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bansonic_beta_main/Assets/scripts/gameplay_teamUI/teamUIController.cs
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using UnityEngine;
using Spine;
using Spine.Unity;
using SmoothShakeFree;
using UnityEngine.UI;
using TMPro;
using System.Collections.Generic;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class teamUIController : MonoBehaviour
{
private static readonly bool VerboseLogs = false;
private static string NoEnemyLabel => LocalizationService.Get("enemy.none", "(No Enemy)");
private static string EnemyDefeatedLabel => LocalizationService.Get("enemy.all_defeated", "所有敌人已被击败");
private static string EnemyTypeNormalLabel => LocalizationService.Get("enemy.type.normal", "(普通敌人)");
private static string EnemyTypeEliteLabel => LocalizationService.Get("enemy.type.elite", "(精英敌人)");
private static string EnemyTypeBossLabel => LocalizationService.Get("enemy.type.boss", "(Boss)");
private static string EnemyTypeLegendLabel => LocalizationService.Get("enemy.type.legend", "(史诗野怪)");
private static string EnemyTypeGuardianLabel => LocalizationService.Get("enemy.type.guardian", "(远古巨龙)");
public static teamUIController Instance
{
get;
private set;
}
public bool IsAnyAllyActive()
{
return isAlly01_active || isAlly02_active || isAlly03_active || isAlly04_active || isAlly05_active;
}
public bool IsAllySlotActive(int slotIndex)
{
switch (slotIndex)
{
case 0: return isAlly01_active;
case 1: return isAlly02_active;
case 2: return isAlly03_active;
case 3: return isAlly04_active;
case 4: return isAlly05_active;
default: return false;
}
}
// Documentation text normalized.
[Header("UI Effects")]
public Material grayScaleMaterial;
public Color hurtColor = Color.red;
public Color healColor = Color.green;
public Color manaColor = Color.blue;
[Range(0f, 1f)]
public float flashStartAlpha = 1f;
[Header("Flash Timing")]
public float flashHoldTime = 0.1f;
public float flashFadeDuration = 0.2f;
private static readonly int SaturationID = Shader.PropertyToID("_Saturation");
[Header("Runtime ally configuration")]
[Tooltip("IDs for the 5 ally slots (top to bottom). These are used by PopulateAllySOsFromIds to resolve SOs into currentAllySOs.")]
public List<int> allySlotIds = new List<int> { 0, 0, 0, 0, 0 };
// Documentation text normalized.
[Header("Runtime enemy configuration")]
[Tooltip("IDs for enemies to appear in sequence. All enemies share a single GameObject and will be initialized from these SOs in order.")]
public List<int> enemySlotIds = new List<int>() { 0, 0, 0, 0, 0 };
// Documentation text normalized.
private TeamCharacterDataInfo[] currentAllySOs = new TeamCharacterDataInfo[5];
// Documentation text normalized.
private EnemyData_SO[] currentEnemySOs = new EnemyData_SO[0];
// Documentation text normalized.
public EnemyData_SO[] recognizedEnemySOs = new EnemyData_SO[0];
private int CurrentDifficultyID => BeatmapManager.Instance != null ? BeatmapManager.Instance.assignedDifficulty : 0;
// previous active flags for detecting external changes
private bool[] prevAllyActive = new bool[5];
// Documentation text normalized.
[Header("SO folder paths")]
[Tooltip("Editor-only: project path or absolute disk path to the folder that contains SOs. Example: Assets/Resources/so/ally")]
public string editorSOFolderPath = "Assets/Resources/so/ally";
[Tooltip("Runtime: Resources subfolder path (no 'Resources/' prefix). Example: so/ally")]
public string runtimeResourcesFolderPath = "so/ally";
// Documentation text normalized.
[Tooltip("Editor-only: project path or absolute disk path to the folder that contains enemy SOs. Example: Assets/Resources/so/enemies")]
public string editorEnemySOFolderPath = "Assets/Resources/so/enemies";
[Tooltip("Runtime: Resources subfolder path (no 'Resources/' prefix) for enemy SOs. Example: so/enemies")]
public string runtimeEnemyResourcesFolderPath = "so/enemies";
// Optional per-ally object to toggle together with isAllyX_active. If null falls back to objectFather_allyXX.
[Header("Ally runtime objects (optional)")]
public GameObject ally01_object;
public GameObject ally02_object;
public GameObject ally03_object;
public GameObject ally04_object;
public GameObject ally05_object;
[Header("Victory Animation")]
[Tooltip("The object to move when all enemies are defeated")]
public GameObject victoryMoveObject;
[Tooltip("Target X position (AnchoredPosition X for UI, World X for others)")]
public float victoryTargetX;
[Tooltip("Movement curve (Time 0->1, Value 0->1 recommended)")]
public AnimationCurve victoryMoveCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[Tooltip("Duration of the movement in seconds")]
public float victoryMoveDuration = 2f;
[Tooltip("Delay before the victory animation starts (seconds)")]
public float victoryAnimationDelay = 3f;
[Tooltip("The image to fade saturation on victory")]
public Image victorySaturationImage;
[Tooltip("Duration for the saturation fade (seconds)")]
public float victorySaturationDuration = 2f;
private Coroutine _victoryMoveCoroutine;
private Coroutine _victorySaturationCoroutine;
private Coroutine _spineFlashCoroutine;
private Coroutine _spineSpawnFadeCoroutine;
private bool _pendingSpineSpawnFadeIn;
private const float SPINE_SPAWN_FADE_DURATION = 0.5f;
[Header("Ally Statistics (Real-time)")]
[Tooltip("Total damage dealt to enemies by each of the 5 ally slots.")]
public float[] totalDamageDealt = new float[5];
[Tooltip("Total HP restored by each of the 5 ally slots.")]
public float[] totalHealProvided = new float[5];
[Tooltip("Total Mana restored by each of the 5 ally slots.")]
public float[] totalManaRestored = new float[5];
[Tooltip("Total damage taken by each of the 5 ally slots.")]
public float[] totalDamageTaken = new float[5];
/// <summary>
/// Record damage dealt by an ally slot.
/// </summary>
public void RecordDamage(int slotIndex, float amount)
{
if (slotIndex >= 0 && slotIndex < 5)
{
totalDamageDealt[slotIndex] += amount;
SkillBuilder.Instance?.NotifyAllyAttackDealt(slotIndex);
}
}
/// <summary>
/// Record damage taken by an ally slot.
/// </summary>
public void RecordDamageTaken(int slotIndex, float amount)
{
if (slotIndex >= 0 && slotIndex < 5)
totalDamageTaken[slotIndex] += amount;
}
/// <summary>
/// Record healing provided by an ally slot.
/// </summary>
public void RecordHeal(int slotIndex, float amount)
{
if (slotIndex >= 0 && slotIndex < 5)
totalHealProvided[slotIndex] += amount;
}
/// <summary>
/// Record mana restored by an ally slot.
/// </summary>
public void RecordMana(int slotIndex, float amount)
{
if (slotIndex >= 0 && slotIndex < 5)
totalManaRestored[slotIndex] += amount;
}
// Documentation text normalized.
[Header("Editor folder load (Editor only)")]
[Tooltip("Deprecated: kept for compatibility. Use editorSOFolderPath or runtimeResourcesFolderPath instead.")]
public string selectedProjectFolderPath = string.Empty;
/// <summary>
/// Documentation text normalized.
/// Documentation text normalized.
/// </summary>
public void PopulateAllySOsFromIds()
{
if (allySlotIds == null || allySlotIds.Count < 5)
{
Debug.LogWarning("allySlotIds 未正确配置,已自动重置为 5 个空位 ID");
allySlotIds = new List<int> { 0, 0, 0, 0, 0 };
}
#if UNITY_EDITOR
// Choose editor folder path preferentially from editorSOFolderPath, fallback to selectedProjectFolderPath
string folderToUse = !string.IsNullOrEmpty(editorSOFolderPath) ? editorSOFolderPath : selectedProjectFolderPath;
// Ensure folderToUse points inside the project Assets folder when possible
string projectRelative = null;
if (!string.IsNullOrEmpty(folderToUse))
{
string projectPath = folderToUse.Replace("\\", "/");
if (projectPath.StartsWith(Application.dataPath))
{
projectRelative = "Assets" + projectPath.Substring(Application.dataPath.Length);
}
else if (projectPath.StartsWith("Assets/"))
{
projectRelative = projectPath;
}
else
{
Debug.LogWarning("editorSOFolderPath is outside the project Assets folder. Use a project path like Assets/Resources/so/ally or an absolute disk path.");
}
}
// Collect TeamCharacterDataInfo and AllyHero_SO assets under the folder (or project-wide)
List<Object> discovered = new List<Object>();
if (!string.IsNullOrEmpty(projectRelative))
{
string[] guids = AssetDatabase.FindAssets("t:TeamCharacterDataInfo", new[] { projectRelative });
foreach (var g in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(g);
var so = AssetDatabase.LoadAssetAtPath<TeamCharacterDataInfo>(assetPath);
if (so != null) discovered.Add(so);
}
string[] guids2 = AssetDatabase.FindAssets("t:AllyHero_SO", new[] { projectRelative });
foreach (var g in guids2)
{
string assetPath = AssetDatabase.GUIDToAssetPath(g);
var so = AssetDatabase.LoadAssetAtPath<AllyHero_SO>(assetPath);
if (so != null) discovered.Add(so);
}
}
else
{
// no valid folder chosen -> search entire project
string[] guids = AssetDatabase.FindAssets("t:TeamCharacterDataInfo");
foreach (var g in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(g);
var so = AssetDatabase.LoadAssetAtPath<TeamCharacterDataInfo>(assetPath);
if (so != null) discovered.Add(so);
}
string[] guids2 = AssetDatabase.FindAssets("t:AllyHero_SO");
foreach (var g in guids2)
{
string assetPath = AssetDatabase.GUIDToAssetPath(g);
var so = AssetDatabase.LoadAssetAtPath<AllyHero_SO>(assetPath);
if (so != null) discovered.Add(so);
}
}
TeamCharacterList globalList = null;
if (teamSettingPanel.Instance != null)
globalList = teamSettingPanel.Instance.teamCharacterList;
for (int i = 0; i < 5; i++)
{
int id = allySlotIds[i];
TeamCharacterDataInfo found = null;
// Documentation text normalized.
if (id == 0)
{
currentAllySOs[i] = null;
switch (i)
{
case 0: isAlly01_active = true; break;
case 1: isAlly02_active = true; break;
case 2: isAlly03_active = true; break;
case 3: isAlly04_active = true; break;
case 4: isAlly05_active = true; break;
}
ToggleAllyObject(i, true);
if (VerboseLogs) Debug.Log($"[teamUIController] slot {i + 1} id=0 -> kept active (empty display)");
continue;
}
// Documentation text normalized.
for (int j = 0; j < discovered.Count; j++)
{
var obj = discovered[j];
if (obj == null) continue;
string path = AssetDatabase.GetAssetPath(obj);
if (!string.IsNullOrEmpty(path) && path.Contains(id.ToString()))
{
// if it's already TeamCharacterDataInfo, use it
if (obj is TeamCharacterDataInfo tc)
{
found = tc;
if (VerboseLogs) Debug.Log($"[teamUIController] (Editor) matched asset by path: {path} for id={id} slot={i + 1}");
break;
}
// if it's AllyHero_SO, map to a runtime TeamCharacterDataInfo instance
if (obj is AllyHero_SO ah)
{
var mapped = ScriptableObject.CreateInstance<TeamCharacterDataInfo>();
mapped.CharacterID = ah.ally_heroID;
mapped.CharacterName = ah.ally_heroName;
mapped.CharacterCardSprite = ah.ally_heroImage;
mapped.CharacterTeamSprite = ah.ally_heroProfile;
mapped.name = ah.name;
found = mapped;
if (VerboseLogs) Debug.Log($"[teamUIController] (Editor) matched AllyHero_SO by path: {path} for id={id} slot={i + 1}");
break;
}
}
}
// Documentation text normalized.
if (found == null && globalList != null && globalList.characters != null)
{
for (int j = 0; j < globalList.characters.Count; j++)
{
var so = globalList.characters[j];
if (so == null) continue;
// Documentation text normalized.
if (!string.IsNullOrEmpty(so.name) && so.name.Contains(id.ToString()))
{
found = so;
break;
}
}
}
currentAllySOs[i] = found;
if (found == null)
{
Debug.LogWarning($"[teamUIController] 未找到 id={id} 对应的 SO (slot {i + 1})");
// keep UI slot active even when not found
switch (i)
{
case 0: isAlly01_active = true; break;
case 1: isAlly02_active = true; break;
case 2: isAlly03_active = true; break;
case 3: isAlly04_active = true; break;
case 4: isAlly05_active = true; break;
}
ToggleAllyObject(i, true);
}
else
{
if (VerboseLogs) Debug.Log($"[teamUIController] (Editor) slot {i + 1} resolved to SO: {found.name} (id={found.CharacterID})");
// Documentation text normalized.
switch (i)
{
case 0: isAlly01_active = true; break;
case 1: isAlly02_active = true; break;
case 2: isAlly03_active = true; break;
case 3: isAlly04_active = true; break;
case 4: isAlly05_active = true; break;
}
ToggleAllyObject(i, true);
DebugCharacterSO(found, i + 1, true);
// Also attempt to set the teammate character image from an underlying AllyHero_SO if available
try
{
// first try to find AllyHero_SO by the same id
var ahList = RuntimeResourcesCache.LoadAllAllyHeroes();
AllyHero_SO matched = null;
foreach (var a in ahList) if (a != null && a.ally_heroID == id) { matched = a; break; }
if (matched != null)
{
var sprite = matched.ally_heroProfile != null ? matched.ally_heroProfile : matched.ally_heroImage;
SetTeammateCharacterImage(i, sprite);
}
else
{
// fallback: if current TeamCharacterDataInfo has a TeamSprite, use that
var tc = found as TeamCharacterDataInfo;
if (tc != null && tc.CharacterTeamSprite != null)
SetTeammateCharacterImage(i, tc.CharacterTeamSprite);
}
}
catch { }
}
}
#else
// Runtime: prefer runtimeResourcesFolderPath, fallback to selectedProjectFolderPath
string resourcesPath = ResolveResourcesRelativePath(!string.IsNullOrEmpty(runtimeResourcesFolderPath) ? runtimeResourcesFolderPath : selectedProjectFolderPath);
List<Object> runtimeDiscovered = GetOrBuildRuntimeAllyDiscovered(resourcesPath);
TeamCharacterList globalList = null;
if (teamSettingPanel.Instance != null)
globalList = teamSettingPanel.Instance.teamCharacterList;
for (int i = 0; i < 5; i++)
{
int id = allySlotIds[i];
TeamCharacterDataInfo found = null;
// Documentation text normalized.
if (id == 0)
{
currentAllySOs[i] = null;
switch (i)
{
case 0: isAlly01_active = true; break;
case 1: isAlly02_active = true; break;
case 2: isAlly03_active = true; break;
case 3: isAlly04_active = true; break;
case 4: isAlly05_active = true; break;
}
// keep associated object active
ToggleAllyObject(i, true);
if (VerboseLogs) Debug.Log($"[teamUIController] (Runtime) slot {i+1} id=0 -> kept active (empty display)");
continue;
}
// Documentation text normalized.
string runtimeSourceInfo = string.Empty;
for (int j = 0; j < runtimeDiscovered.Count; j++)
{
var obj = runtimeDiscovered[j];
if (obj == null) continue;
// name match first
if (!string.IsNullOrEmpty(obj.name) && obj.name.Contains(id.ToString()))
{
if (obj is TeamCharacterDataInfo tc)
{
found = tc; break;
}
if (obj is AllyHero_SO ah)
{
var mapped = ScriptableObject.CreateInstance<TeamCharacterDataInfo>();
mapped.CharacterID = ah.ally_heroID;
mapped.CharacterName = ah.ally_heroName;
mapped.CharacterCardSprite = ah.ally_heroImage;
mapped.CharacterTeamSprite = ah.ally_heroProfile;
found = mapped; break;
}
}
// fallback: if object is TeamCharacterDataInfo, check its CharacterID
if (obj is TeamCharacterDataInfo tco && tco.CharacterID == id)
{
found = tco; break;
}
// fallback: AllyHero_SO CharacterID equivalent
if (obj is AllyHero_SO ah2 && ah2.ally_heroID == id)
{
var mapped2 = ScriptableObject.CreateInstance<TeamCharacterDataInfo>();
mapped2.CharacterID = ah2.ally_heroID;
mapped2.CharacterName = ah2.ally_heroName;
mapped2.CharacterCardSprite = ah2.ally_heroImage;
mapped2.CharacterTeamSprite = ah2.ally_heroProfile;
found = mapped2; break;
}
}
// Documentation text normalized.
if (found == null && globalList != null && globalList.characters != null)
{
for (int j = 0; j < globalList.characters.Count; j++)
{
var so = globalList.characters[j];
if (so == null) continue;
if (!string.IsNullOrEmpty(so.name) && so.name.Contains(id.ToString()))
{
found = so;
break;
}
if (so.CharacterID == id)
{
found = so;
break;
}
}
}
// final fallback: try loading by resource path/id if resourcesPath provided
if (found == null && !string.IsNullOrEmpty(resourcesPath))
{
try
{
var byId = Resources.Load<TeamCharacterDataInfo>($"{resourcesPath}/{id}");
if (byId != null) found = byId;
if (found != null) runtimeSourceInfo = $"Resources.Load: {resourcesPath}/{id}";
}
catch { }
}
currentAllySOs[i] = found;
if (found == null)
{
Debug.LogWarning($"[teamUIController] (Runtime) 未找到 id={id} 对应的 SO (slot {i + 1})");
// 保持插槽显示,即使未找到数据
switch (i)
{
case 0: isAlly01_active = true; break;
case 1: isAlly02_active = true; break;
case 2: isAlly03_active = true; break;
case 3: isAlly04_active = true; break;
case 4: isAlly05_active = true; break;
}
ToggleAllyObject(i, true);
continue;
}
else
{
// try to get a readable source for the matched object
if (string.IsNullOrEmpty(runtimeSourceInfo))
{
runtimeSourceInfo = found.name + " (mapped)";
}
if (VerboseLogs) Debug.Log($"[teamUIcontroller] (Runtime) slot {i + 1} resolved to SO: {found.name} (id={found.CharacterID}) Source={runtimeSourceInfo}");
switch (i)
{
case 0: isAlly01_active = true; break;
case 1: isAlly02_active = true; break;
case 2: isAlly03_active = true; break;
case 3: isAlly04_active = true; break;
case 4: isAlly05_active = true; break;
}
ToggleAllyObject(i, true);
DebugCharacterSO(found, i+1, false);
// attempt to set teammate image from underlying AllyHero_SO if possible
try
{
AllyHero_SO matched = GetCachedRuntimeAllyHero(id);
if (matched != null)
{
var sprite = matched.ally_heroProfile != null ? matched.ally_heroProfile : matched.ally_heroImage;
SetTeammateCharacterImage(i, sprite);
}
else
{
var tc = found as TeamCharacterDataInfo;
if (tc != null && tc.CharacterTeamSprite != null)
SetTeammateCharacterImage(i, tc.CharacterTeamSprite);
}
}
catch { }
}
}
#endif
}
private List<Object> GetOrBuildRuntimeAllyDiscovered(string resourcesPath)
{
resourcesPath = (resourcesPath ?? string.Empty).Trim('/');
if (_runtimeAllyDiscovered != null && _runtimeAllyResourcesPath == resourcesPath)
return _runtimeAllyDiscovered;
var runtimeDiscovered = new List<Object>();
if (!string.IsNullOrEmpty(resourcesPath))
{
try
{
var arr = Resources.LoadAll(resourcesPath);
if (arr != null && arr.Length > 0)
runtimeDiscovered.AddRange(arr);
if (runtimeDiscovered.Count == 0)
{
var arrAll = Resources.LoadAll("");
if (arrAll != null && arrAll.Length > 0)
{
runtimeDiscovered.AddRange(arrAll);
Debug.LogWarning($"[teamUIController] (Runtime) Resources.LoadAll returned 0 in '{resourcesPath}', fell back to loading all ScriptableObjects ({arrAll.Length})");
}
}
if (VerboseLogs) Debug.Log($"[teamUIcontroller] (Runtime) Loaded {runtimeDiscovered.Count} objects from Resources/{resourcesPath}");
}
catch (System.Exception ex)
{
Debug.LogWarning($"[teamUIController] (Runtime) Resources.LoadAll failed for '{resourcesPath}': {ex.Message}");
var arrAll = Resources.LoadAll("");
if (arrAll != null && arrAll.Length > 0)
runtimeDiscovered.AddRange(arrAll);
}
}
else
{
var arr = Resources.LoadAll("");
if (arr != null && arr.Length > 0)
runtimeDiscovered.AddRange(arr);
if (VerboseLogs) Debug.Log($"[teamUIController] (Runtime) Loaded {arr?.Length ?? 0} objects from Resources (project-wide)");
}
_runtimeAllyResourcesPath = resourcesPath;
_runtimeAllyDiscovered = runtimeDiscovered;
_cachedRuntimeAllyHeroes = null;
_runtimeAllyHeroById = null;
return runtimeDiscovered;
}
private AllyHero_SO GetCachedRuntimeAllyHero(int id)
{
if (id <= 0) return null;
if (_runtimeAllyHeroById != null && _runtimeAllyHeroById.TryGetValue(id, out var cached))
return cached;
if (_cachedRuntimeAllyHeroes == null)
{
_cachedRuntimeAllyHeroes = RuntimeResourcesCache.LoadAllAllyHeroes() ?? System.Array.Empty<AllyHero_SO>();
_runtimeAllyHeroById = new Dictionary<int, AllyHero_SO>();
foreach (var hero in _cachedRuntimeAllyHeroes)
{
if (hero == null) continue;
_runtimeAllyHeroById[hero.ally_heroID] = hero;
}
}
return _runtimeAllyHeroById.TryGetValue(id, out var heroFound) ? heroFound : null;
}
// ResolveResourcesRelativePath helper method is missing, assuming it exists externally or is part of a base class / extension.
// Since the user is providing the full class, I will assume it's either defined outside this snippet or is implicitly handled,
// but the code within #if UNITY_EDITOR is what matters for the file content.
// For completeness, if it's not defined, the runtime block would throw an error, but as I cannot add it, I must assume it's defined elsewhere.
// A simplified placeholder for ResolveResourcesRelativePath for compilation (assuming it strips Resources/ and leading/trailing slashes):
private string ResolveResourcesRelativePath(string path)
{
if (string.IsNullOrEmpty(path)) return string.Empty;
path = path.Replace("\\", "/");
path = path.Replace("Assets/Resources/", "");
path = path.Replace("Resources/", "");
return path.Trim('/').ToLower();
}
// Populate enemy SOs from enemySlotIds using editor/runtime paths similar to allies
public void PopulateEnemySOsFromIds()
{
if (VerboseLogs) Debug.Log($"PopulateEnemySOsFromIds called, enemySlotIds: {string.Join(",", enemySlotIds)}");
if (enemySlotIds == null || enemySlotIds.Count == 0)
{
currentEnemySOs = new EnemyData_SO[0];
// update recognized list and UI
FilterRecognizedEnemies();
UpdateEnemyListText();
return;
}
#if UNITY_EDITOR
string folderToUse = !string.IsNullOrEmpty(editorEnemySOFolderPath) ? editorEnemySOFolderPath : selectedProjectFolderPath;
string projectRelative = null;
if (!string.IsNullOrEmpty(folderToUse))
{
string projectPath = folderToUse.Replace("\\", "/");
if (projectPath.StartsWith(Application.dataPath)) projectRelative = "Assets" + projectPath.Substring(Application.dataPath.Length);
else if (projectPath.StartsWith("Assets/")) projectRelative = projectPath;
else Debug.LogWarning("editorEnemySOFolderPath should be inside project Assets for editor search. Falling back to project-wide search.");
}
List<EnemyData_SO> results = new List<EnemyData_SO>();
List<Object> discovered = new List<Object>();
if (!string.IsNullOrEmpty(projectRelative))
{
string[] guids = AssetDatabase.FindAssets("t:EnemyData_SO", new[] { projectRelative });
foreach (var g in guids)
{
var path = AssetDatabase.GUIDToAssetPath(g);
var so = AssetDatabase.LoadAssetAtPath<EnemyData_SO>(path);
if (so != null) discovered.Add(so);
}
}
else
{
string[] guids = AssetDatabase.FindAssets("t:EnemyData_SO");
foreach (var g in guids)
{
var path = AssetDatabase.GUIDToAssetPath(g);
var so = AssetDatabase.LoadAssetAtPath<EnemyData_SO>(path);
if (so != null) discovered.Add(so);
}
}
// For each id in enemySlotIds try to resolve an EnemyData_SO; if id==0 or not found push null (skip)
foreach (var id in enemySlotIds)
{
if (id == 0) { results.Add(null); continue; }
EnemyData_SO found = null;
for (int j = 0; j < discovered.Count; j++)
{
var obj = discovered[j] as EnemyData_SO;
if (obj == null) continue;
string path = AssetDatabase.GetAssetPath(obj);
if (!string.IsNullOrEmpty(path) && path.Contains(id.ToString())) { found = obj; break; }
if (obj.enemyID == id) { found = obj; break; }
}
results.Add(found);
}
currentEnemySOs = results.ToArray();
#else
string resourcesPath = ResolveResourcesRelativePath(!string.IsNullOrEmpty(runtimeEnemyResourcesFolderPath) ? runtimeEnemyResourcesFolderPath : selectedProjectFolderPath);
List<Object> runtimeDiscovered = null;
if (_runtimeEnemyDiscovered != null && _runtimeEnemyResourcesPath == resourcesPath)
{
runtimeDiscovered = _runtimeEnemyDiscovered;
}
else
{
runtimeDiscovered = new List<Object>();
if (!string.IsNullOrEmpty(resourcesPath))
{
resourcesPath = resourcesPath.Trim('/');
try
{
var arr = Resources.LoadAll(resourcesPath);
if (arr != null && arr.Length > 0) runtimeDiscovered.AddRange(arr);
if (runtimeDiscovered.Count == 0)
{
var arrAll = Resources.LoadAll("");
if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll);
}
}
catch
{
var arrAll = Resources.LoadAll("");
if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll);
}
}
else
{
var arr = Resources.LoadAll("");
if (arr != null && arr.Length > 0) runtimeDiscovered.AddRange(arr);
}
_runtimeEnemyResourcesPath = resourcesPath;
_runtimeEnemyDiscovered = runtimeDiscovered;
}
List<EnemyData_SO> results = new List<EnemyData_SO>();
foreach (var id in enemySlotIds)
{
if (id == 0) { results.Add(null); continue; }
EnemyData_SO found = null;
foreach (var o in runtimeDiscovered)
{
if (o == null) continue;
if (o is EnemyData_SO e)
{
if (!string.IsNullOrEmpty(e.name) && e.name.Contains(id.ToString())) { found = e; break; }
if (!string.IsNullOrEmpty(e.name) && e.name.StartsWith(id.ToString())) { found = e; break; }
if (e.enemyID == id) { found = e; break; }
}
}
// final attempt: Resources.Load by path
if (found == null && !string.IsNullOrEmpty(resourcesPath))
{
try
{
var byId = Resources.Load<EnemyData_SO>($"{resourcesPath}/{id}");
if (byId != null) found = byId;
}
catch { }
}
results.Add(found);
}
currentEnemySOs = results.ToArray();
#endif
// build recognized list and update UI
FilterRecognizedEnemies();
UpdateEnemyListText();
// Calculate total max HP for all recognized enemies
// Note: totalMaxHP is a class member and is intended to be the fixed maximum HP for the entire encounter.
RecalculateTotalMaxHP();
if (recognizedEnemySOs.Length > 0)
{
enemyCurrentCount = 0;
SpawnNextEnemy();
}
}
// Build recognizedEnemySOs from currentEnemySOs by filtering out null entries (id==0 or unresolved)
private void FilterRecognizedEnemies()
{
var list = new List<EnemyData_SO>();
if (currentEnemySOs != null)
{
foreach (var so in currentEnemySOs)
{
if (so != null)
{
var cloned = Instantiate(so);
list.Add(cloned);
}
}
}
recognizedEnemySOs = list.ToArray();
// update enemyCounterMax to reflect actual number of recognized enemies
enemyCounterMax = recognizedEnemySOs != null ? recognizedEnemySOs.Length : 0;
// clamp current index
if (enemyCurrentCount < 0) enemyCurrentCount = 0;
if (enemyCurrentCount > enemyCounterMax) enemyCurrentCount = enemyCounterMax;
}
// Documentation text normalized.
public EnemyData_SO[] GetCurrentEnemySOs()
{
return (EnemyData_SO[])currentEnemySOs.Clone();
}
// Debug helper to print key fields of a TeamCharacterDataInfo
private void DebugCharacterSO(TeamCharacterDataInfo so, int slotIndex, bool isEditor)
{
if (so == null) return;
string mode = isEditor ? "Editor" : "Runtime";
string spriteCard = so.CharacterCardSprite != null ? so.CharacterCardSprite.name : "(null)";
string spriteTeam = so.CharacterTeamSprite != null ? so.CharacterTeamSprite.name : "(null)";
if (VerboseLogs) Debug.Log($"[teamUIController] ({mode}) Slot {slotIndex} -> CharacterID={so.CharacterID}, Name={so.CharacterName}, Skill={so.CharacterSkillName}, MaxHealth={so.CharacterMaxHealth}, CardSprite={spriteCard}, TeamSprite={spriteTeam}");
}
/// <summary>
/// Documentation text normalized.
/// </summary>
public TeamCharacterDataInfo[] GetCurrentAllySOs()
{
return (TeamCharacterDataInfo[])currentAllySOs.Clone();
}
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI songNametitle;
public TextMeshProUGUI difficultyName;
public TextMeshProUGUI difficultyID;
public TextMeshProUGUI constructionName;
[Tooltip("Documentation text normalized.")]
public Text comboCounter;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI enemyCounter;
[SerializeField] private int enemyCounterMax; // Documentation text normalized.
[SerializeField] private int enemyCurrentCount; // Documentation text normalized.
private bool _allEnemiesDefeatedSkillTriggered;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI currentTotalScore;
[Header("Inspector")]
public TextMeshProUGUI allSum_pmScore;
[Header("Inspector")]
public TextMeshProUGUI allSum_idolScore;
// new: runtime enemy instance and UI sync fields
private EnemyCombatant enemyCombatantInstance;
private Coroutine enemyFadeHealthCoroutine;
private Coroutine enemyFadeManaCoroutine;
private int prevEnemyHP = -1;
private int prevEnemyMana = -1;
private SkeletonDataAsset _currentEnemySkeletonDataAsset;
private SkeletonGraphic _enemySkeletonGraphic;
private SkeletonAnimation _enemySkeletonAnimation;
private float[] _spineBoundsTemp;
private SkeletonClipping _spineBoundsClipping;
private Coroutine _enemySpineDeathCoroutine;
private const string EnemyIdleAnimationName = "idle";
private const string EnemyDieAnimationName = "die";
private string _runtimeEnemyResourcesPath;
private List<Object> _runtimeEnemyDiscovered;
private string _runtimeAllyResourcesPath;
private List<Object> _runtimeAllyDiscovered;
private AllyHero_SO[] _cachedRuntimeAllyHeroes;
private Dictionary<int, AllyHero_SO> _runtimeAllyHeroById;
// For total enemy health bar
private int totalMaxHP = 0; // Documentation text normalized.
private Coroutine totalFadeHealthCoroutine;
// Documentation text normalized.
[Header("Inspector")]
public ComboJudgeType comboJudgeType = ComboJudgeType.Perfect;
private int combo = 0;
public int CurrentCombo => combo;
public enum ComboJudgeType
{
Perfect,
Great,
Good,
// Miss
}
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public GameObject objectFather_ally01;
[Tooltip("Documentation text normalized.")]
public bool isAlly01_active = true;
[Tooltip("Documentation text normalized.")]
public Image teammate01_characterImage;
[Tooltip("Documentation text normalized.")]
public Image teammate01_healthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate01_fadehealthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate01_manaImage;
[Tooltip("Documentation text normalized.")]
public Image teammate01_fadeManaImage;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate01_nameText;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate01_healthRate;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate01_current_scoreText; // rate : now score / max score
[Tooltip("Documentation text normalized.")]
[SerializeField] private int ally01_id;
[Tooltip("Documentation text normalized.")]
public Image teammate01_hurtRedImage;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate01_currentHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate01_maxHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate01_currentMana;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate01_maxMana;
[Header("Inspector")]
public TextMeshProUGUI red_pmScore_sum;
[Header("Inspector")]
public TextMeshProUGUI red_idolScore_sum;
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public GameObject objectFather_ally02;
[Tooltip("Documentation text normalized.")]
public bool isAlly02_active = true;
[Tooltip("Documentation text normalized.")]
public Image teammate02_characterImage;
[Tooltip("Documentation text normalized.")]
public Image teammate02_healthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate02_fadehealthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate02_manaImage;
[Tooltip("Documentation text normalized.")]
public Image teammate02_fadeManaImage;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate02_nameText;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate02_healthRate;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate02_current_scoreText; // rate : now score / max score
[Tooltip("Documentation text normalized.")]
[SerializeField] private int ally02_id;
[Tooltip("Documentation text normalized.")]
public Image teammate02_hurtRedImage;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate02_currentHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate02_maxHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate02_currentMana;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate02_maxMana;
[Header("pmScore")]
public TextMeshProUGUI green_pmScore_sum;
[Header("idolScore")]
public TextMeshProUGUI green_idolScore_sum;
[Header("teammate03")]
[Tooltip("Documentation text normalized.")]
public GameObject objectFather_ally03;
[Tooltip("Documentation text normalized.")]
public bool isAlly03_active = true;
[Tooltip("Documentation text normalized.")]
public Image teammate03_characterImage;
[Tooltip("Documentation text normalized.")]
public Image teammate03_healthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate03_fadehealthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate03_manaImage;
[Tooltip("Documentation text normalized.")]
public Image teammate03_fadeManaImage;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate03_nameText;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate03_healthRate;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate03_current_scoreText; // rate : now score / max score
[Tooltip("Documentation text normalized.")]
[SerializeField] private int ally03_id;
[Tooltip("Documentation text normalized.")]
public Image teammate03_hurtRedImage;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate03_currentHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate03_maxHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate03_currentMana;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate03_maxMana;
[Header("pmScore")]
public TextMeshProUGUI yellow_pmScore_sum;
[Header("idolScore")]
public TextMeshProUGUI yellow_idolScore_sum;
[Header("teammate04")]
[Tooltip("Documentation text normalized.")]
public GameObject objectFather_ally04;
[Tooltip("Documentation text normalized.")]
public bool isAlly04_active = true;
[Tooltip("Documentation text normalized.")]
public Image teammate04_characterImage;
[Tooltip("Documentation text normalized.")]
public Image teammate04_healthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate04_fadehealthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate04_manaImage;
[Tooltip("Documentation text normalized.")]
public Image teammate04_fadeManaImage;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate04_nameText;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate04_healthRate;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate04_current_scoreText; // rate : now score / max score
[Tooltip("Documentation text normalized.")]
[SerializeField] private int ally04_id;
[Tooltip("Documentation text normalized.")]
public Image teammate04_hurtRedImage;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate04_currentHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate04_maxHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate04_currentMana;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate04_maxMana;
[Header("pmScore")]
public TextMeshProUGUI purple_pmScore_sum;
[Header("idolScore")]
public TextMeshProUGUI purple_idolScore_sum;
[Header("teammate05")]
[Tooltip("Documentation text normalized.")]
public GameObject objectFather_ally05;
[Tooltip("Documentation text normalized.")]
public bool isAlly05_active = true;
[Tooltip("Documentation text normalized.")]
public Image teammate05_characterImage;
[Tooltip("Documentation text normalized.")]
public Image teammate05_healthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate05_fadehealthImage;
[Tooltip("Documentation text normalized.")]
public Image teammate05_manaImage;
[Tooltip("Documentation text normalized.")]
public Image teammate05_fadeManaImage;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate05_nameText;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate05_healthRate;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI teammate05_current_scoreText; // rate : now score / max score
[Tooltip("Documentation text normalized.")]
[SerializeField] private int ally05_id;
[Tooltip("Documentation text normalized.")]
public Image teammate05_hurtRedImage;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate05_currentHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate05_maxHP;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate05_currentMana;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int teammate05_maxMana;
[Header("pmScore")]
public TextMeshProUGUI blue_pmScore_sum;
[Header("idolScore")]
public TextMeshProUGUI blue_idolScore_sum;
[Header("currentEnemy")]
[Tooltip("Documentation text normalized.")]
public GameObject objectFather_enemy;
[Tooltip("Documentation text normalized.")]
public bool isEnemy_active = true;
[Tooltip("Documentation text normalized.")]
public Image currentEnemy_characterImage;
[Tooltip("Shown on currentEnemy_characterImage after the last enemy is defeated. If empty, falls back to the last enemy SO sprite.")]
public Sprite allEnemiesDefeatedSprite;
[Tooltip("Documentation text normalized.")]
public Image currentEnemy_healthImage;
[Tooltip("Documentation text normalized.")]
public Image currentEnemy_fadehealthImage;
[Tooltip("Documentation text normalized.")]
public Image currentEnemy_manaImage;
[Tooltip("Documentation text normalized.")]
public Image currentEnemy_fademanaImage;
[Tooltip("Documentation text normalized.")]
public Image allEnemy_totalHealthImage;
[Tooltip("Documentation text normalized.")]
public Image allEnemy_totalFadehealthImage;
[Tooltip("Documentation text normalized.")]
public Text currentEnemy_nameText;
[Tooltip("Documentation text normalized.")]
public Text currentEnemy_typeText;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI currentEnemy_healthRate;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI totalEnemy_healthRate;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI currentEnemy_manaRate;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI currentEnemy_current_scoreText; // rate : now score / max score
[Tooltip("Hidden after all enemies are defeated.")]
public GameObject currentEnemy_bountyObject;
[Tooltip("Displays the current enemy bounty score.")]
public Text currentEnemy_bountyText;
[Tooltip("Documentation text normalized.")]
[SerializeField] private int enemy_id;
[Tooltip("Documentation text normalized.")]
public Image currentEnemy_hurtRedImage;
[Tooltip("Documentation text normalized.")]
public TextMeshProUGUI enemyList_rateText;
[SerializeField] private GameObject _spineSystemObject;
[SerializeField] private GameObject _imgSystemObject;
[SerializeField] private RectTransform spine_to_put;
[SerializeField] private Image spine_to_put_referenceImage;
[SerializeField] private Color spineHurtFlashColor = new Color(1f, 0.2f, 0.2f, 1f);
[SerializeField] private float spineUniformHeight = 0f;
private Coroutine enemyBountyTextCoroutine;
private bool enemyBountyTransitionActive = false;
private int currentDisplayedEnemyBounty = 0;
public float SpineUniformHeight
{
get => spineUniformHeight;
set => spineUniformHeight = value;
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
// Saturation material assignment moved to PlayVictoryAnimation as requested
/*
// Initialize saturation image if assigned
if (victorySaturationImage != null && grayScaleMaterial != null)
{
// Assign the grayscale material instance to the image
victorySaturationImage.material = new Material(grayScaleMaterial);
// Use _Saturation property ID
victorySaturationImage.material.SetFloat(SaturationID, 1f);
}
*/
// Load ally slot IDs from PlayerPrefs
allySlotIds[0] = PlayerPrefs.GetInt("selected_heroSlot01_heroID", 0);
allySlotIds[1] = PlayerPrefs.GetInt("selected_heroSlot02_heroID", 0);
allySlotIds[2] = PlayerPrefs.GetInt("selected_heroSlot03_heroID", 0);
allySlotIds[3] = PlayerPrefs.GetInt("selected_heroSlot04_heroID", 0);
allySlotIds[4] = PlayerPrefs.GetInt("selected_heroSlot05_heroID", 0);
PopulateAllySOsFromIds();
// initialize previous flags so Update can detect changes
prevAllyActive[0] = isAlly01_active;
prevAllyActive[1] = isAlly02_active;
prevAllyActive[2] = isAlly03_active;
prevAllyActive[3] = isAlly04_active;
prevAllyActive[4] = isAlly05_active;
// Ensure score text references are resolved so ScoreManager and AllyCombatant can write to them
ResolveScoreTextReferences();
// Initialize enemies list and spawn first enemy if any
PopulateEnemySOsFromIds();
// set enemyCounterMax based on recognized (resolved non-null) enemies so zeros/unresolved don't count
enemyCounterMax = recognizedEnemySOs != null ? recognizedEnemySOs.Length : 0;
enemyCurrentCount = 0;
InitializeEnemyInstance();
if (recognizedEnemySOs != null && recognizedEnemySOs.Length > 0)
{
SpawnNextEnemy();
}
}
// Update is called once per frame
private float _lastEnemyCheckTime = 0f;
private const float ENEMY_CHECK_INTERVAL = 0.1f; // 100ms interval for UI sync
void Update()
{
// detect external changes to isAllyX_active and toggle objects accordingly
if (prevAllyActive[0] != isAlly01_active) { ToggleAllyObject(0, isAlly01_active); prevAllyActive[0] = isAlly01_active; }
if (prevAllyActive[1] != isAlly02_active) { ToggleAllyObject(1, isAlly02_active); prevAllyActive[1] = isAlly02_active; }
if (prevAllyActive[2] != isAlly03_active) { ToggleAllyObject(2, isAlly03_active); prevAllyActive[2] = isAlly03_active; }
if (prevAllyActive[3] != isAlly04_active) { ToggleAllyObject(3, isAlly04_active); prevAllyActive[3] = isAlly04_active; }
if (prevAllyActive[4] != isAlly05_active) { ToggleAllyObject(4, isAlly05_active); prevAllyActive[4] = isAlly05_active; }
// Sync enemy UI with EnemyCombatant values - optimized to not check every single frame if possible
if (enemyCombatantInstance != null && Time.time >= _lastEnemyCheckTime + ENEMY_CHECK_INTERVAL)
{
_lastEnemyCheckTime = Time.time;
int hp = enemyCombatantInstance.currentHP;
int mana = enemyCombatantInstance.currentMana;
if (prevEnemyHP != hp)
{
UpdateEnemyHealthVisuals(prevEnemyHP, hp, true);
// Documentation text normalized.
UpdateAllEnemyTotalHealthUIOnHpChange(hp);
prevEnemyHP = hp;
}
if (prevEnemyMana != mana)
{
UpdateEnemyManaVisuals(prevEnemyMana, mana, true);
prevEnemyMana = mana;
}
}
}
private void FixedUpdate()
{
}
private void Awake()
{
if (Instance == null)
Instance = this;
else
Destroy(gameObject);
EnsureSpineSystemObject();
EnsureImgSystemObject();
}
/// <summary>
/// Documentation text normalized.
/// </summary>
public void OnJudgeResult(string result)
{
if (IsCombo(result))
{
combo++;
}
else
{
combo = 0;
}
if (comboCounter != null)
{
_sb.Clear();
_sb.Append(combo);
comboCounter.text = _sb.ToString();
}
// --- Statistics: Update achievement tracking for combo ---
if (InGamePerformanceManager.Instance != null)
{
InGamePerformanceManager.Instance.UpdateCombo(combo);
}
else
{
// Only log once to avoid spamming every frame, or only on combo milestones
if (combo > 0 && combo % 10 == 0)
{
Debug.LogWarning("[teamUIController] InGamePerformanceManager.Instance is null! Cannot update achievements.");
}
}
}
/// <summary>
/// Documentation text normalized.
/// </summary>
private bool IsCombo(string result)
{
switch (comboJudgeType)
{
case ComboJudgeType.Perfect:
return result == "Perfect";
case ComboJudgeType.Great:
return result == "Perfect" || result == "Great";
case ComboJudgeType.Good:
return result == "Perfect" || result == "Great" || result == "Good";
default:
return false;
}
}
// helper to toggle ally object by slot index
private void ToggleAllyObject(int slotIndex, bool active)
{
GameObject target = null;
switch (slotIndex)
{
case 0: target = ally01_object ?? objectFather_ally01; break;
case 1: target = ally02_object ?? objectFather_ally02; break;
case 2: target = ally03_object ?? objectFather_ally03; break;
case 3: target = ally04_object ?? objectFather_ally04; break;
case 4: target = ally05_object ?? objectFather_ally05; break;
}
if (target != null)
target.SetActive(active);
}
// Try to ensure the teammateXX_current_scoreText fields are assigned; if null, search the corresponding parent for TMP/Text
// Try to ensure the teammateXX_current_scoreText fields and pm sum fields are assigned;
// if null, search the corresponding parent, a scene object by name, or convert legacy Text -> TMP.
private void ResolveScoreTextReferences()
{
TextMeshProUGUI FindOrConvertTMP(GameObject candidate, string sceneNameHint = null)
{
if (candidate != null)
{
// Try TMP first
var tmp = candidate.GetComponentInChildren<TextMeshProUGUI>(true);
if (tmp != null) return tmp;
// Legacy Text fallback: copy text to a new TMP component on the same GameObject
var legacy = candidate.GetComponentInChildren<Text>(true);
if (legacy != null)
{
var go = legacy.gameObject;
var added = go.GetComponent<TextMeshProUGUI>() ?? go.AddComponent<TextMeshProUGUI>();
added.text = legacy.text;
// Optionally disable legacy renderer to avoid duplicate rendering
legacy.enabled = false;
Debug.LogWarning($"[teamUIController] Converted legacy Text to TMP on {go.name} (parent {candidate.name})");
return added;
}
}
// If candidate not found or no components under it, try direct scene object by name
if (!string.IsNullOrEmpty(sceneNameHint))
{
var goByName = SceneObjectLookupCache.Find(sceneNameHint);
if (goByName != null)
{
var tmp2 = goByName.GetComponent<TextMeshProUGUI>();
if (tmp2 != null) return tmp2;
var legacy2 = goByName.GetComponent<Text>();
if (legacy2 != null)
{
var created = goByName.GetComponent<TextMeshProUGUI>() ?? goByName.AddComponent<TextMeshProUGUI>();
created.text = legacy2.text;
legacy2.enabled = false;
Debug.LogWarning($"[teamUIController] Converted legacy Text to TMP on {goByName.name}");
return created;
}
// also try children
var childTmp = goByName.GetComponentInChildren<TextMeshProUGUI>(true);
if (childTmp != null) return childTmp;
var childLegacy = goByName.GetComponentInChildren<Text>(true);
if (childLegacy != null)
{
var go = childLegacy.gameObject;
var created = go.GetComponent<TextMeshProUGUI>() ?? go.AddComponent<TextMeshProUGUI>();
created.text = childLegacy.text;
childLegacy.enabled = false;
Debug.LogWarning($"[teamUIController] Converted legacy Text to TMP on {go.name} (child of {goByName.name})");
return created;
}
}
}
// Best-effort fallback: find any TMP in scene that matches hint substring
if (!string.IsNullOrEmpty(sceneNameHint))
{
var all = Resources.FindObjectsOfTypeAll<TextMeshProUGUI>();
var lowHint = sceneNameHint.ToLower();
bool checkPm = lowHint.Contains("pm");
foreach (var t in all)
{
if (t == null || t.gameObject == null) continue;
var lowerName = t.gameObject.name.ToLower();
if (lowerName.Contains(lowHint) || (checkPm && lowerName.Contains("pm")))
return t;
}
}
return null;
}
// Helper: try resolve TMP under parent, then scene by name
void TryResolveScore(ref TextMeshProUGUI field, GameObject parent, string sceneName)
{
if (field != null) return;
// 1) under parent
field = FindOrConvertTMP(parent, null);
if (field != null)
{
if (VerboseLogs) Debug.Log($"[teamUIController] Resolved score TMP from parent {parent?.name} -> {field.gameObject.name}");
return;
}
// 2) by scene object name
field = FindOrConvertTMP(null, sceneName);
if (field != null)
{
if (VerboseLogs) Debug.Log($"[teamUIController] Resolved score TMP by scene name '{sceneName}' -> {field.gameObject.name}");
return;
}
Debug.LogWarning($"[teamUIController] Could not resolve {sceneName} TMP (parent '{parent?.name}')");
}
// Resolve per-track current score TMPs (these are usually set in inspector; fallback to parent lookup)
TryResolveScore(ref teammate01_current_scoreText, objectFather_ally01, "teammate01_current_scoreText");
TryResolveScore(ref teammate02_current_scoreText, objectFather_ally02, "teammate02_current_scoreText");
TryResolveScore(ref teammate03_current_scoreText, objectFather_ally03, "teammate03_current_scoreText");
TryResolveScore(ref teammate04_current_scoreText, objectFather_ally04, "teammate04_current_scoreText");
TryResolveScore(ref teammate05_current_scoreText, objectFather_ally05, "teammate05_current_scoreText");
// Resolve pm score TMPs and aggregate sum (recommend these fields be TextMeshProUGUI)
TryResolveScore(ref red_pmScore_sum, null, "red_pmScore_sum");
TryResolveScore(ref green_pmScore_sum, null, "green_pmScore_sum");
TryResolveScore(ref yellow_pmScore_sum, null, "yellow_pmScore_sum");
TryResolveScore(ref purple_pmScore_sum, null, "purple_pmScore_sum");
TryResolveScore(ref blue_pmScore_sum, null, "blue_pmScore_sum");
// allSum_pmScore may have been declared as TextMeshProUGUI; if it's legacy Text, convert similarly
// If you declared allSum_pmScore as TextMeshProUGUI field, do:
TryResolveScore(ref allSum_pmScore, null, "allSum_pmScore");
// 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);
if (tmp != null)
{
currentTotalScore = tmp;
Debug.Log($"[teamUIController] Resolved currentTotalScore from child {tmp.gameObject.name}");
}
else
{
var byName = SceneObjectLookupCache.Find("currentTotalScore");
if (byName != null)
{
var t = byName.GetComponent<TextMeshProUGUI>() ?? byName.GetComponent<Text>()?.gameObject.AddComponent<TextMeshProUGUI>();
if (t != null) currentTotalScore = t;
}
}
}
}
/// <summary>
/// Documentation text normalized.
/// </summary>
public int[] GetAdjacentAllyIndices(int slotIndex)
{
var list = new List<int>();
if (slotIndex - 1 >= 0) list.Add(slotIndex - 1);
if (slotIndex + 1 <= 4) list.Add(slotIndex + 1);
return list.ToArray();
}
/// <summary>
/// Documentation text normalized.
/// </summary>
public GameObject GetAllyObjectBySlot(int slotIndex)
{
switch (slotIndex)
{
case 0: return ally01_object ?? objectFather_ally01;
case 1: return ally02_object ?? objectFather_ally02;
case 2: return ally03_object ?? objectFather_ally03;
case 3: return ally04_object ?? objectFather_ally04;
case 4: return ally05_object ?? objectFather_ally05;
default: return null;
}
}
// helper to set teammate character image based on slot index
private void SetTeammateCharacterImage(int slotIndex, Sprite sprite)
{
if (sprite == null) return;
switch (slotIndex)
{
case 0: if (teammate01_characterImage != null) teammate01_characterImage.sprite = sprite; break;
case 1: if (teammate02_characterImage != null) teammate02_characterImage.sprite = sprite; break;
case 2: if (teammate03_characterImage != null) teammate03_characterImage.sprite = sprite; break;
case 3: if (teammate04_characterImage != null) teammate04_characterImage.sprite = sprite; break;
case 4: if (teammate05_characterImage != null) teammate05_characterImage.sprite = sprite; break;
}
}
private void SetAllyObjectBySlot(int slotIndex, GameObject value)
{
switch (slotIndex)
{
case 0: ally01_object = value; break;
case 1: ally02_object = value; break;
case 2: ally03_object = value; break;
case 3: ally04_object = value; break;
case 4: ally05_object = value; break;
}
}
private void RefreshTeammateCharacterImageBySlotId(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= allySlotIds.Count) return;
int id = allySlotIds[slotIndex];
if (id <= 0) return;
AllyHero_SO[] all = RuntimeResourcesCache.LoadAllAllyHeroes();
for (int i = 0; i < all.Length; i++)
{
AllyHero_SO so = all[i];
if (so == null || so.ally_heroID != id) continue;
Sprite sprite = so.ally_heroProfile != null ? so.ally_heroProfile : so.ally_heroImage;
if (sprite != null)
{
SetTeammateCharacterImage(slotIndex, sprite);
}
return;
}
}
public void SwapAllyWithLowerAdjacent(int slotIndex)
{
int lowerSlot = slotIndex + 1;
if (slotIndex < 0 || lowerSlot > 4) return;
GameObject first = GetAllyObjectBySlot(slotIndex);
GameObject second = GetAllyObjectBySlot(lowerSlot);
int firstId = slotIndex < allySlotIds.Count ? allySlotIds[slotIndex] : 0;
int secondId = lowerSlot < allySlotIds.Count ? allySlotIds[lowerSlot] : 0;
SetAllyObjectBySlot(slotIndex, second);
SetAllyObjectBySlot(lowerSlot, first);
if (slotIndex < allySlotIds.Count) allySlotIds[slotIndex] = secondId;
if (lowerSlot < allySlotIds.Count) allySlotIds[lowerSlot] = firstId;
if (second != null)
{
AllyCombatant secondAlly = second.GetComponent<AllyCombatant>();
if (secondAlly != null) secondAlly.slotIndex = slotIndex;
}
if (first != null)
{
AllyCombatant firstAlly = first.GetComponent<AllyCombatant>();
if (firstAlly != null) firstAlly.slotIndex = lowerSlot;
}
RefreshTeammateCharacterImageBySlotId(slotIndex);
RefreshTeammateCharacterImageBySlotId(lowerSlot);
}
// ------------------- Enemy spawn & UI sync helpers -------------------
private void InitializeEnemyInstance()
{
// Try to find an existing enemy object in scene
enemyCombatantInstance = SceneObjectLookupCache.FindFirst<EnemyCombatant>();
if (enemyCombatantInstance == null)
{
var go = new GameObject("thisEnemy");
enemyCombatantInstance = go.AddComponent<EnemyCombatant>();
}
// attach listeners
if (enemyCombatantInstance != null)
{
enemyCombatantInstance.OnEnemyDied -= OnEnemyDiedHandler;
enemyCombatantInstance.OnEnemyRevived -= OnEnemyRevivedHandler;
enemyCombatantInstance.OnEnemyDied += OnEnemyDiedHandler;
enemyCombatantInstance.OnEnemyRevived += OnEnemyRevivedHandler;
// initialize previous tracked values
prevEnemyHP = enemyCombatantInstance.currentHP;
prevEnemyMana = enemyCombatantInstance.currentMana;
}
}
private void EnsureSpineSystemObject()
{
if (spine_to_put != null)
{
_spineSystemObject = spine_to_put.gameObject;
}
if (_spineSystemObject == null)
{
Transform searchRoot = objectFather_enemy != null ? objectFather_enemy.transform : transform;
var existing = searchRoot.Find("spinesystemobject");
if (existing != null)
{
_spineSystemObject = existing.gameObject;
}
}
if (_spineSystemObject == null)
{
_spineSystemObject = new GameObject("spinesystemobject", typeof(RectTransform));
Transform targetParent = objectFather_enemy != null ? objectFather_enemy.transform : (currentEnemy_characterImage != null ? currentEnemy_characterImage.transform.parent : transform);
_spineSystemObject.transform.SetParent(targetParent, false);
}
if (_enemySkeletonGraphic == null)
{
_enemySkeletonGraphic = _spineSystemObject.GetComponent<SkeletonGraphic>();
if (_enemySkeletonGraphic == null) _enemySkeletonGraphic = _spineSystemObject.AddComponent<SkeletonGraphic>();
}
if (_enemySkeletonAnimation == null || _enemySkeletonAnimation.gameObject != _spineSystemObject)
{
_enemySkeletonAnimation = _spineSystemObject.GetComponent<SkeletonAnimation>();
if (_enemySkeletonAnimation == null) _enemySkeletonAnimation = _spineSystemObject.AddComponent<SkeletonAnimation>();
}
}
private void EnsureImgSystemObject()
{
if (_imgSystemObject == null)
{
if (currentEnemy_characterImage != null)
{
_imgSystemObject = currentEnemy_characterImage.gameObject;
}
else
{
Transform searchRoot = objectFather_enemy != null ? objectFather_enemy.transform : transform;
var existing = searchRoot.Find("imgSys");
if (existing != null)
{
_imgSystemObject = existing.gameObject;
}
}
}
if (_imgSystemObject == null)
{
_imgSystemObject = new GameObject("imgSys", typeof(RectTransform));
Transform targetParent = objectFather_enemy != null ? objectFather_enemy.transform : transform;
_imgSystemObject.transform.SetParent(targetParent, false);
}
}
private void UpdateSpineRectForHeight(EnemyData_SO so)
{
if (_enemySkeletonGraphic == null) return;
if (so == null) return;
var rect = _enemySkeletonGraphic.rectTransform;
if (rect == null) return;
float targetHeight = spineUniformHeight;
if (targetHeight <= 0f && spine_to_put_referenceImage != null) targetHeight = spine_to_put_referenceImage.rectTransform.rect.height;
else if (targetHeight <= 0f && currentEnemy_characterImage != null) targetHeight = currentEnemy_characterImage.rectTransform.rect.height;
if (targetHeight <= 0f) return;
var skeleton = _enemySkeletonGraphic.Skeleton;
if (skeleton == null) return;
if (_spineBoundsClipping == null) _spineBoundsClipping = new SkeletonClipping();
float minX;
float minY;
float width;
float height;
skeleton.GetBounds(out minX, out minY, out width, out height, ref _spineBoundsTemp, _spineBoundsClipping);
float skeletonHeight = height;
float skeletonWidth = width;
if (skeletonHeight <= 0f || skeletonWidth <= 0f) return;
float targetWidth = skeletonWidth * (targetHeight / skeletonHeight);
float ratio = so.ScaleRatio;
if (ratio <= 0f) ratio = 1f;
rect.anchorMin = new Vector2(0.5f, 0.5f);
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.pivot = new Vector2(0.5f, 0.5f);
rect.sizeDelta = new Vector2(targetWidth, targetHeight);
rect.anchoredPosition = Vector2.zero;
if (spine_to_put != null)
{
float xScale = so.FlipX ? -ratio : ratio;
spine_to_put.localScale = new Vector3(xScale, ratio, 1f);
spine_to_put.anchoredPosition = new Vector2(so.XOffset, so.YOffset);
}
else
{
rect.sizeDelta = new Vector2(targetWidth * ratio, targetHeight * ratio);
rect.anchoredPosition = new Vector2(so.XOffset, so.YOffset);
rect.localScale = new Vector3(so.FlipX ? -1f : 1f, 1f, 1f);
}
}
private TrackEntry TryPlayEnemySpineAnimation(string animationName, bool loop)
{
if (_enemySkeletonGraphic == null) return null;
var skeleton = _enemySkeletonGraphic.Skeleton;
if (skeleton == null) return null;
if (skeleton.Data.FindAnimation(animationName) == null) return null;
if (_enemySkeletonAnimation == null) return null;
var state = _enemySkeletonAnimation.AnimationState;
if (state == null) return null;
return state.SetAnimation(0, animationName, loop);
}
private IEnumerator PlayEnemyDieThenAdvance(float delay)
{
yield return new WaitForSeconds(delay);
_enemySpineDeathCoroutine = null;
// Check if this was the last enemy and it was using Spine
if (enemyCurrentCount == recognizedEnemySOs.Length - 1)
{
var so = recognizedEnemySOs[enemyCurrentCount];
if (so != null && so.skeletonDataAsset != null)
{
// Start transition to static image for the last Spine enemy
if (gameObject.activeInHierarchy)
StartCoroutine(TransitionSpineToStaticImage(so));
yield break; // Do not increment enemyCurrentCount or call SpawnNextEnemy yet
}
}
enemyCurrentCount++;
SpawnNextEnemy();
}
private IEnumerator TransitionSpineToStaticImage(EnemyData_SO so)
{
// 1. Ensure Img System Object is ready
EnsureImgSystemObject();
if (_imgSystemObject != null) _imgSystemObject.SetActive(true);
// Stop any pending hurt flash
StopCoroutine("EnemyHurtFlash");
if (_spineFlashCoroutine != null)
{
StopCoroutine(_spineFlashCoroutine);
_spineFlashCoroutine = null;
}
// 2. Setup the static image
if (currentEnemy_hurtRedImage != null)
{
Color hurtColor = currentEnemy_hurtRedImage.color;
hurtColor.a = 0f;
currentEnemy_hurtRedImage.color = hurtColor;
}
if (currentEnemy_characterImage != null)
{
// Use the configured victory sprite first, otherwise fall back to the defeated enemy sprite.
var sprite = allEnemiesDefeatedSprite != null
? allEnemiesDefeatedSprite
: (so.enemy_Image != null ? so.enemy_Image : (so.enemy_Profile != null ? so.enemy_Profile : null));
currentEnemy_characterImage.sprite = sprite;
// Apply grayscale material
if (grayScaleMaterial != null)
{
currentEnemy_characterImage.material = new Material(grayScaleMaterial);
currentEnemy_characterImage.material.SetFloat(SaturationID, 0f); // 0 means grayscale
}
// Start with alpha 0 for fade in
Color c = currentEnemy_characterImage.color;
c.a = 0f;
currentEnemy_characterImage.color = c;
// 3. Fade in over 1 second
float timer = 0f;
float duration = 1.0f;
while (timer < duration)
{
timer += Time.deltaTime;
float alpha = Mathf.Clamp01(timer / duration);
c.a = alpha;
currentEnemy_characterImage.color = c;
yield return null;
}
// Ensure fully opaque at the end
c.a = 1f;
currentEnemy_characterImage.color = c;
}
// 4. Finally advance to the "All Defeated" state
if (currentEnemy_hurtRedImage != null)
{
Color hurtColor = currentEnemy_hurtRedImage.color;
hurtColor.a = 0f;
currentEnemy_hurtRedImage.color = hurtColor;
}
enemyCurrentCount++;
SpawnNextEnemy();
}
private void ApplyEnemyVisuals(EnemyData_SO so)
{
if (so == null)
{
_currentEnemySkeletonDataAsset = null;
if (_spineSystemObject != null) _spineSystemObject.SetActive(false);
if (_imgSystemObject != null) _imgSystemObject.SetActive(false);
if (currentEnemy_characterImage != null) currentEnemy_characterImage.sprite = null;
return;
}
if (so.skeletonDataAsset != null)
{
EnsureSpineSystemObject();
EnsureImgSystemObject();
if (_currentEnemySkeletonDataAsset != so.skeletonDataAsset)
{
_currentEnemySkeletonDataAsset = so.skeletonDataAsset;
if (_enemySkeletonAnimation != null)
{
_enemySkeletonAnimation.skeletonDataAsset = _currentEnemySkeletonDataAsset;
_enemySkeletonAnimation.Initialize(true);
}
if (_enemySkeletonGraphic != null)
{
_enemySkeletonGraphic.skeletonDataAsset = _currentEnemySkeletonDataAsset;
_enemySkeletonGraphic.Initialize(true);
}
}
if (_enemySkeletonGraphic != null)
{
UpdateSpineRectForHeight(so);
TryPlayEnemySpineAnimation(EnemyIdleAnimationName, true);
}
if (_spineSystemObject != null) _spineSystemObject.SetActive(true);
if (_imgSystemObject != null) _imgSystemObject.SetActive(false);
if (currentEnemy_characterImage != null) currentEnemy_characterImage.sprite = null;
return;
}
_currentEnemySkeletonDataAsset = null;
if (_spineSystemObject != null) _spineSystemObject.SetActive(false);
EnsureImgSystemObject();
if (_imgSystemObject != null) _imgSystemObject.SetActive(true);
if (currentEnemy_characterImage != null)
{
var sprite = so.enemy_Profile != null ? so.enemy_Profile : so.enemy_Image;
if (sprite != null) currentEnemy_characterImage.sprite = sprite;
else currentEnemy_characterImage.sprite = null;
}
}
private void SpawnNextEnemy()
{
if (_enemySpineDeathCoroutine != null)
{
StopCoroutine(_enemySpineDeathCoroutine);
_enemySpineDeathCoroutine = null;
}
// handle case: no configured/recognized enemies -> show empty state but keep UI visible
if (recognizedEnemySOs == null || recognizedEnemySOs.Length == 0)
{
_currentEnemySkeletonDataAsset = null;
if (_spineSystemObject != null) _spineSystemObject.SetActive(false);
if (_imgSystemObject != null) _imgSystemObject.SetActive(false);
if (objectFather_enemy != null) objectFather_enemy.SetActive(true);
if (currentEnemy_nameText != null) currentEnemy_nameText.text = NoEnemyLabel;
if (currentEnemy_characterImage != null) currentEnemy_characterImage.sprite = null;
if (currentEnemy_healthImage != null) currentEnemy_healthImage.fillAmount = 0f;
if (currentEnemy_fadehealthImage != null) currentEnemy_fadehealthImage.fillAmount = 0f;
if (currentEnemy_healthRate != null) currentEnemy_healthRate.text = "0/0";
if (currentEnemy_manaImage != null) currentEnemy_manaImage.fillAmount = 0f;
if (currentEnemy_fademanaImage != null) currentEnemy_fademanaImage.fillAmount = 0f;
if (currentEnemy_typeText != null) currentEnemy_typeText.text = EnemyTypeNormalLabel;
HideEnemyBountyUiImmediate();
UpdateEnemyListText();
// Documentation text normalized.
UpdateAllEnemyTotalHealthUIImmediate();
return;
}
if (enemyCurrentCount < 0) enemyCurrentCount = 0;
if (enemyCurrentCount == 0) _allEnemiesDefeatedSkillTriggered = false;
if (enemyCurrentCount >= recognizedEnemySOs.Length)
{
// All enemies processed: show empty/finished state but keep UI visible
_currentEnemySkeletonDataAsset = null;
if (_spineSystemObject != null) _spineSystemObject.SetActive(false);
// Fix: Keep _imgSystemObject active if we just transitioned to a static image
if (_imgSystemObject != null && !(_imgSystemObject.activeSelf && currentEnemy_characterImage != null && currentEnemy_characterImage.sprite != null))
{
_imgSystemObject.SetActive(false);
}
else if (_imgSystemObject != null)
{
// Ensure it stays active
_imgSystemObject.SetActive(true);
}
if (objectFather_enemy != null) objectFather_enemy.SetActive(true);
if (currentEnemy_hurtRedImage != null)
{
Color hurtColor = currentEnemy_hurtRedImage.color;
hurtColor.a = 0f;
currentEnemy_hurtRedImage.color = hurtColor;
}
if (currentEnemy_nameText != null) currentEnemy_nameText.text = EnemyDefeatedLabel;
// if (currentEnemy_characterImage != null) currentEnemy_characterImage.sprite = null;
if (currentEnemy_healthImage != null) currentEnemy_healthImage.fillAmount = 0f;
if (currentEnemy_fadehealthImage != null) currentEnemy_fadehealthImage.fillAmount = 0f;
if (currentEnemy_healthRate != null) currentEnemy_healthRate.text = "0/0";
if (currentEnemy_manaImage != null) currentEnemy_manaImage.fillAmount = 0f;
if (currentEnemy_fademanaImage != null) currentEnemy_fademanaImage.fillAmount = 0f;
if (currentEnemy_typeText != null) currentEnemy_typeText.text = EnemyTypeNormalLabel;
if (!enemyBountyTransitionActive)
HideEnemyBountyUiImmediate();
UpdateEnemyListText();
// Update total health bar to 0
UpdateAllEnemyTotalHealthUIImmediate();
// Trigger victory animation
PlayVictoryAnimation();
// Fire "all enemies defeated" skill trigger exactly once for this run.
if (!_allEnemiesDefeatedSkillTriggered && Application.isPlaying)
{
_allEnemiesDefeatedSkillTriggered = true;
if (SkillBuilder.Instance != null)
{
SkillBuilder.Instance.TriggerOnAllEnemiesDefeated();
if (VerboseLogs) Debug.Log("[teamUIController] All enemies defeated -> TriggerOnAllEnemiesDefeated fired.");
}
else
{
var sb = SceneObjectLookupCache.FindAny<SkillBuilder>();
if (sb != null)
{
sb.TriggerOnAllEnemiesDefeated();
Debug.LogWarning("[teamUIController] SkillBuilder.Instance was null when firing AllEnemiesDefeated; used FindObjectOfType fallback");
}
}
}
return;
}
var so = recognizedEnemySOs[enemyCurrentCount];
if (so == null)
{
Debug.LogWarning($"[teamUIController] SpawnNextEnemy: SO is null at index {enemyCurrentCount}");
// skip null slots (treated as empty) and advance
enemyCurrentCount++;
SpawnNextEnemy();
return;
}
InitializeEnemyInstance();
int difficultyID = BeatmapManager.Instance != null ? BeatmapManager.Instance.assignedDifficulty : 0;
enemyCombatantInstance.InitializeFromSO(so, difficultyID);
// set UI visuals (name / sprites)
string enemyName = so.enemyName ?? so.name;
if (currentEnemy_nameText != null) currentEnemy_nameText.text = enemyName;
ApplyEnemyVisuals(so);
TryStartEnemySpineSpawnFade(so);
// Push spawn message to feed
SkillTriggerFeedUI.PushEnemySpawn(enemyName);
// set type text: show for Simple/Elite/Boss/Legend
if (currentEnemy_typeText != null)
{
switch (so.enemyType)
{
case EnemyData_SO.EnemyType.Elite:
currentEnemy_typeText.text = EnemyTypeEliteLabel;
break;
case EnemyData_SO.EnemyType.Boss:
currentEnemy_typeText.text = EnemyTypeBossLabel;
break;
case EnemyData_SO.EnemyType.Legend:
currentEnemy_typeText.text = EnemyTypeLegendLabel;
break;
case EnemyData_SO.EnemyType.Guardian:
currentEnemy_typeText.text = EnemyTypeGuardianLabel;
break;
default:
currentEnemy_typeText.text = EnemyTypeNormalLabel;
break;
}
}
// ensure UI parent is visible
if (objectFather_enemy != null) objectFather_enemy.SetActive(true);
int currentEnemyBounty = CalculateEnemyBountyScore(so);
if (currentEnemy_bountyObject != null)
currentEnemy_bountyObject.SetActive(true);
if (enemyCurrentCount == 0 && currentDisplayedEnemyBounty == 0 && !enemyBountyTransitionActive)
{
if (enemyBountyTextCoroutine != null)
{
StopCoroutine(enemyBountyTextCoroutine);
enemyBountyTextCoroutine = null;
}
SetEnemyBountyDisplayImmediate(currentEnemyBounty);
}
else
{
AnimateEnemyBountyRise(currentEnemyBounty);
}
// reset previous values so Update picks up initial state
prevEnemyHP = enemyCombatantInstance.currentHP;
prevEnemyMana = enemyCombatantInstance.currentMana;
UpdateEnemyUIImmediate();
// update enemy counter text
if (enemyCounter != null)
{
_sb.Clear();
_sb.Append(Mathf.Clamp(enemyCurrentCount + 1, 1, 999)).Append("/").Append(enemyCounterMax);
enemyCounter.text = _sb.ToString();
}
// refresh the enemy list display
UpdateEnemyListText();
}
// Build a readable representation of the enemy queue and write to enemyList_rateText
private void UpdateEnemyListText()
{
if (enemyList_rateText == null) return;
// Use actual recognized enemy count
int total = recognizedEnemySOs != null ? recognizedEnemySOs.Length : 0;
int displayIndex = 0;
if (total > 0)
{
// enemyCurrentCount is 0-based index
// ensure display is 1 to total
displayIndex = Mathf.Clamp(enemyCurrentCount + 1, 1, total);
}
_sb.Clear();
_sb.Append(displayIndex).Append("/").Append(total);
enemyList_rateText.text = _sb.ToString();
}
private void PlayVictoryAnimation()
{
// 1. Victory Movement (Delayed)
if (victoryMoveObject != null)
{
if (_victoryMoveCoroutine != null) StopCoroutine(_victoryMoveCoroutine);
if (gameObject.activeInHierarchy)
_victoryMoveCoroutine = StartCoroutine(VictoryMoveRoutine());
}
// 2. Victory Saturation Set (Immediate)
if (victorySaturationImage != null)
{
if (_victorySaturationCoroutine != null) StopCoroutine(_victorySaturationCoroutine);
// Assign material only when victory occurs
if (grayScaleMaterial != null)
{
victorySaturationImage.material = new Material(grayScaleMaterial);
}
// Immediately set saturation to 0 (Grayscale)
victorySaturationImage.material.SetFloat(SaturationID, 0f);
}
}
private IEnumerator VictoryMoveRoutine()
{
if (victoryMoveObject == null) yield break;
// Wait for the specified delay before starting movement
if (victoryAnimationDelay > 0f)
yield return new WaitForSeconds(victoryAnimationDelay);
float timer = 0f;
float duration = victoryMoveDuration > 0 ? victoryMoveDuration : 2f;
RectTransform rt = victoryMoveObject.GetComponent<RectTransform>();
Transform tf = victoryMoveObject.transform;
float startX = 0f;
bool isUI = (rt != null);
if (isUI) startX = rt.anchoredPosition.x;
else startX = tf.position.x;
// If curve is not set, default to EaseInOut
if (victoryMoveCurve == null || victoryMoveCurve.length == 0)
victoryMoveCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
while (timer < duration)
{
timer += Time.deltaTime;
float progress = Mathf.Clamp01(timer / duration);
float curveValue = victoryMoveCurve.Evaluate(progress);
float newX = Mathf.LerpUnclamped(startX, victoryTargetX, curveValue);
if (isUI)
{
Vector2 pos = rt.anchoredPosition;
pos.x = newX;
rt.anchoredPosition = pos;
}
else
{
Vector3 pos = tf.position;
pos.x = newX;
tf.position = pos;
}
yield return null;
}
// Final set
if (isUI)
{
Vector2 pos = rt.anchoredPosition;
pos.x = victoryTargetX;
rt.anchoredPosition = pos;
}
else
{
Vector3 pos = tf.position;
pos.x = victoryTargetX;
tf.position = pos;
}
}
// VictorySaturationRoutine removed as requested (immediate set)
private void OnEnemyDiedHandler(EnemyCombatant e)
{
// Push death message to feed before advancing
string eName = "Unknown Enemy";
EnemyData_SO so = null;
if (enemyCurrentCount >= 0 && enemyCurrentCount < recognizedEnemySOs.Length)
{
so = recognizedEnemySOs[enemyCurrentCount];
if (so != null) eName = so.enemyName ?? so.name;
}
SkillTriggerFeedUI.PushEnemyDeath(eName);
// notify enemy ball UI
if (BeatmapManager.Instance != null && BeatmapManager.Instance.enemyBallLoader != null)
{
BeatmapManager.Instance.enemyBallLoader.OnEnemyDefeated();
}
if (so != null && so.skeletonDataAsset != null)
{
var entry = TryPlayEnemySpineAnimation(EnemyDieAnimationName, false);
float delay = 0f;
if (entry != null)
{
delay = entry.AnimationEnd - entry.AnimationStart;
if (delay <= 0f && entry.Animation != null) delay = entry.Animation.Duration;
}
if (delay > 0f)
{
int nextIndex = enemyCurrentCount + 1;
if (nextIndex >= recognizedEnemySOs.Length)
{
AnimateEnemyBountyToZero(true);
}
else
{
AnimateEnemyBountyToZero(false);
}
if (_enemySpineDeathCoroutine != null)
{
StopCoroutine(_enemySpineDeathCoroutine);
_enemySpineDeathCoroutine = null;
}
_pendingSpineSpawnFadeIn = true;
if (gameObject.activeInHierarchy)
_enemySpineDeathCoroutine = StartCoroutine(PlayEnemyDieThenAdvance(delay));
return;
}
}
int nextEnemyIndex = enemyCurrentCount + 1;
if (nextEnemyIndex >= recognizedEnemySOs.Length)
{
AnimateEnemyBountyToZero(true);
}
else
{
AnimateEnemyBountyToZero(false);
}
enemyCurrentCount++;
SpawnNextEnemy();
}
private void OnEnemyRevivedHandler(EnemyCombatant e)
{
// refresh UI
UpdateEnemyUIImmediate();
}
private int CalculateEnemyBountyScore(EnemyData_SO so)
{
if (so == null)
return 0;
int difficultyID = BeatmapManager.Instance != null ? BeatmapManager.Instance.assignedDifficulty : 0;
EnemyData_SO.EnemyDifficultyStats stats = so.GetStatsByDifficultyID(difficultyID);
int calculatedMaxHp = Mathf.Max(0, stats.enemy_maxHP);
float difficultyLevel = ResolveCurrentDifficultyLevel(difficultyID);
float totalBounty = calculatedMaxHp * 0.05f * difficultyLevel + so.enemyBountyBonus;
return Mathf.Max(0, Mathf.CeilToInt(totalBounty));
}
private float ResolveCurrentDifficultyLevel(int difficultyID)
{
BeatmapManager beatmapManager = BeatmapManager.Instance;
if (beatmapManager == null || beatmapManager.assignedSongData == null || beatmapManager.assignedSongData.chartFiles == null)
return 1f;
List<ChartFileEntry> chartFiles = beatmapManager.assignedSongData.chartFiles;
for (int i = 0; i < chartFiles.Count; i++)
{
ChartFileEntry entry = chartFiles[i];
if (entry == null || entry.difficulty != difficultyID)
continue;
return Mathf.Max(0f, entry.difficultyLEVEL);
}
return 1f;
}
private void SetEnemyBountyDisplayImmediate(int value)
{
currentDisplayedEnemyBounty = Mathf.Max(0, value);
if (currentEnemy_bountyText != null)
currentEnemy_bountyText.text = currentDisplayedEnemyBounty.ToString();
}
private void HideEnemyBountyUiImmediate()
{
if (enemyBountyTextCoroutine != null)
{
StopCoroutine(enemyBountyTextCoroutine);
enemyBountyTextCoroutine = null;
}
enemyBountyTransitionActive = false;
SetEnemyBountyDisplayImmediate(0);
if (currentEnemy_bountyObject != null)
currentEnemy_bountyObject.SetActive(false);
}
private void AnimateEnemyBountyRise(int targetValue)
{
if (enemyBountyTextCoroutine != null)
StopCoroutine(enemyBountyTextCoroutine);
if (currentEnemy_bountyObject != null)
currentEnemy_bountyObject.SetActive(true);
enemyBountyTransitionActive = true;
enemyBountyTextCoroutine = StartCoroutine(AnimateEnemyBountyValueRoutine(0, Mathf.Max(0, targetValue), 1f, false));
}
private void AnimateEnemyBountyToZero(bool hideAfterZero)
{
if (enemyBountyTextCoroutine != null)
StopCoroutine(enemyBountyTextCoroutine);
if (currentEnemy_bountyObject != null)
currentEnemy_bountyObject.SetActive(true);
enemyBountyTransitionActive = true;
enemyBountyTextCoroutine = StartCoroutine(AnimateEnemyBountyValueRoutine(currentDisplayedEnemyBounty, 0, 1f, hideAfterZero));
}
private IEnumerator AnimateEnemyBountyValueRoutine(int startValue, int endValue, float duration, bool deactivateAtEnd)
{
enemyBountyTransitionActive = true;
SetEnemyBountyDisplayImmediate(startValue);
if (duration <= 0f)
{
SetEnemyBountyDisplayImmediate(endValue);
}
else
{
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration);
int value = Mathf.RoundToInt(Mathf.Lerp(startValue, endValue, t));
SetEnemyBountyDisplayImmediate(value);
yield return null;
}
SetEnemyBountyDisplayImmediate(endValue);
}
enemyBountyTransitionActive = false;
enemyBountyTextCoroutine = null;
if (deactivateAtEnd && currentEnemy_bountyObject != null)
currentEnemy_bountyObject.SetActive(false);
}
// Documentation text normalized.
// =========================================================
// Documentation text normalized.
// =========================================================
/// <summary>
/// Documentation text normalized.
/// </summary>
public void ApplyCalculatedEnemyHP(int individualMaxHP)
{
List<int> hpList = new List<int>();
if (recognizedEnemySOs != null)
{
for (int i = 0; i < recognizedEnemySOs.Length; i++)
{
hpList.Add(individualMaxHP);
}
}
ApplyCalculatedEnemyHP(hpList);
}
/// <summary>
/// Apply individual HP values to enemies.
/// </summary>
public void ApplyCalculatedEnemyHP(List<int> individualHPList)
{
if (recognizedEnemySOs != null && recognizedEnemySOs.Length > 0 && individualHPList != null)
{
if (VerboseLogs) Debug.Log($"[teamUIController] Applying calculated HP list to {recognizedEnemySOs.Length} recognized enemies.");
for (int i = 0; i < recognizedEnemySOs.Length; i++)
{
var so = recognizedEnemySOs[i];
if (so != null)
{
int newHP = (i < individualHPList.Count) ? individualHPList[i] : 0;
so.SetMaxHPByDifficulty(CurrentDifficultyID, newHP);
}
}
RecalculateTotalMaxHP();
if (enemyCombatantInstance != null && enemyCurrentCount >= 0 && enemyCurrentCount < recognizedEnemySOs.Length)
{
var currentSO = recognizedEnemySOs[enemyCurrentCount];
if (currentSO != null)
{
int diffID = BeatmapManager.Instance != null ? BeatmapManager.Instance.assignedDifficulty : 0;
var stats = currentSO.GetStatsByDifficultyID(diffID);
if (VerboseLogs) Debug.Log($"[teamUIController] Re-initializing current enemy instance with new HP: {stats.enemy_maxHP}");
enemyCombatantInstance.InitializeFromSO(currentSO, diffID);
UpdateEnemyUIImmediate();
// The first enemy can be spawned before BeatmapManager finishes writing
// the calculated HP back into the enemy SO. Refresh bounty text here so it
// reflects the final computed max HP rather than the pre-calculation value.
int refreshedBounty = CalculateEnemyBountyScore(currentSO);
if (currentEnemy_bountyObject != null)
currentEnemy_bountyObject.SetActive(true);
if (!enemyBountyTransitionActive)
SetEnemyBountyDisplayImmediate(refreshedBounty);
}
}
}
}
// =========================================================
// Documentation text normalized.
// =========================================================
/// <summary>
/// Documentation text normalized.
/// </summary>
private void RecalculateTotalMaxHP()
{
totalMaxHP = 0;
if (recognizedEnemySOs != null)
{
foreach (var so in recognizedEnemySOs)
{
if (so != null) totalMaxHP += so.GetStatsByDifficultyID(CurrentDifficultyID).enemy_maxHP;
}
}
if (VerboseLogs) Debug.Log($"[teamUIController] Total Max HP has been recalculated to: {totalMaxHP}");
// Documentation text normalized.
UpdateAllEnemyTotalHealthUIImmediate();
}
private static void SetBarScaleY(Image img, float ratio01)
{
if (img == null) return;
var tr = img.transform;
if (tr == null) return;
var s = tr.localScale;
s.y = Mathf.Clamp01(ratio01);
tr.localScale = s;
}
private static float GetBarScaleY(Image img)
{
if (img == null) return 0f;
var tr = img.transform;
if (tr == null) return 0f;
return tr.localScale.y;
}
// Documentation text normalized.
private void UpdateAllEnemyTotalHealthUIOnHpChange(int newCurrentHP)
{
if (allEnemy_totalHealthImage == null) return;
// Documentation text normalized.
int totalCur = 0;
if (recognizedEnemySOs != null)
{
for (int i = enemyCurrentCount; i < recognizedEnemySOs.Length; i++)
{
var so = recognizedEnemySOs[i];
if (so == null) continue;
// Documentation text normalized.
if (i == enemyCurrentCount) totalCur += Mathf.Max(0, newCurrentHP);
else totalCur += Mathf.Max(0, so.GetStatsByDifficultyID(CurrentDifficultyID).enemy_maxHP);
}
}
float newFill = totalMaxHP > 0 ? (float)totalCur / totalMaxHP : 0f;
// Documentation text normalized.
allEnemy_totalHealthImage.fillAmount = newFill;
// SetBarScaleY(allEnemy_totalHealthImage, newFill);
// SetBarScaleY(allEnemy_totalHealthImage, newFill);
if (totalEnemy_healthRate != null)
{
_sb.Clear();
_sb.Append(totalCur).Append("/").Append(totalMaxHP);
totalEnemy_healthRate.text = _sb.ToString();
}
// 2. Animate fade bar (only when health decreases)
if (allEnemy_totalFadehealthImage != null)
{
// float currentFadeFill = GetBarScaleY(allEnemy_totalFadehealthImage);
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;
// SetBarScaleY(allEnemy_totalFadehealthImage, newFill);
}
}
else if (currentFadeFill < newFill)
{
// Health increased (healing): update fade bar immediately
if (totalFadeHealthCoroutine != null) StopCoroutine(totalFadeHealthCoroutine);
allEnemy_totalFadehealthImage.fillAmount = newFill;
// SetBarScaleY(allEnemy_totalFadehealthImage, newFill);
}
// If currentFadeFill == newFill, do nothing.
}
}
// Documentation text normalized.
private void UpdateAllEnemyTotalHealthUIImmediate()
{
if (allEnemy_totalHealthImage == null) return;
int totalCur = 0;
if (recognizedEnemySOs != null)
{
for (int i = enemyCurrentCount; i < recognizedEnemySOs.Length; i++)
{
var so = recognizedEnemySOs[i];
if (so == null) continue;
// Documentation text normalized.
if (i == enemyCurrentCount)
{
// Documentation text normalized.
if (enemyCombatantInstance != null) totalCur += Mathf.Max(0, enemyCombatantInstance.currentHP);
else totalCur += Mathf.Max(0, so.GetStatsByDifficultyID(CurrentDifficultyID).enemy_maxHP); // Fallback
}
else
{
totalCur += Mathf.Max(0, so.GetStatsByDifficultyID(CurrentDifficultyID).enemy_maxHP);
}
}
}
float newFill = totalMaxHP > 0 ? (float)totalCur / totalMaxHP : 0f;
// Documentation text normalized.
allEnemy_totalHealthImage.fillAmount = newFill;
if (allEnemy_totalFadehealthImage != null)
{
allEnemy_totalFadehealthImage.fillAmount = newFill;
// SetBarScaleY(allEnemy_totalFadehealthImage, newFill);
}
if (totalEnemy_healthRate != null)
{
_sb.Clear();
_sb.Append(totalCur).Append("/").Append(totalMaxHP);
totalEnemy_healthRate.text = _sb.ToString();
}
// Documentation text normalized.
if (totalFadeHealthCoroutine != null) StopCoroutine(totalFadeHealthCoroutine);
}
private void UpdateEnemyUIImmediate()
{
if (enemyCombatantInstance == null) return;
// health
if (currentEnemy_healthImage != null)
currentEnemy_healthImage.fillAmount = enemyCombatantInstance.maxHP > 0 ? (float)enemyCombatantInstance.currentHP / enemyCombatantInstance.maxHP : 0f;
if (currentEnemy_fadehealthImage != null)
currentEnemy_fadehealthImage.fillAmount = currentEnemy_healthImage != null ? currentEnemy_healthImage.fillAmount : (enemyCombatantInstance.maxHP > 0 ? (float)enemyCombatantInstance.currentHP / enemyCombatantInstance.maxHP : 0f);
if (currentEnemy_healthRate != null)
{
_sb.Clear();
_sb.Append(enemyCombatantInstance.currentHP).Append("/").Append(enemyCombatantInstance.maxHP);
currentEnemy_healthRate.text = _sb.ToString();
}
// mana visuals (new)
if (currentEnemy_manaImage != null)
currentEnemy_manaImage.fillAmount = enemyCombatantInstance.maxMana > 0 ? (float)enemyCombatantInstance.currentMana / enemyCombatantInstance.maxMana : 0f;
if (currentEnemy_fademanaImage != null)
currentEnemy_fademanaImage.fillAmount = currentEnemy_manaImage != null ? currentEnemy_manaImage.fillAmount : (enemyCombatantInstance.maxMana > 0 ? (float)enemyCombatantInstance.currentMana / enemyCombatantInstance.maxMana : 0f);
if (currentEnemy_manaRate != null)
{
if (enemyCombatantInstance.maxMana > 0)
{
_sb.Clear();
_sb.Append(enemyCombatantInstance.currentMana).Append("/").Append(enemyCombatantInstance.maxMana);
currentEnemy_manaRate.text = _sb.ToString();
}
else
{
currentEnemy_manaRate.text = "0/0";
}
}
// Aggregate total health logic (modified to call the helper method for animation control)
UpdateAllEnemyTotalHealthUIImmediate();
}
private System.Text.StringBuilder _sb = new System.Text.StringBuilder();
private void UpdateEnemyHealthVisuals(int oldHP, int newHP, bool animateFade)
{
if (enemyCombatantInstance == null) return;
if (currentEnemy_healthImage != null)
{
float newFill = enemyCombatantInstance.maxHP > 0 ? (float)newHP / enemyCombatantInstance.maxHP : 0f;
currentEnemy_healthImage.fillAmount = Mathf.MoveTowards(currentEnemy_healthImage.fillAmount, newFill, 1f);
}
if (currentEnemy_healthRate != null)
{
_sb.Clear();
_sb.Append(newHP).Append("/").Append(enemyCombatantInstance.maxHP);
currentEnemy_healthRate.text = _sb.ToString();
}
if (enemyFadeHealthCoroutine != null) StopCoroutine(enemyFadeHealthCoroutine);
if (currentEnemy_fadehealthImage != null)
{
float target = currentEnemy_healthImage != null ? currentEnemy_healthImage.fillAmount : (enemyCombatantInstance.maxHP > 0 ? (float)newHP / enemyCombatantInstance.maxHP : 0f);
if (animateFade && Application.isPlaying && gameObject.activeInHierarchy)
enemyFadeHealthCoroutine = StartCoroutine(EnemyFadeHealthCoroutine(target));
else
currentEnemy_fadehealthImage.fillAmount = target;
}
// hurt flash if hp decreased (Moved to GfxController.PlayHitFX for synchronized hit effects)
/*
if (oldHP >= 0 && newHP < oldHP && currentEnemy_hurtRedImage != null && Application.isPlaying)
{
StopCoroutine("EnemyHurtFlash");
StartCoroutine(EnemyHurtFlash());
}
*/
}
private void UpdateEnemyManaVisuals(int oldMana, int newMana, bool animateFade)
{
if (enemyCombatantInstance == null) return;
if (currentEnemy_manaRate != null)
{
if (enemyCombatantInstance.maxMana > 0)
{
_sb.Clear();
_sb.Append(newMana).Append("/").Append(enemyCombatantInstance.maxMana);
currentEnemy_manaRate.text = _sb.ToString();
}
else
{
currentEnemy_manaRate.text = "0/0";
}
}
if (enemyFadeManaCoroutine != null) StopCoroutine(enemyFadeManaCoroutine);
if (currentEnemy_fademanaImage != null)
{
float target = currentEnemy_manaImage != null ? currentEnemy_manaImage.fillAmount : (enemyCombatantInstance.maxMana > 0 ? (float)newMana / enemyCombatantInstance.maxMana : 0f);
if (animateFade && Application.isPlaying && gameObject.activeInHierarchy)
enemyFadeManaCoroutine = StartCoroutine(EnemyFadeManaCoroutine(target));
else if (currentEnemy_fademanaImage != null)
currentEnemy_fademanaImage.fillAmount = target;
}
// update main mana bar immediately
if (currentEnemy_manaImage != null)
{
currentEnemy_manaImage.fillAmount = enemyCombatantInstance.maxMana > 0 ? (float)newMana / enemyCombatantInstance.maxMana : 0f;
}
}
private IEnumerator EnemyFadeHealthCoroutine(float targetFill)
{
if (currentEnemy_fadehealthImage == null) yield break;
float start = currentEnemy_fadehealthImage.fillAmount;
float duration = 0.6f;
float t = 0f;
while (t < duration)
{
t += Time.deltaTime;
currentEnemy_fadehealthImage.fillAmount = Mathf.Lerp(start, targetFill, t / duration);
yield return null;
}
currentEnemy_fadehealthImage.fillAmount = targetFill;
}
private IEnumerator EnemyFadeManaCoroutine(float targetFill)
{
if (currentEnemy_fademanaImage == null) yield break;
float start = currentEnemy_fademanaImage.fillAmount;
float duration = 0.4f;
float t = 0f;
while (t < duration)
{
t += Time.deltaTime;
currentEnemy_fademanaImage.fillAmount = Mathf.Lerp(start, targetFill, t / duration);
yield return null;
}
currentEnemy_fademanaImage.fillAmount = targetFill;
}
public void TriggerEnemyHurtFlash()
{
// Don't flash if all enemies are defeated or if we are in the middle of a spine death transition
if (enemyCurrentCount >= recognizedEnemySOs.Length || _enemySpineDeathCoroutine != null) return;
if (_currentEnemySkeletonDataAsset != null && _enemySkeletonGraphic != null)
{
if (_spineFlashCoroutine != null) StopCoroutine(_spineFlashCoroutine);
_enemySkeletonGraphic.color = Color.white;
_enemySkeletonGraphic.Skeleton.SetColor(Color.white);
_enemySkeletonGraphic.UpdateMesh(true);
_spineFlashCoroutine = StartCoroutine(SpineHurtFlash());
return;
}
if (currentEnemy_hurtRedImage == null) return;
StopCoroutine("EnemyHurtFlash");
StartCoroutine(EnemyHurtFlash());
}
private IEnumerator EnemyHurtFlash()
{
if (currentEnemy_hurtRedImage == null) yield break;
Color c = currentEnemy_hurtRedImage.color;
c.a = 1f;
currentEnemy_hurtRedImage.color = c;
yield return new WaitForSeconds(0.02f);
float dur = 0.08f;
float t = 0f;
while (t < dur)
{
t += Time.deltaTime;
c.a = Mathf.Lerp(1f, 0f, t / dur);
currentEnemy_hurtRedImage.color = c;
yield return null;
}
c.a = 0f;
currentEnemy_hurtRedImage.color = c;
}
private IEnumerator SpineHurtFlash()
{
if (_enemySkeletonGraphic == null) yield break;
Color original = _enemySkeletonGraphic.color;
Color originalSkeleton = _enemySkeletonGraphic.Skeleton.GetColor();
Color target = spineHurtFlashColor;
target.a = 1f;
_enemySkeletonGraphic.color = target;
_enemySkeletonGraphic.Skeleton.SetColor(target);
_enemySkeletonGraphic.UpdateMesh(true);
yield return new WaitForSeconds(0.02f);
float dur = 0.08f;
float t = 0f;
while (t < dur)
{
t += Time.deltaTime;
Color lerped = Color.Lerp(target, original, t / dur);
_enemySkeletonGraphic.color = lerped;
_enemySkeletonGraphic.Skeleton.SetColor(lerped);
yield return null;
}
_enemySkeletonGraphic.color = original;
_enemySkeletonGraphic.Skeleton.SetColor(originalSkeleton);
_enemySkeletonGraphic.UpdateMesh(true);
_spineFlashCoroutine = null;
}
private void TryStartEnemySpineSpawnFade(EnemyData_SO so)
{
if (_spineSpawnFadeCoroutine != null)
{
StopCoroutine(_spineSpawnFadeCoroutine);
_spineSpawnFadeCoroutine = null;
}
if (!_pendingSpineSpawnFadeIn)
{
return;
}
_pendingSpineSpawnFadeIn = false;
if (so == null || so.skeletonDataAsset == null || _enemySkeletonGraphic == null)
{
return;
}
_spineSpawnFadeCoroutine = StartCoroutine(EnemySpineSpawnFade(SPINE_SPAWN_FADE_DURATION));
}
private IEnumerator EnemySpineSpawnFade(float duration)
{
if (_enemySkeletonGraphic == null)
{
_spineSpawnFadeCoroutine = null;
yield break;
}
var skeleton = _enemySkeletonGraphic.Skeleton;
if (skeleton == null)
{
_spineSpawnFadeCoroutine = null;
yield break;
}
Color baseColor = _enemySkeletonGraphic.color;
Color baseSkeleton = skeleton.GetColor();
baseColor.a = 1f;
baseSkeleton.a = 1f;
Color startColor = baseColor;
Color startSkeleton = baseSkeleton;
startColor.a = 0f;
startSkeleton.a = 0f;
_enemySkeletonGraphic.color = startColor;
skeleton.SetColor(startSkeleton);
_enemySkeletonGraphic.UpdateMesh(true);
if (duration <= 0f)
{
_enemySkeletonGraphic.color = baseColor;
skeleton.SetColor(baseSkeleton);
_enemySkeletonGraphic.UpdateMesh(true);
_spineSpawnFadeCoroutine = null;
yield break;
}
float t = 0f;
while (t < duration)
{
t += Time.deltaTime;
float alpha = Mathf.Clamp01(t / duration);
Color c = baseColor;
Color sc = baseSkeleton;
c.a = alpha;
sc.a = alpha;
_enemySkeletonGraphic.color = c;
skeleton.SetColor(sc);
_enemySkeletonGraphic.UpdateMesh(true);
yield return null;
}
_enemySkeletonGraphic.color = baseColor;
skeleton.SetColor(baseSkeleton);
_enemySkeletonGraphic.UpdateMesh(true);
_spineSpawnFadeCoroutine = null;
}
public void TriggerEnemySpineShake(Vector3 amplitude, Vector3 frequency, float duration)
{
if (_currentEnemySkeletonDataAsset == null) return;
if (spine_to_put == null) return;
SmoothShake ss = spine_to_put.GetComponent<SmoothShake>();
if (ss == null) ss = spine_to_put.gameObject.AddComponent<SmoothShake>();
if (ss.positionShake == null) ss.positionShake = new Shaker();
if (ss.rotationShake == null) ss.rotationShake = new Shaker();
Vector3 halfAmplitude = amplitude * 0.5f;
ss.positionShake.noiseType = Shaker.NoiseType.SineWave;
ss.positionShake.amplitude = halfAmplitude;
ss.positionShake.frequency = frequency;
ss.rotationShake.amplitude = Vector3.zero;
ss.timeSettings.constantShake = false;
ss.timeSettings.fadeInDuration = 0.05f;
ss.timeSettings.holdDuration = duration * 0.4f;
ss.timeSettings.fadeOutDuration = duration * 0.55f;
if (ss.timeSettings.fadeInCurve == null || ss.timeSettings.fadeInCurve.length == 0)
ss.timeSettings.fadeInCurve = AnimationCurve.Linear(0, 0, 1, 1);
if (ss.timeSettings.fadeOutCurve == null || ss.timeSettings.fadeOutCurve.length == 0)
ss.timeSettings.fadeOutCurve = AnimationCurve.Linear(0, 1, 1, 0);
ss.enabled = false;
ss.enabled = true;
}
public void TriggerAllyHurtFlash(int slotIndex)
{
Image img = null;
switch (slotIndex)
{
case 0: img = teammate01_hurtRedImage; break;
case 1: img = teammate02_hurtRedImage; break;
case 2: img = teammate03_hurtRedImage; break;
case 3: img = teammate04_hurtRedImage; break;
case 4: img = teammate05_hurtRedImage; break;
}
if (img == null) return;
if (gameObject.activeInHierarchy)
StartCoroutine(AllyHurtFlashCoroutine(img));
}
private IEnumerator AllyHurtFlashCoroutine(Image img)
{
if (img == null) yield break;
Color c = img.color;
c.a = 1f;
img.color = c;
yield return new WaitForSeconds(0.02f);
float dur = 0.08f;
float t = 0f;
while (t < dur)
{
t += Time.deltaTime;
c.a = Mathf.Lerp(1f, 0f, t / dur);
img.color = c;
yield return null;
}
c.a = 0f;
img.color = c;
}
private IEnumerator TotalFadeHealthCoroutine(float targetFill)
{
if (allEnemy_totalFadehealthImage == null) yield break;
// Delay to create the "fade" lag behind the top bar.
yield return new WaitForSeconds(0.5f);
if (allEnemy_totalFadehealthImage == null) yield break;
// float start = GetBarScaleY(allEnemy_totalFadehealthImage);
float start = allEnemy_totalFadehealthImage.fillAmount;
float duration = 0.6f;
float t = 0f;
while (t < duration)
{
t += Time.deltaTime;
float y = Mathf.Lerp(start, targetFill, t / duration);
allEnemy_totalFadehealthImage.fillAmount = y;
// SetBarScaleY(allEnemy_totalFadehealthImage, y);
yield return null;
}
allEnemy_totalFadehealthImage.fillAmount = targetFill;
// SetBarScaleY(allEnemy_totalFadehealthImage, targetFill);
}
// Documentation text normalized.
// Documentation text normalized.
// Documentation text normalized.
public IEnumerator AllyImageFlash(Image hurtImage, Color targetColor)
{
if (hurtImage == null) yield break;
float startAlpha = flashStartAlpha;
Color c = targetColor;
c.a = startAlpha;
hurtImage.color = c;
yield return new WaitForSeconds(flashHoldTime);
float dur = flashFadeDuration;
float t = 0f;
while (t < dur)
{
t += Time.deltaTime;
c.a = Mathf.Lerp(startAlpha, 0f, t / dur);
hurtImage.color = c;
yield return null;
}
c.a = 0f;
hurtImage.color = c;
}
// Documentation text normalized.
// Documentation text normalized.
public IEnumerator AllyDeathGrayscale(Image characterImage)
{
if (characterImage == null || grayScaleMaterial == null) yield break;
// Documentation text normalized.
Material instanceMat = new Material(grayScaleMaterial);
characterImage.material = instanceMat;
float dur = 1.0f;
float t = 0f;
while (t < dur)
{
t += Time.deltaTime;
float sat = Mathf.Lerp(1f, 0f, t / dur);
instanceMat.SetFloat(SaturationID, sat);
yield return null;
}
instanceMat.SetFloat(SaturationID, 0f);
}
// Documentation text normalized.
}