using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class SitPosData : MonoBehaviour
{
/// 本地玩家的座位引用(由游戏面板初始化时设置)
public static SitPosData localPlayerSit;
/// 当前房间房主座位(人机请求由房主发送,房主退出后自动继承)
public static SitPosData roomOwnerSit;
// -------------------------
// 玩家基础信息
// -------------------------
[Header("玩家信息")]
public string user;
[Tooltip("座位编号 0~3。0,1=下方 2,3=上方")]
public int posID;
[Tooltip("是否为人机")]
public bool isBot = false;
/// posID>=2 = 上方,需要翻转(0,1=下方;2,3=上方)
public bool IsFlipped => posID >= 2;
[Header("金币")]
public long goldNum;
public long consumeGoldNum;
public TextMeshProUGUI tMP_GoldNum;
public TextMeshProUGUI tMP_DiamondNum;
public TextMeshProUGUI tMP_TurretConsumeNum;
[Header("翅膀")]
[Tooltip("翅膀实例化的父节点")]
public Transform wingParent;
// -------------------------
// 炮台管理(动态克隆)
// -------------------------
[Header("炮台")]
[Tooltip("炮台实例化的父节点")]
public Transform turretParent;
[Tooltip("炮台锚点位置(相对 turretParent)")]
public Vector2 turretAnchoredPos = Vector2.zero;
[Tooltip("当前装备的炮台编号")]
public int currentTurretNumber;
/// 当前运行中的炮台实例
public TurretData currentTurret;
// 状态机入口(GameMainPanel 调用)
public Action OnStateChange;
// -------------------------
// 炮台旋转
// -------------------------
[Header("炮台旋转")]
public Transform tra_CurrTurret;
public float currentAngle;
// -------------------------
// 锁定系统
// -------------------------
[Header("锁定系统")]
public MonsterContral monCotl_Lock;
public Transform monCotl_Lock_Position;
public bool isLock = false;
public GameObject lockFX; // 主锁定图标(单发/双倍用)
public List lockFX_Triple = new List(); // 三发锁定额外2个图标
public List tripleLockTargets = new List();
public List tripleLockPositions = new List();
// -------------------------
// UI
// -------------------------
[Header("UI")]
public Button btn_TurretAdd;
public Button btn_TurretMinus;
private void Awake()
{
btn_TurretAdd.onClick.AddListener(() => ChangeTurretAddConsumeNum());
btn_TurretMinus.onClick.AddListener(() => ChangeTurretMinusConsumeNum());
}
private void OnEnable()
{
// 默认显示等待界面
ShowWaiting();
}
private void OnDisable()
{
if (localPlayerSit == this)
localPlayerSit = null;
// 房主退出 → 自动继承给第一个非人机玩家
if (roomOwnerSit == this)
{
roomOwnerSit = null;
TransferRoomOwner();
}
}
///
/// 玩家加入 → 显示玩家 UI(child0),隐藏等待界面(child1)。
///
public void ShowPlayer()
{
if (transform.childCount > 0)
transform.GetChild(0).gameObject.SetActive(true);
if (transform.childCount > 1)
transform.GetChild(1).gameObject.SetActive(false);
// 如果是本地玩家的座位,自动注册并加载装备
if (user == GameManager.Instance?.user?.id)
{
localPlayerSit = this;
var cannonUsing = GameManager.Instance.user.cannonUsing;
if (cannonUsing != null && int.TryParse(cannonUsing.number, out int num))
LoadTurret(num);
var wingUsing = GameManager.Instance.user.wingUsing;
if (wingUsing != null && int.TryParse(wingUsing.number, out int wingNum))
LoadWing(wingNum);
}
// 非人机玩家加入时,自动分配为首个房主
if (!isBot)
AssignRoomOwner(this);
}
///
/// 玩家退出/等待 → 显示等待界面(child1),隐藏玩家 UI(child0)。
///
public void ShowWaiting()
{
if (transform.childCount > 0)
transform.GetChild(0).gameObject.SetActive(false);
if (transform.childCount > 1)
transform.GetChild(1).gameObject.SetActive(true);
}
/// 房主退出后,将房主身份转移给第一个活跃的非人机玩家
public static void TransferRoomOwner()
{
var list = FindObjectsOfType();
foreach (var sit in list)
{
if (!sit.isBot && sit.gameObject.activeInHierarchy && sit != roomOwnerSit)
{
roomOwnerSit = sit;
break;
}
}
}
/// 分配房主(首个非人机玩家)
public static void AssignRoomOwner(SitPosData sit)
{
if (roomOwnerSit == null && !sit.isBot)
roomOwnerSit = sit;
}
// ==================== 炮台加载(动态克隆) ====================
///
/// 根据炮台编号,从 Addressables 加载预制体并克隆到 turretParent。
/// 位置/旋转/缩放保持预制体原始值,不动。
///
public void LoadTurret(int turretNumber)
{
if (currentTurret != null)
{
Destroy(currentTurret.gameObject);
currentTurret = null;
}
currentTurretNumber = turretNumber;
// 从 TurretResourcesData 拿预制体
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
if (prefab == null)
{
Debug.LogWarning($"[SitPosData] 炮台预制体未加载: #{turretNumber}");
return;
}
// 克隆到父节点
GameObject instance = Instantiate(prefab, turretParent, false);
instance.SetActive(true);
// 固定位置归零,由外部父节点定位
var rt = instance.GetComponent();
if (rt != null)
rt.anchoredPosition = turretAnchoredPos;
currentTurret = instance.GetComponent();
if (currentTurret == null)
{
Debug.LogError($"[SitPosData] 预制体上未找到 TurretData 组件: #{turretNumber}");
Destroy(instance);
return;
}
currentTurret.turretNumber = turretNumber;
// 缓存旋转节点
//tra_CurrTurret = currentTurret.transform.GetChild(0);
tra_CurrTurret = currentTurret.transform.parent;
// 绑定状态机入口
OnStateChange = currentTurret.ChangeState;
Debug.Log($"[SitPosData] 炮台已加载: #{turretNumber}");
}
/// 根据炮台编号字符串加载。
public void LoadTurret(string turretNumberStr)
{
if (int.TryParse(turretNumberStr, out int num))
LoadTurret(num);
}
// ==================== 翅膀加载(动态克隆) ====================
///
/// 根据炮台编号,从 Addressables 加载预制体并克隆到 turretParent。
/// 位置/旋转/缩放保持预制体原始值,不动。
///
public void LoadWing(int turretNumber)
{
// 先清理已有翅膀(保留预设的 Camera,它是用来渲染翅膀到 RawImage 的)
for (int i = wingParent.childCount - 1; i >= 0; i--)
{
var child = wingParent.GetChild(i);
if (child.GetComponent() != null)
continue; // 保留 Camera
Destroy(child.gameObject);
}
// 从 TurretResourcesData 拿预制体
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
if (prefab == null)
{
Debug.LogWarning($"[SitPosData] 翅膀预制体未加载: #{turretNumber}");
return;
}
// 克隆到 wingParent,保持预制体原始位置/旋转/缩放
GameObject instance = Instantiate(prefab, wingParent, false);
instance.SetActive(true);
Debug.Log($"[SitPosData] 翅膀已加载: #{turretNumber}");
}
/// 根据炮台编号字符串加载。
public void LoadWing(string turretNumberStr)
{
if (int.TryParse(turretNumberStr, out int num))
LoadWing(num);
}
// -------------------------
// 切换状态(GameMainPanel 调用)
// -------------------------
public void ChangeState(TurretState state)
{
OnStateChange?.Invoke(state);
}
// -------------------------
// 炮台旋转(GameMainPanel 调用)
// -------------------------
public void SetRotation(float angle)
{
currentAngle = angle;
if (tra_CurrTurret != null)
tra_CurrTurret.rotation = Quaternion.Euler(0, 0, angle);
}
// -------------------------
// 获取发射点(给 GameMainPanel)
// -------------------------
public Vector2 GetBulletStartPos()
{
return currentTurret != null
? currentTurret.GetBulletStartWorldPos()
: Vector2.zero;
}
// ==================== 金币消耗 ====================
public bool ConsumeGold(int mul = 1)
{
long temp = goldNum - consumeGoldNum * mul;
if (temp < 0) return false;
goldNum = temp;
tMP_GoldNum.text = goldNum.ToString();
return true;
}
int indexConsume = 0;
public void ChangeTurretAddConsumeNum()
{
if (CreateFishManager.Instance.currGameType.paoBeiList.Count - 1 > indexConsume)
indexConsume++;
else
indexConsume = 0;
AudioManager.Instance.PlayerFX(62011);
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
CreateFishManager.Instance.currGameType?.SyncCannonMultiple((int)consumeGoldNum);
}
public void ChangeTurretMinusConsumeNum()
{
if (indexConsume > 0)
indexConsume--;
else
indexConsume = CreateFishManager.Instance.currGameType.paoBeiList.Count - 1;
AudioManager.Instance.PlayerFX(62010);
consumeGoldNum = CreateFishManager.Instance.currGameType.paoBeiList[indexConsume];
tMP_TurretConsumeNum.text = consumeGoldNum.ToString();
CreateFishManager.Instance.currGameType?.SyncCannonMultiple((int)consumeGoldNum);
}
// ==================== 锁定系统 ====================
public void SetLockTarget(MonsterContral monster, Transform hitPos)
{
monCotl_Lock = monster;
monCotl_Lock_Position = hitPos;
isLock = monster != null;
lockFX.SetActive(isLock);
// 非三发锁定 → 隐藏额外图标
if (!isLock) HideTripleLockIcons();
}
///
/// 设置三发锁定目标(3个目标分别追踪)
///
public void SetTripleLockTargets(List<(MonsterContral monster, Transform hitPos)> targets)
{
if (targets == null || targets.Count == 0)
{
HideTripleLockIcons();
return;
}
// 确保 lockFX_Triple 有2个克隆的图标(+主图标=3个)
EnsureTripleLockIcons();
tripleLockTargets.Clear();
tripleLockPositions.Clear();
// 第一个目标用主 lockFX
var primary = targets[0];
monCotl_Lock = primary.monster;
monCotl_Lock_Position = primary.hitPos;
isLock = true;
lockFX.SetActive(true);
tripleLockTargets.Add(primary.monster);
tripleLockPositions.Add(primary.hitPos);
// 第二个和第三个目标用 lockFX_Triple
for (int i = 1; i < targets.Count && i < 3; i++)
{
int idx = i - 1;
if (idx < lockFX_Triple.Count && lockFX_Triple[idx] != null)
{
lockFX_Triple[idx].SetActive(true);
tripleLockTargets.Add(targets[i].monster);
tripleLockPositions.Add(targets[i].hitPos);
}
}
// 隐藏多余的
for (int i = targets.Count - 1; i < lockFX_Triple.Count; i++)
{
if (lockFX_Triple[i] != null)
lockFX_Triple[i].SetActive(false);
}
}
private void EnsureTripleLockIcons()
{
while (lockFX_Triple.Count < 2 && lockFX != null)
{
var clone = GameObject.Instantiate(lockFX, lockFX.transform.parent);
clone.name = lockFX.name + "_Triple" + (lockFX_Triple.Count + 1);
clone.transform.localScale = lockFX.transform.localScale * 0.5f;
lockFX_Triple.Add(clone);
}
}
public void HideTripleLockIcons()
{
foreach (var icon in lockFX_Triple)
{
if (icon != null)
icon.SetActive(false);
}
tripleLockTargets.Clear();
tripleLockPositions.Clear();
}
public void ClearLock()
{
monCotl_Lock = null;
monCotl_Lock_Position = null;
isLock = false;
lockFX.SetActive(false);
HideTripleLockIcons();
ChangeState(TurretState.Idle);
}
}