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; /// /// 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。 /// 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); } _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); } } }