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Continentis/Assets/Scripts/MainGame/UI/CombatMainPage/ActionOrderDisplayer.cs

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using System.Collections;
using System.Collections.Generic;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using DG.Tweening;
using Lean.Pool;
using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
namespace Continentis.MainGame.UI
{
public partial class ActionOrderDisplayer : MonoBehaviour
{
[Header("UI References")]
[SerializeField] private GameObject portraitPrefab;
[SerializeField] private RectTransform currentTurnPointer;
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[FormerlySerializedAs("portraitsContainer")] public Transform avatarContainer;
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[Header("Animation Settings")]
[SerializeField] private float rearrangeAnimDuration = 0.4f; // 头像重新排列的动画时长
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[FormerlySerializedAs("portraitWidth")]
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[Header("Layout Settings")]
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[SerializeField] private float avatarWidth = 133f; // 单个头像的宽度
[FormerlySerializedAs("portraitSpacing")] [SerializeField] private float avatarSpacing = 0f; // 头像之间的间距
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private List<CharacterBase> actionOrder => CombatMainManager.Instance.characterController.actionOrderList;
public List<CharacterAvatar> avatars = new List<CharacterAvatar>();
public void InitializeTurnOrder()
{
// 清理
foreach (CharacterAvatar ui in avatars)
{
if (ui != null) Destroy(ui.gameObject);
}
avatars.Clear();
// 生成UI
foreach (var character in actionOrder)
{
CreatePortraitUI(character, -1); // -1 表示添加到末尾
}
// 排列到正确的位置
RearrangePortraitsWithAnimation();
}
public void EndAction()
{
// 将当前行动的角色和UI移动到队尾
CharacterAvatar currentAvatar = avatars[0];
avatars.RemoveAt(0);
currentAvatar.GetComponent<RectTransform>().DOAnchorPosX(-200, 0.2f).OnComplete(() =>
{
LeanPool.Despawn(currentAvatar.gameObject);
}).Play();
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// 播放重新排列动画
RearrangePortraitsWithAnimation();
}
}
public partial class ActionOrderDisplayer
{
// 核心函数创建单个头像UI
private CharacterAvatar CreatePortraitUI(CharacterBase character, int index)
{
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CharacterAvatar avatar = LeanPool.Spawn(portraitPrefab, avatarContainer).GetComponent<CharacterAvatar>();
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avatar.Initialize(character);
avatar.GetComponent<RectTransform>().anchoredPosition = new Vector2(-900, 0);
if (index >= 0 && index < avatars.Count)
{
avatars.Insert(index, avatar);
avatar.transform.SetSiblingIndex(index);
}
else
{
avatars.Add(avatar);
}
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return avatar;
}
// 无动画的瞬间排列
private void RearrangePortraits()
{
for (int i = 0; i < avatars.Count; i++)
{
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float targetX = -110 - i * (avatarWidth + avatarSpacing);
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avatars[i].GetComponent<RectTransform>().anchoredPosition = new Vector2(targetX, 0);
}
}
// 核心函数:带动画的重新排列
public void RearrangePortraitsWithAnimation()
{
Sequence sequence = DOTween.Sequence();
for (int i = 0; i < avatars.Count; i++)
{
// 计算每个头像的目标X坐标
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float targetX = -110 - i * (avatarWidth + avatarSpacing);
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RectTransform rt = avatars[i].GetComponent<RectTransform>();
// 将移动动画加入到序列中
sequence.Join(rt.DOAnchorPosX(targetX, rearrangeAnimDuration).SetEase(Ease.OutQuad));
}
sequence.Play();
}
}
}