using UnityEngine;
using UnityEngine.UI;
///
/// 召唤师专属血条 UI:顶部 HUD 显示双方召唤师血量,区别于单位头顶血条。
///
public class SummonerHealthBarUI : MonoBehaviour
{
[Header("UI 引用")]
public Image playerHealthFill;
public Image enemyHealthFill;
public Text playerHealthText;
public Text enemyHealthText;
[Header("召唤师引用")]
public GameObject playerSummoner;
public GameObject enemySummoner;
private WorldHealthBar playerHealthBar;
private WorldHealthBar enemyHealthBar;
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();
}
}
private void Update()
{
UpdateHealthBar(playerHealthBar, playerHealthFill, playerHealthText);
UpdateHealthBar(enemyHealthBar, enemyHealthFill, enemyHealthText);
}
private void UpdateHealthBar(WorldHealthBar healthBar, Image fillImage, Text healthText)
{
if (healthBar == null || fillImage == null) return;
float ratio = healthBar.currentHealth / healthBar.maxHealth;
fillImage.fillAmount = ratio;
if (healthText != null)
{
healthText.text = $"{Mathf.CeilToInt(healthBar.currentHealth)}/{Mathf.CeilToInt(healthBar.maxHealth)}";
}
}
}