Files
huangjun 202ab337f9 M2 回合制调度:速度/阵营/队伍顺序规则、先制第一轮、4v4 调试入口与调度测试
- BattleRuntime 调度替换为完整规则:速度高优先、同速玩家优先、同阵营同速 PartyOrder 小优先;先制第一轮玩家全先行,第二轮恢复普通排序;RemainingTurnOrder 同步按调度序输出
- TurnBattleComponent 开局行动者为敌人时自动推进,协程等待 UI 监听注册避免先手事件丢失
- 调试入口支持 1v1 / 2v2 / 4v4 与先制开关;新增敌人队伍预设 4005(四普通敌人)
- UI:修复 UIForm 复用导致第二次开战按钮监听丢失;EnemySlots/TurnSlots 改为按数量复用 item,图标同一单位不重复加载
- EditMode 新增 10 个调度用例(共 35 个):排序规则、先制两轮、重复敌人分别击杀、4v4 创建、死亡移出候选、固定随机序列复现
2026-09-02 10:12:30 +08:00

99 lines
3.0 KiB
C#

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;
/// <summary>
/// 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。
/// </summary>
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();
}
}
/// <summary>
/// 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。
/// </summary>
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);
}
}
}