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;
///
/// 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。
///
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;
}
_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);
}
}
}