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 BattleActorCardItem : MonoBehaviour
{
[SerializeField] private GameObject activeMarker;
[SerializeField] private Image icon;
[SerializeField] private Image hpFill;
[SerializeField] private Image mpFill;
[SerializeField] private TextMeshProUGUI characterName;
[SerializeField] private TextMeshProUGUI hpText;
[SerializeField] private TextMeshProUGUI mpText;
private int _iconVersion;
private int _currentUnitId;
///
/// 用战斗单位视图填充我方卡片:名称、HP/MP 数值与血条、当前行动者标记和配置图标。
/// 同一单位复用时不重复加载图标。
///
public void SetUnit(BattleUnitView unit, bool isCurrentActor)
{
if (unit == null)
{
return;
}
if (characterName != null)
{
characterName.text = BattleUnitViewHelper.GetDisplayName(unit);
}
if (hpText != null)
{
hpText.text = unit.CurrentHp + " / " + unit.MaxHp;
}
if (mpText != null)
{
mpText.text = unit.CurrentMp + " / " + unit.MaxMp;
}
SetBar(hpFill, unit.CurrentHp, unit.MaxHp);
SetBar(mpFill, unit.CurrentMp, unit.MaxMp);
if (activeMarker != null)
{
activeMarker.SetActive(isCurrentActor);
}
if (_currentUnitId != unit.BattleUnitId)
{
_currentUnitId = unit.BattleUnitId;
_iconVersion++;
ShowIconAsync(BattleUnitViewHelper.GetPlayerIconConfig(unit.ConfigId), _iconVersion).Forget();
}
}
///
/// 异步加载角色图标;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);
}
}
}