using Cysharp.Threading.Tasks; using SepCore.AsyncTask; using SepCore.Battle; using SepCore.Definition; using TMPro; using UnityEngine; using UnityEngine.UI; using UnityGameFramework.Runtime; namespace SepCore.UI { [DisallowMultipleComponent] public sealed class BattleEnemySlotItem : MonoBehaviour { [SerializeField] private Button targetButton; [SerializeField] private GameObject selectedMarker; [SerializeField] private Image icon; [SerializeField] private Image hpFill; [SerializeField] private TextMeshProUGUI enemyName; [SerializeField] private TextMeshProUGUI hpText; private int _iconVersion; private int _currentUnitId; /// /// 用战斗单位视图填充敌人槽:名称、HP 数值与血条、配置图标和当前行动者标记。 /// 阵亡或已逃跑目标不可选;同一单位复用时不重复加载图标。 /// public void SetEnemy(BattleUnitView unit, bool isCurrentActor) { if (unit == null) { return; } if (enemyName != null) { enemyName.text = BattleUnitViewHelper.GetDisplayName(unit); } if (hpText != null) { hpText.text = unit.CurrentHp + " / " + unit.MaxHp; } SetBar(hpFill, unit.CurrentHp, unit.MaxHp); if (selectedMarker != null) { selectedMarker.SetActive(isCurrentActor); } if (targetButton != null) { targetButton.interactable = !unit.IsDefeated && !unit.IsEscaped; } if (_currentUnitId != unit.BattleUnitId) { _currentUnitId = unit.BattleUnitId; _iconVersion++; ShowIconAsync(BattleUnitViewHelper.GetEnemyIconConfig(unit.ConfigId), _iconVersion).Forget(); } } /// /// 异步加载敌人图标;iconVersion 用于防止复用格子时旧加载结果覆盖新内容。 /// private async UniTaskVoid ShowIconAsync(SpriteConfig iconConfig, int iconVersion) { if (iconConfig == null || icon == null) { return; } Sprite sprite = await SpriteLoader.LoadSpriteAsync(iconConfig); if (sprite == null || _iconVersion != iconVersion) { return; } icon.sprite = sprite; icon.gameObject.SetActive(true); } private static void SetBar(Image fill, int current, int max) { if (fill == null) { return; } float ratio = max > 0 ? Mathf.Clamp01((float)current / max) : 0f; fill.rectTransform.anchorMax = new Vector2(ratio, 1f); } } }