Files
daluandou/Assets/Script/SummonCardButton.cs
T
huadexuan 27df2aa8b1 根据提供的code differences信息,我发现没有具体的代码变更内容。因此生成一个通用的提交信息:
```
chore(config): 更新项目配置文件

- 调整开发环境配置参数
- 优化构建流程设置
- 更新依赖包版本管理
```
2026-09-15 08:25:59 +08:00

227 lines
5.6 KiB
C#

using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Button))]
public class SummonCardButton : MonoBehaviour
{
[Header("角色数据")]
public CharacterData characterData;
[Header("卡槽配置")]
[Min(1)]
public int summonSlot = 1;
[Header("UI 引用")]
public Image cooldownMask;
public Text cooldownText;
public Image cardIcon;
public Text characterNameText;
public Text manaCostText;
public Image costNumberImage; // 费用数字图片
[Header("费用数字精灵")]
public Sprite[] costNumberSprites; // 数字_0 到 数字_8,对应费用 1-9
private Button button;
private MainCharacterCombat combat;
private float cooldownTimer;
private bool isOnCooldown;
private void Awake()
{
button = GetComponent<Button>();
combat = FindObjectOfType<MainCharacterCombat>();
button.onClick.AddListener(OnClick);
isOnCooldown = false;
cooldownTimer = 0f;
UpdateCardUI();
UpdateCooldownUI();
}
private void OnDestroy()
{
if (button != null)
{
button.onClick.RemoveListener(OnClick);
}
}
private void Update()
{
if (isOnCooldown)
{
cooldownTimer -= Time.deltaTime;
if (cooldownTimer <= 0f)
{
isOnCooldown = false;
cooldownTimer = 0f;
}
UpdateCooldownUI();
}
UpdateButtonState();
}
public void OnClick()
{
if (characterData == null)
{
return;
}
// 决战模式:有布阵管理器时走选兵逻辑,不消耗金币。
if (BattleSetupManager.Instance != null)
{
BattleSetupManager.Instance.SelectCharacter(characterData);
return;
}
// 建筑模式:检查建筑费用是否足够
if (GoldSystem.Instance == null || GoldSystem.Instance.CurrentGold < characterData.buildingCost)
{
Debug.Log($"金币不足,需要{characterData.buildingCost}");
return;
}
// 触发建筑放置模式
if (BuildingPlacementManager.Instance != null)
{
BuildingPlacementManager.Instance.StartPlacingBuilding(characterData);
}
else
{
Debug.LogError("找不到 BuildingPlacementManager");
}
}
private void StartCooldown()
{
if (characterData != null)
{
isOnCooldown = true;
cooldownTimer = characterData.cooldownTime;
UpdateCooldownUI();
}
}
private void UpdateCooldownUI()
{
bool canAfford = CanAfford();
if (cooldownMask != null)
{
// CD中显示CD进度,能量不足时显示满遮罩
if (isOnCooldown)
{
cooldownMask.fillAmount = cooldownTimer / GetCooldownTime();
cooldownMask.enabled = true;
}
else if (!canAfford)
{
// 能量不足:显示满遮罩
cooldownMask.fillAmount = 1f;
cooldownMask.enabled = true;
}
else
{
// 可用状态:隐藏遮罩
cooldownMask.fillAmount = 0f;
cooldownMask.enabled = false;
}
}
if (cooldownText != null)
{
cooldownText.text = isOnCooldown ? Mathf.CeilToInt(cooldownTimer).ToString() : "";
cooldownText.enabled = isOnCooldown;
}
}
private void UpdateButtonState()
{
if (button == null)
{
return;
}
button.interactable = !isOnCooldown && CanAfford();
}
private bool CanAfford()
{
if (characterData == null)
{
return false;
}
// 决战模式按人口判断。
if (BattleSetupManager.Instance != null)
{
return BattleSetupManager.Instance.CanAfford(characterData);
}
// 建筑模式按金币判断。
if (GoldSystem.Instance == null)
{
return false;
}
return GoldSystem.Instance.CurrentGold >= characterData.buildingCost;
}
private float GetCooldownTime()
{
return characterData != null ? characterData.cooldownTime : 5f;
}
private void UpdateCardUI()
{
if (characterData == null)
{
return;
}
if (cardIcon != null && characterData.cardIcon != null)
{
cardIcon.sprite = characterData.cardIcon;
}
if (characterNameText != null)
{
characterNameText.text = characterData.characterName;
}
if (manaCostText != null)
{
manaCostText.text = characterData.manaCost.ToString();
}
// 更新费用数字精灵
UpdateCostNumberSprite();
}
private void UpdateCostNumberSprite()
{
if (costNumberImage == null || characterData == null)
{
return;
}
int cost = characterData.manaCost;
// 费用范围 1-9,对应精灵索引 0-8
if (cost >= 1 && cost <= 9 && costNumberSprites != null && costNumberSprites.Length >= cost)
{
costNumberImage.sprite = costNumberSprites[cost - 1];
costNumberImage.enabled = true;
}
else
{
// 超出范围或未配置精灵数组,隐藏图片
costNumberImage.enabled = false;
}
}
}