using UnityEngine;
using UnityEngine.UI;
///
/// 战斗管理器:监听双方召唤师死亡,触发胜负判定并显示结果 UI。
///
public class BattleManager : MonoBehaviour
{
[Header("召唤师引用")]
public GameObject playerSummoner;
public GameObject enemySummoner;
[Header("胜负 UI")]
public GameObject victoryPanel;
public GameObject defeatPanel;
private WorldHealthBar playerHealthBar;
private WorldHealthBar enemyHealthBar;
private bool battleEnded = false;
private void Start()
{
// 获取双方召唤师的血条组件
if (playerSummoner != null)
{
playerHealthBar = playerSummoner.GetComponent();
}
if (enemySummoner != null)
{
enemyHealthBar = enemySummoner.GetComponent();
}
// 隐藏胜负 UI
if (victoryPanel != null) victoryPanel.SetActive(false);
if (defeatPanel != null) defeatPanel.SetActive(false);
}
private void Update()
{
if (battleEnded) return;
// 检测己方召唤师死亡
if (playerHealthBar != null && playerHealthBar.IsDead)
{
OnBattleEnd(false);
return;
}
// 检测敌方召唤师死亡
if (enemyHealthBar != null && enemyHealthBar.IsDead)
{
OnBattleEnd(true);
return;
}
}
private void OnBattleEnd(bool victory)
{
battleEnded = true;
// 暂停游戏
Time.timeScale = 0f;
// 显示对应 UI
if (victory)
{
Debug.Log("胜利!");
if (victoryPanel != null)
{
victoryPanel.SetActive(true);
}
}
else
{
Debug.Log("失败!");
if (defeatPanel != null)
{
defeatPanel.SetActive(true);
}
}
}
// 重新开始按钮回调
public void OnRestartButtonClicked()
{
Time.timeScale = 1f;
UnityEngine.SceneManagement.SceneManager.LoadScene(
UnityEngine.SceneManagement.SceneManager.GetActiveScene().name);
}
// 退出按钮回调
public void OnQuitButtonClicked()
{
Time.timeScale = 1f;
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}