeField] private CoinCountUI coinCountUI;
|
||||
[SerializeField] private BuffIconListUI focuseEntityBuffIconList;
|
||||
[SerializeField] private BuffIconListUI lastEntityBuffIconList;
|
||||
[SerializeField] private AttackModeUI attackMode;
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
@ -19,6 +27,53 @@ namespace UI
|
||||
(float)focusedEntity.attributes.health / focusedEntity.entityDef.attributes.health;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void Show()
|
||||
{
|
||||
focusedEntityHP.gameObject.SetActive(true);
|
||||
lastEntityHP.gameObject.SetActive(true);
|
||||
BaseBuildingHP.gameObject.SetActive(true);
|
||||
miniMap.gameObject.SetActive(true);
|
||||
equipmentUI.gameObject.SetActive(true);
|
||||
coinCountUI.gameObject.SetActive(true);
|
||||
focuseEntityBuffIconList.gameObject.SetActive(true);
|
||||
lastEntityBuffIconList.gameObject.SetActive(true);
|
||||
attackMode.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void Hide()
|
||||
{
|
||||
focusedEntityHP.gameObject.SetActive(false);
|
||||
lastEntityHP.gameObject.SetActive(false);
|
||||
BaseBuildingHP.gameObject.SetActive(false);
|
||||
miniMap.gameObject.SetActive(false);
|
||||
equipmentUI.gameObject.SetActive(false);
|
||||
coinCountUI.gameObject.SetActive(false);
|
||||
focuseEntityBuffIconList.gameObject.SetActive(false);
|
||||
lastEntityBuffIconList.gameObject.SetActive(false);
|
||||
attackMode.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
UIInputControl.Instance.OnWindowVisibilityChanged += UIChange;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
UIInputControl.Instance.OnWindowVisibilityChanged -= UIChange;
|
||||
}
|
||||
|
||||
private void UIChange(UIBase ui, bool open)
|
||||
{
|
||||
if (ui.exclusive && open)
|
||||
{
|
||||
Hide();
|
||||
}
|
||||
else
|
||||
{
|
||||
Show();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user