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Cielonos/Assets/Scripts/MainGame/UI/PlayerUI/EnemyInfo/EnemyInfoUnitBase.cs

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using System;
using Cielonos.MainGame.Buffs.Character;
using Cielonos.MainGame.Characters;
using Sirenix.OdinInspector;
using SLSUtilities.General;
using SLSUtilities.UI;
using UnityEngine;
namespace Cielonos.MainGame.UI
{
public class EnemyInfoUnitBase : UIElementBase
{
[HideInInspector]
public CharacterBase enemy;
[TitleGroup("Bars")]
public RectTransform barContainer;
[TitleGroup("Bars")]
public AttributeBarBase healthBar;
[TitleGroup("Bars")]
public AttributeBarBase energyBar;
[TitleGroup("Buffs")]
public RectTransform buffIconContainer;
[TitleGroup("Distance & Scale Settings")]
public float minShowDistance = 5f; // 距离小于此值血条消失过近4
[TitleGroup("Distance & Scale Settings")]
public float maxShowDistance = 30f; // 距离大于此值,血条消失(过远)
[TitleGroup("Distance & Scale Settings")]
public float maxScale = 1f; // 距离最近 (minShowDistance) 时的最大缩放比例
[TitleGroup("Distance & Scale Settings")]
public float minScale = 0.4f; // 距离最远 (maxShowDistance) 时的最小缩放比例
private float distanceFade;
[Header("Occlusion Settings")]
public LayerMask obstacleLayer; // 遮挡物层级(墙壁、地面等)
public float occlusionTimer = 0f; // 被遮挡的计时器
public float occlusionDelay = 0.5f; // 被遮挡后延迟多久开始消失
private float occlusionFade;
[Header("Alpha & Edge Fade Settings")]
public float fadeSpeed = 8f; // 透明度渐变速度 (越大消失越快)
[Tooltip("从中心到边缘,开始衰减的百分比 (0~1)")]
public float fadeStartPct = 0.80f; // 80% 开始消失
[Tooltip("从中心到边缘,完全透明的百分比 (0~1)")]
public float fadeEndPct = 0.95f; // 95% 完全消失
private float screenFade;
public void Initialize(CharacterBase character)
{
enemy = character;
UpdateHealth(true);
UpdateEnergy(true);
}
private void Update()
{
UpdatePosition();
canvasGroup.alpha = Mathf.Min(distanceFade, occlusionFade, screenFade);
}
public void UpdatePosition()
{
if(enemy?.bodyPartsSc?.infoUIPoint == null) return;
Vector3 enemyPos = enemy.centerPosition;
Vector3 infoUIPos = enemy.bodyPartsSc.infoUIPoint.position;
Vector3 playerPos = MainGameManager.Player.centerPosition;
Camera playerCamera = MainGameManager.Player.viewSc.playerCamera;
float cameraDistance = Vector3.Distance(playerCamera.transform.position, infoUIPos);
float playerDistance = Vector3.Distance(playerPos, enemyPos);
float midDistance = (minShowDistance + maxShowDistance) / 2f;
// 计算距离衰减在midDistance处达到最大值minShowDistance和maxShowDistance处为0
distanceFade = Mathf.InverseLerp(cameraDistance < midDistance ? minShowDistance : maxShowDistance, midDistance, cameraDistance);
distanceFade = Mathf.Min(distanceFade * 4f, 1f); // 在距离范围内,快速达到完全显示
if(distanceFade <= 0f) return; // 距离过近或过远,直接隐藏
Vector3 screenPos = SpaceConverter.WorldPointToScreenPoint(infoUIPos, playerCamera);
Vector3 viewportPos = playerCamera.WorldToViewportPoint(infoUIPos);
bool isBehindCamera = screenPos.z < 0;
float normalizedDistX = Mathf.Abs(viewportPos.x - 0.5f) * 2f;
float normalizedDistY = Mathf.Abs(viewportPos.y - 0.5f) * 2f;
float maxNormalizedDist = Mathf.Max(normalizedDistX, normalizedDistY);
screenFade = Mathf.InverseLerp(fadeEndPct, fadeStartPct, maxNormalizedDist);
/*bool isOffScreen = screenPos.x < 0 || screenPos.x > Screen.width ||
screenPos.y < 0 || screenPos.y > Screen.height;*/
if (isBehindCamera || screenFade <= 0f)
{
screenFade = 0f;
return;
}
if (Physics.Linecast(playerCamera.transform.position, infoUIPos, out RaycastHit hitInfo))
{
if (hitInfo.collider.GetComponentInParent<CharacterBase>() != enemy)
{
occlusionTimer += Time.deltaTime;
}
else
{
occlusionTimer = 0f;
}
}
if (occlusionTimer > occlusionDelay)
{
float progress = (occlusionTimer - occlusionDelay) * fadeSpeed;
occlusionFade = Mathf.Lerp(1f, 0f, progress);
}
else
{
occlusionFade = 1f;
}
float t = Mathf.InverseLerp(minShowDistance, maxShowDistance, cameraDistance);
float currentScale = Mathf.Lerp(maxScale, minScale, t);
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RectTransform areaRect = PlayerCanvas.EnemyInfoUIArea.rectTransform;
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Vector2 enemyScreenPos = SpaceConverter.WorldPointToUILocalPoint(areaRect, infoUIPos, playerCamera, null);
rectTransform.localScale = Vector3.one * currentScale;
rectTransform.anchoredPosition = enemyScreenPos;
}
public void UpdateHealth(bool isInstant = false)
{
float currentHealth = enemy.attributeSm["Health"];
float maximumHealth = enemy.attributeSm["MaximumHealth"];
//float ratio = currentHealth / maximumHealth;
healthBar.UpdateFillImage(currentHealth, maximumHealth);
if(!isInstant) healthBar.Blink(Color.white);
}
public void UpdateEnergy(bool isInstant = false)
{
float currentEnergy = enemy.attributeSm["Energy"];
float maximumEnergy = enemy.attributeSm["MaximumEnergy"];
energyBar.UpdateFillImage(currentEnergy, maximumEnergy);
if(!isInstant) energyBar.Blink(Color.white);
}
}
}