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Gen_Hack-and-Slash-Roguelite/Client/Assets/Scripts/UI/SkillTreeNodeUI.cs

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using System.Collections.Generic;
using Data;
using Managers;
using UnityEngine;
using UnityEditor;
using TMPro;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UI
{
/// <summary>
/// 技能树节点组件。
/// </summary>
public class SkillTreeNodeUI : MonoBehaviour,IPointerClickHandler
{
/// <summary>
/// 节点的RectTransform组件。
/// </summary>
public RectTransform rectTransform;
/// <summary>
/// 节点的最小高度。
/// </summary>
[SerializeField] private float NODE_MIN_HEIGHT = 39.0122f * 2;
/// <summary>
/// 两条连接线结束点之间的最小垂直间距。
/// </summary>
[SerializeField] private float MIN_VERTICAL_SPACING = 12.9447f;
/// <summary>
/// 技能节点入口线UI组件。
/// </summary>
public SkillNodeEnterLineUI skillNodeEnterLineUI;
/// <summary>
/// 输出线连接点的参考或容器。
/// </summary>
public RectTransform outputHead;
/// <summary>
/// 文本显示组件。
/// </summary>
public TMP_Text text;
public SkillTreeDef SkillTreeDefine { get; private set; }
public Image lockedNodeImage;
[SerializeField] private Sprite unlockedSprite;
[SerializeField] private Sprite lockedSprite;
[SerializeField] private Color unlockedColor;
[SerializeField] private Color lockedColor;
[SerializeField] private GameObject shader;
public void Init(SkillTreeDef skillTreeDef)
{
SkillTreeDefine = skillTreeDef;
text.text = skillTreeDef.label;
Refresh();
}
public void Refresh()
{
var isSkillTreeUnlocked = SkillTreeManager.Instance.IsSkillTreeUnlocked(SkillTreeDefine.defName);
shader.SetActive(!isSkillTreeUnlocked);
lockedNodeImage.sprite = isSkillTreeUnlocked ? unlockedSprite : lockedSprite;
lockedNodeImage.color = isSkillTreeUnlocked ? unlockedColor : lockedColor;
}
/// <summary>
/// 初始化技能树节点UI。
/// </summary>
/// <param name="linkLinePoints">连接线的点数组。</param>
public void LinkLine(Vector2[] linkLinePoints)
{
if (linkLinePoints is { Length: > 0 })
{
var height = skillNodeEnterLineUI.GetRequiredHeight(linkLinePoints.Length);
height = Mathf.Max(height + NODE_MIN_HEIGHT / 2 + 10, NODE_MIN_HEIGHT);
rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, height);
skillNodeEnterLineUI.Init(linkLinePoints);
}
}
/// <summary>
/// 预先计算技能树节点在初始化后所需的最小高度。
/// 此方法可以在调用 Init 之前用于布局计算。
/// </summary>
/// <param name="linkLineCount">连接线(入口线)的数量。</param>
/// <returns>节点所需的最小高度。</returns>
public float GetRequiredNodeHeight(int linkLineCount)
{
// 如果没有连接线或 skillNodeEnterLineUI 组件为空,则高度为最小高度
if (linkLineCount <= 0 || skillNodeEnterLineUI == null)
{
return NODE_MIN_HEIGHT;
}
// 获取 SkillNodeEnterLineUI 根据连接线数量计算出的所需高度
var calculatedLineHeight = skillNodeEnterLineUI.GetRequiredHeight(linkLineCount);
// 结合最小节点高度和额外的填充,确保节点有足够的空间
// 逻辑与 Init() 方法中的高度计算保持一致
var finalHeight = Mathf.Max(calculatedLineHeight + NODE_MIN_HEIGHT / 2 + 10, NODE_MIN_HEIGHT);
return finalHeight;
}
/// <summary>
/// 查询出口位置。
/// </summary>
/// <param name="totalCount">总数量。</param>
/// <param name="index">位置从上往下0-based。</param>
/// <returns>世界坐标。</returns>
public Vector2 GetOutputPosition(int totalCount, int index)
{
// 输入验证防止无效的totalCount或index导致错误
if (totalCount <= 0 || index < 0 || index >= totalCount)
{
Debug.LogWarning($"获取输出位置时,总数 ({totalCount}) 或索引 ({index}) 无效。返回outputHead的默认位置。");
// 返回outputHead的中心位置作为备用或者Vector2.zero取决于具体需求
return outputHead.position;
}
// 1. 计算 X 坐标outputHead 的右边界
var corners = new Vector3[4];
outputHead.GetWorldCorners(corners);
// corners[2] 是右上角的世界坐标点
var worldX = corners[2].x;
// 2. 计算 Y 坐标:以 outputHead 的中心Y坐标为基准进行偏移
var worldY = outputHead.position.y;
if (totalCount == 2)
{
// 特殊情况当输出点为2个时点1为(x,y+d)点2为(x,y-d)d为MIN_VERTICAL_SPACING
if (index == 0) // 第一个点 (最上面的点)
{
worldY += MIN_VERTICAL_SPACING;
}
else // 第二个点 (最下面的点)
{
worldY -= MIN_VERTICAL_SPACING;
}
}
else
{
// 一般情况多个点均匀纵向排列以outputHead的Y为中心
// 计算最顶部的点 (index=0) 相对于中心点Y的偏移量
// 总共有 (totalCount - 1) 个 MIN_VERTICAL_SPACING 的间距
// 索引为 index 的点的偏移量为:
// ( (totalCount - 1) / 2.0f - index ) * MIN_VERTICAL_SPACING
var halfTotalSpacing = (totalCount - 1) / 2.0f;
var yOffset = (halfTotalSpacing - index) * MIN_VERTICAL_SPACING;
worldY += yOffset;
}
return new Vector2(worldX, worldY);
}
public void OnPointerClick(PointerEventData eventData)
{
if (eventData.button == PointerEventData.InputButton.Left)
{
SkillTreeManager.Instance.UnlockSkillTree(SkillTreeDefine.defName);
Refresh();
}
else if (eventData.button == PointerEventData.InputButton.Right)
{
SkillTreeManager.Instance.LockSkillTree(SkillTreeDefine.defName);
Refresh();
}
}
}
}