using Cysharp.Threading.Tasks;
using SepCore.AsyncTask;
using SepCore.Battle;
using SepCore.Definition;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace SepCore.UI
{
[DisallowMultipleComponent]
public sealed class BattleTurnSlotItem : MonoBehaviour
{
[SerializeField] private GameObject activeMarker;
[SerializeField] private Image icon;
[SerializeField] private TextMeshProUGUI label;
private int _iconVersion;
///
/// 填充一个回合顺序槽:单位显示名、配置图标与当前行动者标记。
///
public void SetTurnSlot(BattleUnitView unit, bool isCurrentActor)
{
if (unit == null)
{
return;
}
if (label != null)
{
label.text = BattleUnitViewHelper.GetDisplayName(unit);
}
SetCurrentActor(isCurrentActor);
_iconVersion++;
LoadIconAsync(unit, _iconVersion).Forget();
}
///
/// 只更新当前行动者标记,不改变显示名。
/// 同轮内单位行动后由 Logic 逐槽移动高亮。
///
public void SetCurrentActor(bool isCurrentActor)
{
if (activeMarker != null)
{
activeMarker.SetActive(isCurrentActor);
}
}
///
/// 异步加载单位图标(玩家/敌人分别走各自配置);iconVersion 防止旧加载覆盖新内容。
///
private async UniTaskVoid LoadIconAsync(BattleUnitView unit, int iconVersion)
{
SpriteConfig iconConfig = unit.Faction == BattleFaction.Player
? BattleUnitViewHelper.GetPlayerIconConfig(unit.ConfigId)
: BattleUnitViewHelper.GetEnemyIconConfig(unit.ConfigId);
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);
}
}
}