mirror of
http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite.git
synced 2025-11-20 06:47:14 +08:00
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/60
161 lines
6.3 KiB
C#
161 lines
6.3 KiB
C#
using Data;
|
||
using Managers;
|
||
using TMPro;
|
||
using UnityEngine;
|
||
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 SkillTreeUI skillTreeUI;
|
||
public Image lockedNodeImage;
|
||
[SerializeField] private Sprite unlockedSprite;
|
||
[SerializeField] private Sprite lockedSprite;
|
||
[SerializeField] private Color unlockedColor;
|
||
[SerializeField] private Color lockedColor;
|
||
[SerializeField] private GameObject shader;
|
||
|
||
public SkillTreeDef SkillTreeDefine { get; private set; }
|
||
|
||
public void OnPointerClick(PointerEventData eventData)
|
||
{
|
||
if (eventData.button != PointerEventData.InputButton.Left) return;
|
||
skillTreeUI.OnShowNodeInformation(this);
|
||
}
|
||
|
||
|
||
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);
|
||
}
|
||
}
|
||
} |