结算重做部分 谱面分装好 编队UI之bug修复
This commit is contained in:
@@ -9,11 +9,13 @@ using UnityEditor;
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public class teamUIController : MonoBehaviour
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{
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public static teamUIController Instance {
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get;
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private set;
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public static teamUIController Instance
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{
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get;
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private set;
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}
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// --- 新增:队伍槽 ID 列表(从上到下 5 个友军) ---
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[Header("Runtime ally configuration")]
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[Tooltip("IDs for the 5 ally slots (top to bottom). These are used by PopulateAllySOsFromIds to resolve SOs into currentAllySOs.")]
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@@ -22,7 +24,7 @@ public class teamUIController : MonoBehaviour
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// --- 新增:敌人队列槽 ID 列表(按出场顺序) ---
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[Header("Runtime enemy configuration")]
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[Tooltip("IDs for enemies to appear in sequence. All enemies share a single GameObject and will be initialized from these SOs in order.")]
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public List<int> enemySlotIds = new List<int>();
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public List<int> enemySlotIds = new List<int>() { 0, 0, 0, 0, 0 };
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// --- 新增:解析后的当前五个 SO 引用(按顺序) ---
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private TeamCharacterDataInfo[] currentAllySOs = new TeamCharacterDataInfo[5];
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@@ -158,7 +160,7 @@ public class teamUIController : MonoBehaviour
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case 4: isAlly05_active = false; break;
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}
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ToggleAllyObject(i, false);
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Debug.Log($"[teamUIController] slot {i+1} id=0 -> disabled");
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Debug.Log($"[teamUIController] slot {i + 1} id=0 -> disabled");
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continue;
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}
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@@ -174,7 +176,7 @@ public class teamUIController : MonoBehaviour
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if (obj is TeamCharacterDataInfo tc)
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{
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found = tc;
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Debug.Log($"[teamUIController] (Editor) matched asset by path: {path} for id={id} slot={i+1}");
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Debug.Log($"[teamUIController] (Editor) matched asset by path: {path} for id={id} slot={i + 1}");
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break;
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}
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// if it's AllyHero_SO, map to a runtime TeamCharacterDataInfo instance
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@@ -187,7 +189,7 @@ public class teamUIController : MonoBehaviour
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mapped.CharacterTeamSprite = ah.ally_heroProfile;
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mapped.name = ah.name;
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found = mapped;
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Debug.Log($"[teamUIController] (Editor) matched AllyHero_SO by path: {path} for id={id} slot={i+1}");
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Debug.Log($"[teamUIController] (Editor) matched AllyHero_SO by path: {path} for id={id} slot={i + 1}");
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break;
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}
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}
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@@ -238,7 +240,7 @@ public class teamUIController : MonoBehaviour
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case 4: isAlly05_active = true; break;
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}
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ToggleAllyObject(i, true);
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DebugCharacterSO(found, i+1, true);
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DebugCharacterSO(found, i + 1, true);
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// Also attempt to set the teammate character image from an underlying AllyHero_SO if available
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try
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{
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@@ -280,7 +282,7 @@ public class teamUIController : MonoBehaviour
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if (runtimeDiscovered.Count == 0)
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{
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var arrAll = Resources.LoadAll("");
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if (arrAll != null && arr.Length > 0)
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if (arrAll != null && arrAll.Length > 0) // Fixed: changed arr.Length to arrAll.Length
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{
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runtimeDiscovered.AddRange(arrAll);
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Debug.LogWarning($"[teamUIController] (Runtime) Resources.LoadAll returned 0 in '{resourcesPath}', fell back to loading all ScriptableObjects ({arrAll.Length})");
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@@ -293,7 +295,7 @@ public class teamUIController : MonoBehaviour
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{
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Debug.LogWarning($"[teamUIController] (Runtime) Resources.LoadAll failed for '{resourcesPath}': {ex.Message}");
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var arrAll = Resources.LoadAll("");
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if (arrAll != null && arr.Length > 0)
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if (arrAll != null && arrAll.Length > 0) // Fixed: changed arr.Length to arrAll.Length
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runtimeDiscovered.AddRange(arrAll);
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}
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}
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@@ -463,9 +465,25 @@ public class teamUIController : MonoBehaviour
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#endif
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}
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// ResolveResourcesRelativePath helper method is missing, assuming it exists externally or is part of a base class / extension.
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// Since the user is providing the full class, I will assume it's either defined outside this snippet or is implicitly handled,
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// but the code within #if UNITY_EDITOR is what matters for the file content.
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// For completeness, if it's not defined, the runtime block would throw an error, but as I cannot add it, I must assume it's defined elsewhere.
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// A simplified placeholder for ResolveResourcesRelativePath for compilation (assuming it strips Resources/ and leading/trailing slashes):
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private string ResolveResourcesRelativePath(string path)
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{
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if (string.IsNullOrEmpty(path)) return string.Empty;
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path = path.Replace("\\", "/");
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path = path.Replace("Assets/Resources/", "");
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path = path.Replace("Resources/", "");
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return path.Trim('/').ToLower();
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}
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// Populate enemy SOs from enemySlotIds using editor/runtime paths similar to allies
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public void PopulateEnemySOsFromIds()
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{
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Debug.Log($"PopulateEnemySOsFromIds called, enemySlotIds: {string.Join(",", enemySlotIds)}");
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if (enemySlotIds == null || enemySlotIds.Count == 0)
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{
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currentEnemySOs = new EnemyData_SO[0];
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@@ -539,10 +557,10 @@ public class teamUIController : MonoBehaviour
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if (runtimeDiscovered.Count == 0)
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{
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var arrAll = Resources.LoadAll("");
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if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll);
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if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll); // Fixed: arr.Length to arrAll.Length
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}
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}
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catch { var arrAll = Resources.LoadAll(""); if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll); }
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catch { var arrAll = Resources.LoadAll(""); if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll); } // Fixed: arr.Length to arrAll.Length
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}
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else
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{
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@@ -560,6 +578,7 @@ public class teamUIController : MonoBehaviour
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if (o is EnemyData_SO e)
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{
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if (!string.IsNullOrEmpty(e.name) && e.name.Contains(id.ToString())) { found = e; break; }
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if (!string.IsNullOrEmpty(e.name) && e.name.StartsWith(id.ToString())) { found = e; break; }
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if (e.enemyID == id) { found = e; break; }
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}
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}
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@@ -581,6 +600,24 @@ public class teamUIController : MonoBehaviour
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// build recognized list and update UI
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FilterRecognizedEnemies();
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UpdateEnemyListText();
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// Calculate total max HP for all recognized enemies
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// Note: totalMaxHP is a class member and is intended to be the fixed maximum HP for the entire encounter.
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totalMaxHP = 0;
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if (recognizedEnemySOs != null)
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{
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foreach (var so in recognizedEnemySOs)
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{
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if (so != null) totalMaxHP += so.enemy_maxHP;
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}
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}
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// If enemies were populated and we have some, start spawning from the beginning
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if (recognizedEnemySOs.Length > 0)
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{
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enemyCurrentCount = 0;
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SpawnNextEnemy();
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}
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}
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// Build recognizedEnemySOs from currentEnemySOs by filtering out null entries (id==0 or unresolved)
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@@ -643,6 +680,8 @@ public class teamUIController : MonoBehaviour
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[SerializeField] private int enemyCurrentCount; // 现在的敌人顺序
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[Tooltip("当前总分")]
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public TextMeshProUGUI currentTotalScore;
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[Header("谱面总分")]
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public TextMeshProUGUI allSum_pmScore;
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// new: runtime enemy instance and UI sync fields
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private EnemyCombatant enemyCombatantInstance;
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@@ -651,6 +690,11 @@ public class teamUIController : MonoBehaviour
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private int prevEnemyHP = -1;
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private int prevEnemyMana = -1;
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// For total enemy health bar
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private int totalMaxHP = 0; // 保留现有 totalMaxHP
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private Coroutine totalFadeHealthCoroutine;
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// 移除 private float prevTotalHealthFill = 1f;
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[Header("Combo判定最低要求")]
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public ComboJudgeType comboJudgeType = ComboJudgeType.Perfect;
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@@ -697,6 +741,8 @@ public class teamUIController : MonoBehaviour
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[SerializeField] private int teammate01_currentMana;
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[Tooltip("最大法力值")]
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[SerializeField] private int teammate01_maxMana;
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[Header("pmScore")]
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public TextMeshProUGUI red_pmScore_sum;
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[Header("teammate02")]
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[Tooltip("父物体-控制整体显隐")]
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@@ -731,6 +777,8 @@ public class teamUIController : MonoBehaviour
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[SerializeField] private int teammate02_currentMana;
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[Tooltip("最大法力值")]
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[SerializeField] private int teammate02_maxMana;
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[Header("pmScore")]
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public TextMeshProUGUI green_pmScore_sum;
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[Header("teammate03")]
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[Tooltip("父物体-控制整体显隐")]
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@@ -765,6 +813,8 @@ public class teamUIController : MonoBehaviour
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[SerializeField] private int teammate03_currentMana;
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[Tooltip("最大法力值")]
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[SerializeField] private int teammate03_maxMana;
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[Header("pmScore")]
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public TextMeshProUGUI yellow_pmScore_sum;
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[Header("teammate04")]
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[Tooltip("父物体-控制整体显隐")]
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@@ -799,6 +849,8 @@ public class teamUIController : MonoBehaviour
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[SerializeField] private int teammate04_currentMana;
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[Tooltip("最大法力值")]
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[SerializeField] private int teammate04_maxMana;
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[Header("pmScore")]
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public TextMeshProUGUI purple_pmScore_sum;
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[Header("teammate05")]
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[Tooltip("父物体-控制整体显隐")]
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@@ -833,6 +885,8 @@ public class teamUIController : MonoBehaviour
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[SerializeField] private int teammate05_currentMana;
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[Tooltip("最大法力值")]
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[SerializeField] private int teammate05_maxMana;
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[Header("pmScore")]
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public TextMeshProUGUI blue_pmScore_sum;
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[Header("currentEnemy")]
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[Tooltip("父物体-控制整体显隐")]
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@@ -875,6 +929,13 @@ public class teamUIController : MonoBehaviour
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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// Load ally slot IDs from PlayerPrefs
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allySlotIds[0] = PlayerPrefs.GetInt("selected_heroSlot01_heroID", 0);
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allySlotIds[1] = PlayerPrefs.GetInt("selected_heroSlot02_heroID", 0);
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allySlotIds[2] = PlayerPrefs.GetInt("selected_heroSlot03_heroID", 0);
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allySlotIds[3] = PlayerPrefs.GetInt("selected_heroSlot04_heroID", 0);
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allySlotIds[4] = PlayerPrefs.GetInt("selected_heroSlot05_heroID", 0);
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PopulateAllySOsFromIds();
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// initialize previous flags so Update can detect changes
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@@ -898,7 +959,7 @@ public class teamUIController : MonoBehaviour
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SpawnNextEnemy();
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}
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}
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// Update is called once per frame
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void Update()
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{
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@@ -921,6 +982,8 @@ public class teamUIController : MonoBehaviour
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if (prevEnemyHP != hp)
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{
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UpdateEnemyHealthVisuals(prevEnemyHP, hp, true);
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// 当当前敌人的 HP 变化时,也需要更新总血条
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UpdateAllEnemyTotalHealthUIOnHpChange(hp);
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prevEnemyHP = hp;
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}
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if (prevEnemyMana != mana)
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@@ -996,42 +1059,120 @@ public class teamUIController : MonoBehaviour
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}
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// Try to ensure the teammateXX_current_scoreText fields are assigned; if null, search the corresponding parent for TMP/Text
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// Try to ensure the teammateXX_current_scoreText fields and pm sum fields are assigned;
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// if null, search the corresponding parent, a scene object by name, or convert legacy Text -> TMP.
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private void ResolveScoreTextReferences()
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{
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void TryResolve(ref TextMeshProUGUI field, GameObject parent, string slotName)
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TextMeshProUGUI FindOrConvertTMP(GameObject candidate, string sceneNameHint = null)
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{
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if (field != null) return;
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if (parent != null)
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if (candidate != null)
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{
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var tmp = parent.GetComponentInChildren<TextMeshProUGUI>(true);
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if (tmp != null)
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{
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field = tmp;
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Debug.Log($"[teamUIController] Resolved {slotName} TMP from parent {parent.name} -> {tmp.gameObject.name}");
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return;
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}
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var legacy = parent.GetComponentInChildren<Text>(true);
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// Try TMP first
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var tmp = candidate.GetComponentInChildren<TextMeshProUGUI>(true);
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if (tmp != null) return tmp;
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// Legacy Text fallback: copy text to a new TMP component on the same GameObject
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var legacy = candidate.GetComponentInChildren<Text>(true);
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if (legacy != null)
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{
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// if only legacy Text exists, try to create a TMP component to avoid type mismatch
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var go = legacy.gameObject;
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var created = go.GetComponent<TextMeshProUGUI>() ?? go.AddComponent<TextMeshProUGUI>();
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created.text = legacy.text;
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field = created;
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Debug.LogWarning($"[teamUIController] Found legacy Text for {slotName} under {parent.name}. Added/used TMP component on {go.name} and copied text.");
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return;
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var added = go.GetComponent<TextMeshProUGUI>() ?? go.AddComponent<TextMeshProUGUI>();
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added.text = legacy.text;
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// Optionally disable legacy renderer to avoid duplicate rendering
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legacy.enabled = false;
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Debug.LogWarning($"[teamUIController] Converted legacy Text to TMP on {go.name} (parent {candidate.name})");
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return added;
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}
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}
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Debug.LogWarning($"[teamUIController] Could not resolve {slotName} TMP (parent '{parent?.name}')");
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// If candidate not found or no components under it, try direct scene object by name
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if (!string.IsNullOrEmpty(sceneNameHint))
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{
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var goByName = GameObject.Find(sceneNameHint);
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if (goByName != null)
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{
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var tmp2 = goByName.GetComponent<TextMeshProUGUI>();
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if (tmp2 != null) return tmp2;
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var legacy2 = goByName.GetComponent<Text>();
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if (legacy2 != null)
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{
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var created = goByName.GetComponent<TextMeshProUGUI>() ?? goByName.AddComponent<TextMeshProUGUI>();
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created.text = legacy2.text;
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legacy2.enabled = false;
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Debug.LogWarning($"[teamUIController] Converted legacy Text to TMP on {goByName.name}");
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return created;
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}
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// also try children
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var childTmp = goByName.GetComponentInChildren<TextMeshProUGUI>(true);
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if (childTmp != null) return childTmp;
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var childLegacy = goByName.GetComponentInChildren<Text>(true);
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if (childLegacy != null)
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{
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var go = childLegacy.gameObject;
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var created = go.GetComponent<TextMeshProUGUI>() ?? go.AddComponent<TextMeshProUGUI>();
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created.text = childLegacy.text;
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childLegacy.enabled = false;
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Debug.LogWarning($"[teamUIController] Converted legacy Text to TMP on {go.name} (child of {goByName.name})");
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return created;
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}
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}
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}
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// Best-effort fallback: find any TMP in scene that matches hint substring
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if (!string.IsNullOrEmpty(sceneNameHint))
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{
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var all = Resources.FindObjectsOfTypeAll<TextMeshProUGUI>();
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var lowHint = sceneNameHint.ToLower();
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foreach (var t in all)
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{
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if (t == null || t.gameObject == null) continue;
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if (t.gameObject.name.ToLower().Contains(lowHint) || t.gameObject.name.ToLower().Contains("pm") && t.gameObject.name.ToLower().Contains(lowHint))
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return t;
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}
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}
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return null;
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}
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TryResolve(ref teammate01_current_scoreText, objectFather_ally01, "teammate01_current_scoreText");
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TryResolve(ref teammate02_current_scoreText, objectFather_ally02, "teammate02_current_scoreText");
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TryResolve(ref teammate03_current_scoreText, objectFather_ally03, "teammate03_current_scoreText");
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TryResolve(ref teammate04_current_scoreText, objectFather_ally04, "teammate04_current_scoreText");
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TryResolve(ref teammate05_current_scoreText, objectFather_ally05, "teammate05_current_scoreText");
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// Helper: try resolve TMP under parent, then scene by name
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void TryResolveScore(ref TextMeshProUGUI field, GameObject parent, string sceneName)
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{
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if (field != null) return;
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// 1) under parent
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field = FindOrConvertTMP(parent, null);
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if (field != null)
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{
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Debug.Log($"[teamUIController] Resolved score TMP from parent {parent?.name} -> {field.gameObject.name}");
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return;
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}
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// 2) by scene object name
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field = FindOrConvertTMP(null, sceneName);
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if (field != null)
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{
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Debug.Log($"[teamUIController] Resolved score TMP by scene name '{sceneName}' -> {field.gameObject.name}");
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return;
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}
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Debug.LogWarning($"[teamUIController] Could not resolve {sceneName} TMP (parent '{parent?.name}')");
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}
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// total score: if assigned field is null, try to find any TMP in scene named "currentTotalScore" or under this object
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// Resolve per-track current score TMPs (these are usually set in inspector; fallback to parent lookup)
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TryResolveScore(ref teammate01_current_scoreText, objectFather_ally01, "teammate01_current_scoreText");
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TryResolveScore(ref teammate02_current_scoreText, objectFather_ally02, "teammate02_current_scoreText");
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TryResolveScore(ref teammate03_current_scoreText, objectFather_ally03, "teammate03_current_scoreText");
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TryResolveScore(ref teammate04_current_scoreText, objectFather_ally04, "teammate04_current_scoreText");
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TryResolveScore(ref teammate05_current_scoreText, objectFather_ally05, "teammate05_current_scoreText");
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// Resolve pm score TMPs and aggregate sum (recommend these fields be TextMeshProUGUI)
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TryResolveScore(ref red_pmScore_sum, null, "red_pmScore_sum");
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TryResolveScore(ref green_pmScore_sum, null, "green_pmScore_sum");
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TryResolveScore(ref yellow_pmScore_sum, null, "yellow_pmScore_sum");
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TryResolveScore(ref purple_pmScore_sum, null, "purple_pmScore_sum");
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TryResolveScore(ref blue_pmScore_sum, null, "blue_pmScore_sum");
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// allSum_pmScore may have been declared as TextMeshProUGUI; if it's legacy Text, convert similarly
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// If you declared allSum_pmScore as TextMeshProUGUI field, do:
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TryResolveScore(ref allSum_pmScore, null, "allSum_pmScore");
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|
||||
// total score: if assigned field is null, try to find TMP child under this object or by name "currentTotalScore"
|
||||
if (currentTotalScore == null)
|
||||
{
|
||||
var tmp = GetComponentInChildren<TextMeshProUGUI>(true);
|
||||
@@ -1040,6 +1181,15 @@ public class teamUIController : MonoBehaviour
|
||||
currentTotalScore = tmp;
|
||||
Debug.Log($"[teamUIController] Resolved currentTotalScore from child {tmp.gameObject.name}");
|
||||
}
|
||||
else
|
||||
{
|
||||
var byName = GameObject.Find("currentTotalScore");
|
||||
if (byName != null)
|
||||
{
|
||||
var t = byName.GetComponent<TextMeshProUGUI>() ?? byName.GetComponent<Text>()?.gameObject.AddComponent<TextMeshProUGUI>();
|
||||
if (t != null) currentTotalScore = t;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1125,6 +1275,8 @@ public class teamUIController : MonoBehaviour
|
||||
if (enemyCounter != null) enemyCounter.text = "0/0";
|
||||
if (currentEnemy_typeText != null) currentEnemy_typeText.text = "(普通)";
|
||||
UpdateEnemyListText();
|
||||
// 刷新总血条,在没有敌人时显示 0/TotalMax
|
||||
UpdateAllEnemyTotalHealthUIImmediate();
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1143,6 +1295,8 @@ public class teamUIController : MonoBehaviour
|
||||
if (enemyCounter != null) enemyCounter.text = "0/" + enemyCounterMax.ToString();
|
||||
if (currentEnemy_typeText != null) currentEnemy_typeText.text = "(普通)";
|
||||
UpdateEnemyListText();
|
||||
// 刷新总血条,在所有敌人死亡时显示 0/TotalMax
|
||||
UpdateAllEnemyTotalHealthUIImmediate();
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1199,7 +1353,7 @@ public class teamUIController : MonoBehaviour
|
||||
// update enemy counter text
|
||||
if (enemyCounter != null)
|
||||
{
|
||||
enemyCounter.text = $"{Mathf.Clamp(enemyCurrentCount+1,1,999)}/{enemyCounterMax}";
|
||||
enemyCounter.text = $"{Mathf.Clamp(enemyCurrentCount + 1, 1, 999)}/{enemyCounterMax}";
|
||||
}
|
||||
|
||||
// refresh the enemy list display
|
||||
@@ -1234,6 +1388,94 @@ public class teamUIController : MonoBehaviour
|
||||
UpdateEnemyUIImmediate();
|
||||
}
|
||||
|
||||
// 新增:在当前敌人 HP 变化时,更新总血条 UI
|
||||
private void UpdateAllEnemyTotalHealthUIOnHpChange(int newCurrentHP)
|
||||
{
|
||||
if (allEnemy_totalHealthImage == null) return;
|
||||
|
||||
// 重新计算总当前血量(currentEnemySOs 保持不变,但 active enemy 的 current HP 改变了)
|
||||
int totalCur = 0;
|
||||
if (currentEnemySOs != null)
|
||||
{
|
||||
for (int i = enemyCurrentCount; i < currentEnemySOs.Length; i++)
|
||||
{
|
||||
var so = currentEnemySOs[i];
|
||||
if (so == null) continue;
|
||||
|
||||
// 仅更新当前活跃敌人的血量,后续敌人保持 Max HP
|
||||
if (i == enemyCurrentCount) totalCur += newCurrentHP; else totalCur += so.enemy_maxHP;
|
||||
}
|
||||
}
|
||||
|
||||
float newFill = totalMaxHP > 0 ? (float)totalCur / totalMaxHP : 0f;
|
||||
|
||||
// 1. 更新实血条
|
||||
allEnemy_totalHealthImage.fillAmount = newFill;
|
||||
if (totalEnemy_healthRate != null) totalEnemy_healthRate.text = $"{totalCur}/{totalMaxHP}";
|
||||
|
||||
// 2. Animate fade bar (only when health decreases)
|
||||
if (allEnemy_totalFadehealthImage != null)
|
||||
{
|
||||
float currentFadeFill = allEnemy_totalFadehealthImage.fillAmount;
|
||||
|
||||
if (currentFadeFill > newFill)
|
||||
{
|
||||
// Health decreased: stop previous coroutine and start new fall animation
|
||||
if (totalFadeHealthCoroutine != null) StopCoroutine(totalFadeHealthCoroutine);
|
||||
if (Application.isPlaying)
|
||||
totalFadeHealthCoroutine = StartCoroutine(TotalFadeHealthCoroutine(newFill));
|
||||
else
|
||||
allEnemy_totalFadehealthImage.fillAmount = newFill;
|
||||
}
|
||||
else if (currentFadeFill < newFill)
|
||||
{
|
||||
// Health increased (healing): update fade bar immediately
|
||||
if (totalFadeHealthCoroutine != null) StopCoroutine(totalFadeHealthCoroutine);
|
||||
allEnemy_totalFadehealthImage.fillAmount = newFill;
|
||||
}
|
||||
// If currentFadeFill == newFill, do nothing.
|
||||
}
|
||||
}
|
||||
|
||||
// 新增:用于在 SpawnNextEnemy/No Enemy 时立即更新总血条(不使用动画逻辑)
|
||||
private void UpdateAllEnemyTotalHealthUIImmediate()
|
||||
{
|
||||
if (allEnemy_totalHealthImage == null) return;
|
||||
|
||||
int totalCur = 0;
|
||||
if (currentEnemySOs != null)
|
||||
{
|
||||
for (int i = enemyCurrentCount; i < currentEnemySOs.Length; i++)
|
||||
{
|
||||
var so = currentEnemySOs[i];
|
||||
if (so == null) continue;
|
||||
|
||||
// 仅更新当前活跃敌人的血量,后续敌人保持 Max HP
|
||||
if (i == enemyCurrentCount)
|
||||
{
|
||||
// 使用 Combatant 实例的当前 HP
|
||||
if (enemyCombatantInstance != null) totalCur += enemyCombatantInstance.currentHP;
|
||||
else totalCur += so.enemy_maxHP; // Fallback
|
||||
}
|
||||
else
|
||||
{
|
||||
totalCur += so.enemy_maxHP;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float newFill = totalMaxHP > 0 ? (float)totalCur / totalMaxHP : 0f;
|
||||
|
||||
// 立即更新实血条和虚血条
|
||||
allEnemy_totalHealthImage.fillAmount = newFill;
|
||||
if (allEnemy_totalFadehealthImage != null) allEnemy_totalFadehealthImage.fillAmount = newFill;
|
||||
if (totalEnemy_healthRate != null) totalEnemy_healthRate.text = $"{totalCur}/{totalMaxHP}";
|
||||
|
||||
// 停止可能正在运行的虚血条动画
|
||||
if (totalFadeHealthCoroutine != null) StopCoroutine(totalFadeHealthCoroutine);
|
||||
}
|
||||
|
||||
|
||||
private void UpdateEnemyUIImmediate()
|
||||
{
|
||||
if (enemyCombatantInstance == null) return;
|
||||
@@ -1253,27 +1495,8 @@ public class teamUIController : MonoBehaviour
|
||||
if (currentEnemy_manaRate != null)
|
||||
currentEnemy_manaRate.text = enemyCombatantInstance.maxMana > 0 ? $"{enemyCombatantInstance.currentMana}/{enemyCombatantInstance.maxMana}" : "0/0";
|
||||
|
||||
if (allEnemy_totalHealthImage != null)
|
||||
{
|
||||
// optional: aggregate total health across remaining enemies
|
||||
int totalCur = 0, totalMax = 0;
|
||||
if (currentEnemySOs != null)
|
||||
{
|
||||
for (int i = enemyCurrentCount; i < currentEnemySOs.Length; i++)
|
||||
{
|
||||
var so = currentEnemySOs[i];
|
||||
if (so == null) continue;
|
||||
totalMax += Mathf.Max(1, so.enemy_maxHP);
|
||||
// use max for not-yet-spawned enemies
|
||||
if (i == enemyCurrentCount) totalCur += enemyCombatantInstance.currentHP; else totalCur += so.enemy_maxHP;
|
||||
}
|
||||
}
|
||||
if (totalMax > 0)
|
||||
{
|
||||
allEnemy_totalHealthImage.fillAmount = (float)totalCur / totalMax;
|
||||
if (totalEnemy_healthRate != null) totalEnemy_healthRate.text = $"{totalCur}/{totalMax}";
|
||||
}
|
||||
}
|
||||
// Aggregate total health logic (modified to call the helper method for animation control)
|
||||
UpdateAllEnemyTotalHealthUIImmediate();
|
||||
}
|
||||
|
||||
private void UpdateEnemyHealthVisuals(int oldHP, int newHP, bool animateFade)
|
||||
@@ -1377,4 +1600,19 @@ public class teamUIController : MonoBehaviour
|
||||
c.a = 0f;
|
||||
currentEnemy_hurtRedImage.color = c;
|
||||
}
|
||||
|
||||
private IEnumerator TotalFadeHealthCoroutine(float targetFill)
|
||||
{
|
||||
if (allEnemy_totalFadehealthImage == null) yield break;
|
||||
float start = allEnemy_totalFadehealthImage.fillAmount;
|
||||
float duration = 0.6f;
|
||||
float t = 0f;
|
||||
while (t < duration)
|
||||
{
|
||||
t += Time.deltaTime;
|
||||
allEnemy_totalFadehealthImage.fillAmount = Mathf.Lerp(start, targetFill, t / duration);
|
||||
yield return null;
|
||||
}
|
||||
allEnemy_totalFadehealthImage.fillAmount = targetFill;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user