Files
bansonic_beta_main/Assets/scripts/UI/SpriteNumberDisplay.cs
T
2026-07-26 03:44:27 +08:00

316 lines
9.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[DisallowMultipleComponent]
public class SpriteNumberDisplay : MonoBehaviour
{
[Header("Sprites")]
public Sprite[] digitSprites = new Sprite[10];
public Sprite decimalPointSprite;
public Sprite percentSprite;
public Sprite plusSprite;
public Sprite minusSprite;
[Header("string")]
public string en_combo = "COMBO";
[Tooltip("COMBO 标签字形高度(像素)。宽度按各字母 sprite 宽高比自动计算。")]
public int en_combo_fontSize = 20;
public Color en_combo_color = Color.white;
public float en_combo_yOffset= 0f;
[Header("COMBO letter sprites")]
[Tooltip("字母 C 的 sprite")]
public Sprite letterC_sprite;
[Tooltip("字母 O 的 sprite")]
public Sprite letterO_sprite;
[Tooltip("字母 M 的 sprite")]
public Sprite letterM_sprite;
[Tooltip("字母 B 的 sprite")]
public Sprite letterB_sprite;
[Header("Layout")]
public Vector2 digitSize = new Vector2(28f, 42f);
public Vector2 decimalPointSize = new Vector2(12f, 42f);
public Vector2 percentSize = new Vector2(28f, 42f);
public float spacing = 2f;
public bool centerAlign = true;
public bool preserveAspect = true;
[Tooltip("Keep all visible glyphs at the configured height. Width is recalculated from each sprite aspect ratio.")]
public bool forceUniformHeight = true;
public Color color = Color.white;
[Tooltip("Canvas sorting order used by generated character sprites.")]
public int characterSortingOrder = 0;
private readonly List<Image> glyphImages = new List<Image>();
private string currentText = string.Empty;
// 数字上方用 sprite 拼接的 "COMBO" 标签所用的 glyph 池。
private readonly List<Image> comboLabelImages = new List<Image>();
private void OnEnable()
{
Refresh();
}
private void OnValidate()
{
digitSize.x = Mathf.Max(0f, digitSize.x);
digitSize.y = Mathf.Max(0f, digitSize.y);
decimalPointSize.x = Mathf.Max(0f, decimalPointSize.x);
decimalPointSize.y = Mathf.Max(0f, decimalPointSize.y);
percentSize.x = Mathf.Max(0f, percentSize.x);
percentSize.y = Mathf.Max(0f, percentSize.y);
// 编辑器中改动 combo 标签相关字段时,已生成的字母 glyph 实时更新(不新建,避免编辑期实例化)。
if (comboLabelImages.Count > 0 && isActiveAndEnabled)
{
RefreshComboLabel();
}
}
public void SetNumber(int value)
{
SetText(value.ToString());
}
public void SetText(string value)
{
string next = value ?? string.Empty;
if (currentText == next && glyphImages.Count > 0)
{
return;
}
currentText = next;
Refresh();
}
public void Clear()
{
SetText(string.Empty);
}
private void Refresh()
{
EnsureImageCount(currentText.Length);
float totalWidth = CalculateTotalWidth(currentText);
float x = centerAlign ? -totalWidth * 0.5f : 0f;
for (int i = 0; i < glyphImages.Count; i++)
{
Image image = glyphImages[i];
if (image == null) continue;
if (i >= currentText.Length)
{
image.gameObject.SetActive(false);
continue;
}
char c = currentText[i];
Sprite sprite = ResolveSprite(c);
Vector2 size = ResolveSize(c, sprite);
if (sprite == null)
{
image.gameObject.SetActive(false);
continue;
}
RectTransform rect = image.rectTransform;
image.gameObject.SetActive(true);
image.sprite = sprite;
image.color = color;
image.preserveAspect = preserveAspect;
ApplyCharacterSortingOrder(image);
rect.sizeDelta = size;
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.anchoredPosition = new Vector2(x + size.x * 0.5f, 0f);
x += size.x + spacing;
}
RefreshComboLabel();
}
// 用字母 sprite(C/O/M/B)在数字上方拼接 "COMBO" 标签。字形高度、颜色、Y 偏移由 Inspector 字段控制。
private void RefreshComboLabel()
{
string label = en_combo ?? string.Empty;
// 计算总宽度并按需扩容 glyph 池。
float height = Mathf.Max(1f, en_combo_fontSize);
float totalWidth = 0f;
int visibleCount = 0;
for (int i = 0; i < label.Length; i++)
{
Sprite s = ResolveComboLetterSprite(label[i]);
if (s == null) continue;
totalWidth += ComboLetterWidth(s, height);
visibleCount++;
}
if (visibleCount > 1) totalWidth += spacing * (visibleCount - 1);
EnsureComboImageCount(label.Length);
float x = centerAlign ? -totalWidth * 0.5f : 0f;
for (int i = 0; i < comboLabelImages.Count; i++)
{
Image image = comboLabelImages[i];
if (image == null) continue;
Sprite sprite = i < label.Length ? ResolveComboLetterSprite(label[i]) : null;
if (sprite == null)
{
image.gameObject.SetActive(false);
continue;
}
float w = ComboLetterWidth(sprite, height);
RectTransform rect = image.rectTransform;
image.gameObject.SetActive(true);
image.sprite = sprite;
image.color = en_combo_color;
image.preserveAspect = preserveAspect;
ApplyCharacterSortingOrder(image);
rect.sizeDelta = new Vector2(w, height);
rect.anchorMin = new Vector2(0.5f, 0.5f);
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.pivot = new Vector2(0.5f, 0.5f);
// 上方定位:数字 glyph 以 y=0 居中、高约 digitSize.y,标签放其上半高 + 半个字形高 + 偏移处。
float baseY = digitSize.y * 0.5f + height * 0.5f;
rect.anchoredPosition = new Vector2(x + w * 0.5f, baseY + en_combo_yOffset);
x += w + spacing;
}
}
private void EnsureComboImageCount(int count)
{
while (comboLabelImages.Count < count)
{
GameObject glyph = new GameObject("combo_letter_" + comboLabelImages.Count, typeof(RectTransform), typeof(Canvas), typeof(Image));
RectTransform rect = glyph.transform as RectTransform;
rect.SetParent(transform, false);
Image image = glyph.GetComponent<Image>();
image.raycastTarget = false;
comboLabelImages.Add(image);
}
}
private Sprite ResolveComboLetterSprite(char c)
{
switch (c)
{
case 'C': case 'c': return letterC_sprite;
case 'O': case 'o': return letterO_sprite;
case 'M': case 'm': return letterM_sprite;
case 'B': case 'b': return letterB_sprite;
default: return null;
}
}
private float ComboLetterWidth(Sprite sprite, float height)
{
if (sprite == null || sprite.rect.height <= 0f) return height;
float aspect = sprite.rect.width / sprite.rect.height;
return height * aspect;
}
private void ApplyCharacterSortingOrder(Image image)
{
if (image == null)
{
return;
}
Canvas canvas = image.GetComponent<Canvas>();
if (canvas == null)
{
canvas = image.gameObject.AddComponent<Canvas>();
}
canvas.overrideSorting = true;
canvas.sortingOrder = characterSortingOrder;
}
private void EnsureImageCount(int count)
{
while (glyphImages.Count < count)
{
GameObject glyph = new GameObject("digit_" + glyphImages.Count, typeof(RectTransform), typeof(Canvas), typeof(Image));
RectTransform rect = glyph.transform as RectTransform;
rect.SetParent(transform, false);
Image image = glyph.GetComponent<Image>();
image.raycastTarget = false;
glyphImages.Add(image);
}
}
private float CalculateTotalWidth(string text)
{
if (string.IsNullOrEmpty(text))
{
return 0f;
}
float total = 0f;
int visibleCount = 0;
for (int i = 0; i < text.Length; i++)
{
if (ResolveSprite(text[i]) == null)
{
continue;
}
total += ResolveSize(text[i], ResolveSprite(text[i])).x;
visibleCount++;
}
if (visibleCount > 1)
{
total += spacing * (visibleCount - 1);
}
return total;
}
private Sprite ResolveSprite(char c)
{
if (c >= '0' && c <= '9')
{
int index = c - '0';
return digitSprites != null && index < digitSprites.Length ? digitSprites[index] : null;
}
if (c == '.') return decimalPointSprite;
if (c == '%') return percentSprite;
if (c == '+') return plusSprite;
if (c == '-') return minusSprite;
return null;
}
private Vector2 ResolveSize(char c, Sprite sprite)
{
Vector2 baseSize = digitSize;
if (c == '.') baseSize = decimalPointSize;
else if (c == '%') baseSize = percentSize;
if (!forceUniformHeight || sprite == null || sprite.rect.height <= 0f)
{
return baseSize;
}
float height = Mathf.Max(0f, baseSize.y);
float aspect = sprite.rect.width / sprite.rect.height;
return new Vector2(height * aspect, height);
}
}