using System;
using System.Collections.Generic;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
///
/// 星际迷航(XJMH)金币柱控制器:座位每次加金币时,在座位炮台旁生成一根从下往上生长的金币柱,
/// 柱头红/绿交替、顶部显示本次得分(万/千/亿缩写),多根并排最多 maxColumns 根。
///
/// 移植自 PW 小游戏的 PW_GoldColumn / PW_GoldColumnMgr:
/// - 每座位一个队列,每帧最多补 1 根(连杀时排队上升);
/// - 首根绿头(与 PW 的 ColumnType 初值 true 取反一致),之后红绿交替;
/// - 队头停留 holdDuration 后淡出,其余整体向座位方向平移补位;
/// - 队伍数量 > crowdThreshold 时队头不再额外停顿(快速滚动)。
///
/// 模板:面板根节点下已放好的 PW_GoldColumn_Self / PW_GoldColumn_Other 两个实例,
/// 由 Init 自动查找并隐藏,运行时克隆复用。
///
public class GoldColumnController : MonoBehaviour
{
// ==================== 可调参数("阈值") ====================
[Header("柱体上限 / 排列")]
[Tooltip("每座位最多同时存在的金币柱数量")]
public int maxColumns = 5;
[Tooltip("队伍长度超过此值时,队头不再额外停顿(快速滚动)")]
public int crowdThreshold = 3;
// ⚠️ 这六个位置参数由面板脚本 GameMainPanel_XJMH 每次出柱前同步
// (无后缀=左座位、Right=右座位),请在面板的 GameMainPanel_XJMH 组件上调,不要在这里调(这里改了会被覆盖)。
// 左右判定:座位在面板中线左侧(sign<0)用无后缀那组,右侧(sign>0)用 Right 那组。
[HideInInspector] public float deltaX = 40f;
[HideInInspector] public float offsetX = 100f;
[HideInInspector] public float offsetY = 0f;
[HideInInspector] public float deltaXRight = 40f;
[HideInInspector] public float offsetXRight = 100f;
[HideInInspector] public float offsetYRight = 0f;
[Header("高度映射(沿用 PW 公式)")]
[Tooltip("高度封顶值:score/scoreDivisor 达到此值即顶格")]
public float heightCap = 255f;
[Tooltip("得分系数:mul = (earn / 炮倍) / scoreDivisor")]
public float scoreDivisor = 2f;
[Tooltip("满格高度 = 面板高度 × 该比例")]
public float barHeightToPanelRatio = 0.47f;
[Tooltip(">0 时忽略 PW 公式,直接按 earn/该值 归一化(满格金额);=0 时用 PW 公式 earn/座位炮倍")]
public long fullValue = 0;
[Tooltip(">0 时直接作为满格高度(像素),覆盖上面的比例")]
public float maxBarHeightOverride = 0f;
[Header("时长(秒)")]
[Tooltip("生长 + 淡入时长")]
public float growDuration = 0.3f;
[Tooltip("队头停留时长(单根独占时)")]
public float holdDuration = 2f;
[Tooltip("补位平移时长")]
public float shiftDuration = 0.17f;
[Tooltip("淡出时长")]
public float fadeDuration = 0.3f;
[Tooltip("队伍不超过 crowdThreshold 时,新队头的额外停顿")]
public float crowdDelay = 1f;
[Header("对象池")]
[Tooltip("每种预制体缓存的空闲柱数量上限(超出直接销毁)")]
public int preloadNum = 4;
[Header("模板名(面板根节点下的子物体名)")]
public string selfTemplateName = "PW_GoldColumn_Self";
public string otherTemplateName = "PW_GoldColumn_Other";
// ==================== 运行时状态 ====================
private RectTransform _panelRoot;
private GameObject _selfTemplate;
private GameObject _otherTemplate;
private readonly List _poolSelf = new List();
private readonly List _poolOther = new List();
private readonly List[] _list = new List[4];
private readonly Queue[] _queue = new Queue[4];
// 红/绿交替标记:初值 true,取柱时先取反 → 首根绿头(与 PW 一致)
private readonly bool[] _redFlag = new bool[4];
private float _barWidth = 25f;
private bool _inited;
/// 待生成的柱(入队时就把座位位置/炮倍固化,避免座位被销毁后的空引用)
private struct PendingColumn
{
public long earn;
public bool isSelf;
public Vector2 basePos; // 座位在面板本地(锚点 0.5,0)的锚点坐标
public float ratio; // 炮倍(>=1)
public float sign; // 堆叠方向:座位在面板左 → -1,右 → +1
}
// ==================== 初始化 / 清理 ====================
/// 绑定面板根节点并查找两个模板(自动 SetActive(false))。
public void Init(RectTransform panelRoot)
{
_panelRoot = panelRoot;
_inited = false;
if (_panelRoot == null)
{
Debug.LogWarning("[GoldColumn] panelRoot 为空,金币柱不启用");
return;
}
_selfTemplate = FindChildByName(_panelRoot, selfTemplateName)?.gameObject;
_otherTemplate = FindChildByName(_panelRoot, otherTemplateName)?.gameObject;
if (_selfTemplate == null || _otherTemplate == null)
{
Debug.LogWarning($"[GoldColumn] 未在面板下找到模板 {selfTemplateName}({_selfTemplate != null}) / " +
$"{otherTemplateName}({_otherTemplate != null}),金币柱不启用");
return;
}
// 模板本身只是资源,隐藏掉;取原始柱宽
_selfTemplate.SetActive(false);
_otherTemplate.SetActive(false);
var tmplRt = _selfTemplate.transform as RectTransform;
if (tmplRt != null && tmplRt.sizeDelta.x > 0f) _barWidth = tmplRt.sizeDelta.x;
for (int i = 0; i < _list.Length; i++)
{
_list[i] = new List();
_queue[i] = new Queue();
_redFlag[i] = true;
}
_poolSelf.Clear();
_poolOther.Clear();
_inited = true;
Debug.Log($"[GoldColumn] Init: self={_selfTemplate.name} other={_otherTemplate.name} " +
$"barW={_barWidth} panelH={_panelRoot.rect.height:0.#}");
}
/// 退房/隐藏时调用:杀掉所有动画、回收/销毁全部柱、清空队列(模板与控制器保留,可继续复用)。
public void Cleanup()
{
for (int pos = 0; pos < _list.Length; pos++)
{
var list = _list[pos];
if (list == null) continue;
for (int i = 0; i < list.Count; i++)
DestroyItem(list[i]);
list.Clear();
_queue[pos]?.Clear();
_redFlag[pos] = true;
}
// ⭐ 池里的克隆也要销毁:原来只清列表不销毁,克隆体会留在面板下变成无人引用、
// 也不会再复用的"孤儿"(原版 ExitGame → DestroyColumnPool 是逐个 Release 销毁的)
for (int i = 0; i < _poolSelf.Count; i++) DestroyItem(_poolSelf[i]);
for (int i = 0; i < _poolOther.Count; i++) DestroyItem(_poolOther[i]);
_poolSelf.Clear();
_poolOther.Clear();
}
private void OnDestroy()
{
Cleanup();
}
// ==================== 对外接口 ====================
/// 座位加金币时调用(入队,由 Update 逐帧限流生成)。
public void ShowOne(SitPosData sit, long earn, bool isSelf)
{
if (!_inited || sit == null || earn <= 0) return;
int pos = sit.posID;
if (pos < 0 || pos >= _list.Length) return;
Vector3 local = _panelRoot.InverseTransformPoint(sit.transform.position);
float ratio = sit.consumeGoldNum > 0 ? sit.consumeGoldNum : 1f;
// 柱锚点是 (0.5,0):锚点坐标 = 本地坐标 - 锚点参考点(面板底边中点)
Rect r = _panelRoot.rect;
Vector2 anchorRef = new Vector2(r.xMin + r.width * 0.5f, r.yMin);
_queue[pos].Enqueue(new PendingColumn
{
earn = earn,
isSelf = isSelf,
basePos = new Vector2(local.x - anchorRef.x, local.y - anchorRef.y),
ratio = ratio,
sign = local.x < 0f ? -1f : 1f,
});
}
// ==================== 逐帧驱动 ====================
private void Update()
{
if (!_inited) return;
for (int pos = 0; pos < _list.Length; pos++)
{
var list = _list[pos];
// ⭐ 每座位每帧最多补 1 根(复刻 PW CheckData,连杀才会排队上升,不能写成 while)
if (_queue[pos].Count > 0 && list.Count < maxColumns)
SpawnOne(pos);
// 队头计时
if (list.Count > 0)
{
var head = list[0];
if (!head.fading)
{
head.holdRemaining -= Time.deltaTime;
if (head.holdRemaining <= 0f)
FadeOutHead(pos);
}
}
}
}
private void SpawnOne(int pos)
{
var pending = _queue[pos].Dequeue();
var template = pending.isSelf ? _selfTemplate : _otherTemplate;
var item = GetItem(template, pending.isSelf);
var list = _list[pos];
item.isSelf = pending.isSelf;
item.pos = pos;
item.sign = pending.sign;
item.basePos = pending.basePos;
item.index = list.Count;
item.fading = false;
item.holdRemaining = float.MaxValue; // 非队头不倒计时
// 红/绿交替:取反后赋给红头(首根为绿,与 PW 一致)
_redFlag[pos] = !_redFlag[pos];
bool showRed = _redFlag[pos];
if (item.headRed != null) item.headRed.SetActive(showRed);
if (item.headGreen != null) item.headGreen.SetActive(!showRed);
// 文本(原版 Lua: self.num:SetText(ChangeUnit(num)))
SetNum(item, ChangeUnit(pending.earn));
// 位置:X = 座位位置 + 方向 × (首柱外偏 + 序号间距);Y = offsetY(0=贴面板底边,柱子往上长)
// ⭐ 左右座位各一套偏移:sign<0=座位在面板左 → 无后缀那组;sign>0=右 → Right 那组
float offX = pending.sign < 0f ? offsetX : offsetXRight;
float dltX = pending.sign < 0f ? deltaX : deltaXRight;
float offY = pending.sign < 0f ? offsetY : offsetYRight;
float x = pending.basePos.x + pending.sign * (offX + item.index * dltX);
float y = offY;
item.rt.anchoredPosition = new Vector2(x, y);
// 高度:默认沿用 PW 公式 score=earn/炮倍 → mul=score/scoreDivisor → 封顶归一化;
// fullValue>0 时改用「满格金额」(earn/fullValue) 归一化,便于快速调参
float score = pending.earn / pending.ratio;
float mul = score / Mathf.Max(0.0001f, scoreDivisor);
float norm = fullValue > 0
? Mathf.Clamp01((float)pending.earn / fullValue)
: Mathf.Clamp01(Mathf.Min(mul, heightCap) / Mathf.Max(1f, heightCap));
float panelH = _panelRoot.rect.height;
if (panelH <= 1f) panelH = Screen.height; // 兜底:面板高度取不到时用屏幕高
float maxBarHeight = maxBarHeightOverride > 0f ? maxBarHeightOverride : panelH * barHeightToPanelRatio;
float aimHeight = norm * maxBarHeight;
// 诊断:高度不变化时看这行数值
Debug.Log($"[GoldColumn] pos={pos} earn={pending.earn} ratio={pending.ratio} score={score:0.##} " +
$"mul={mul:0.##} norm={norm:0.####} panelH={panelH:0.#} maxBarH={maxBarHeight:0.#} aimH={aimHeight:0.#} " +
$"barW={_barWidth} text={item.numText != null} tmp={item.numTmp != null}");
// 生长(动画 sizeDelta.y,不能动 fillAmount:柱头/数字锚在父顶边,靠父变高上移)
// ⭐ 尺寸/位移用各自独立的 tween:补位平移时只打断位移,绝不动尺寸,否则柱高会卡在半途
item.sizeTween?.Kill();
item.moveTween?.Kill();
item.alphaTween?.Kill();
item.moveTween = null;
item.rt.sizeDelta = new Vector2(_barWidth, 0f);
item.alpha = 0f;
ApplyAlpha(item, 0f);
item.sizeTween = item.rt.DOSizeDelta(new Vector2(_barWidth, aimHeight), growDuration).SetEase(Ease.OutCubic);
item.alphaTween = DOTween.To(() => item.alpha, a => { item.alpha = a; ApplyAlpha(item, a); }, 1f, growDuration)
.SetEase(Ease.OutQuad);
list.Add(item);
// 单根独占时走 holdDuration(PW:EnterAction 里 index==1 → 2 秒)
if (item.index == 0)
item.holdRemaining = holdDuration;
}
/// 队头淡出 → 回收 → 其余柱整体向座位平移补位。
private void FadeOutHead(int pos)
{
var list = _list[pos];
if (list.Count == 0) return;
var head = list[0];
if (head.fading) return; // 已在淡出中
// ⭐ 队头淡出期间仍留在列表里占 0 号位:这 0.3s 内新柱的序号从 1 起,
// 不会生成到 0 号位跟正在淡出的柱重叠;等淡完(复刻 PW onEnd)再从列表移除 + 回收 + 补位
head.fading = true;
head.sizeTween?.Kill();
head.moveTween?.Kill();
head.alphaTween?.Kill();
head.alphaTween = DOTween.To(() => head.alpha, a => { head.alpha = a; ApplyAlpha(head, a); }, 0f, fadeDuration)
.SetEase(Ease.InQuad)
.OnComplete(() =>
{
var l = _list != null && pos < _list.Length ? _list[pos] : null;
if (l != null)
{
if (l.Count > 0 && l[0] == head) l.RemoveAt(0);
else l.Remove(head);
}
RecycleItem(head);
ShiftAfterHead(pos);
});
}
/// 队头淡出完成后:剩余柱按新序号补位(用 basePos 绝对定位,避免多次补位误差累积)。
private void ShiftAfterHead(int pos)
{
var list = _list[pos];
if (list == null) return;
for (int i = 0; i < list.Count; i++)
{
var item = list[i];
item.index = i;
// ⭐ 与 SpawnOne 同规则:按该柱所在座位的左/右(sign)选对应偏移
float offX = item.sign < 0f ? offsetX : offsetXRight;
float dltX = item.sign < 0f ? deltaX : deltaXRight;
float targetX = item.basePos.x + item.sign * (offX + i * dltX);
item.moveTween?.Kill();
item.moveTween = item.rt.DOAnchorPosX(targetX, shiftDuration).SetEase(Ease.Linear);
}
// 新队头停顿(PW:队伍数量 > 3 → 0,否则 crowdDelay)
if (list.Count > 0)
{
var newHead = list[0];
newHead.fading = false;
newHead.holdRemaining = list.Count > crowdThreshold ? 0f : crowdDelay;
}
}
// ==================== 对象池 ====================
private GoldColumnItem GetItem(GameObject template, bool isSelf)
{
var pool = isSelf ? _poolSelf : _poolOther;
GoldColumnItem item = null;
if (pool.Count > 0)
{
item = pool[pool.Count - 1];
pool.RemoveAt(pool.Count - 1);
}
else
{
item = CreateItem(template);
}
item.go.SetActive(true);
return item;
}
private GoldColumnItem CreateItem(GameObject template)
{
var go = Instantiate(template, _panelRoot);
go.name = template.name + "_Clone";
var rt = go.transform as RectTransform;
var numNode = FindChildByName(rt, "Num");
var item = new GoldColumnItem
{
go = go,
rt = rt,
rootImg = go.GetComponent(),
headRed = FindChildByName(rt, "1")?.gameObject,
headGreen = FindChildByName(rt, "2")?.gameObject,
// ⭐ 原版预制体 Num 上是 UGUI Text(m_Text "999万"),不是 TMP;两者都取,谁有写谁
numText = numNode != null ? numNode.GetComponent() : null,
numTmp = numNode != null ? numNode.GetComponent() : null,
};
if (numNode != null && item.numText == null && item.numTmp == null)
{
// 兜底:Text/TMP 挂在 Num 的子物体上
item.numText = numNode.GetComponentInChildren(true);
item.numTmp = numNode.GetComponentInChildren(true);
}
// ⭐ 模板为了让自己在编辑器里不露出来可能把 fillAmount 设小 → 强制整条可见;柱高全靠 sizeDelta.y
if (item.rootImg != null)
{
item.rootImg.type = Image.Type.Simple;
item.rootImg.fillAmount = 1f;
}
// ⭐ 柱是纯表现,不能挡棋盘点击
item.graphics = go.GetComponentsInChildren(true);
item.origAlpha = new float[item.graphics.Length];
for (int i = 0; i < item.graphics.Length; i++)
{
item.graphics[i].raycastTarget = false;
item.origAlpha[i] = item.graphics[i].color.a;
}
return item;
}
private void RecycleItem(GoldColumnItem item)
{
if (item == null) return;
item.sizeTween?.Kill();
item.moveTween?.Kill();
item.alphaTween?.Kill();
item.moveTween = null;
var pool = item.isSelf ? _poolSelf : _poolOther;
if (pool.Count < preloadNum)
{
item.go.SetActive(false);
item.fading = false;
item.holdRemaining = float.MaxValue;
pool.Add(item);
}
else
{
Destroy(item.go);
}
}
private void DestroyItem(GoldColumnItem item)
{
if (item == null) return;
item.sizeTween?.Kill();
item.moveTween?.Kill();
item.alphaTween?.Kill();
if (item.go != null) Destroy(item.go);
}
// ==================== 工具 ====================
/// 写 Num 文本(原版 Lua: self.num:SetText),UGUI Text 与 TMP 都兼容。
private static void SetNum(GoldColumnItem item, string text)
{
if (item == null) return;
if (item.numText != null) item.numText.text = text;
if (item.numTmp != null) item.numTmp.text = text;
}
/// 把 Graphic 的透明度按 a(0~1)乘回原值。
private void ApplyAlpha(GoldColumnItem item, float a)
{
if (item.graphics == null) return;
for (int i = 0; i < item.graphics.Length; i++)
{
var g = item.graphics[i];
if (g == null) continue;
var c = g.color;
c.a = item.origAlpha[i] * a;
g.color = c;
}
}
/// 数字缩写(万/千/亿),移植自 PW_GoldColumn:ChangeUnit。
private static string ChangeUnit(long num)
{
if (num >= 10000000L)
{
double v = Math.Floor(num * 100.0 / 100000000.0) / 100.0;
return v.ToString("0.00") + "亿";
}
if (num >= 1000000L)
{
long v = (long)Math.Floor(num / 10000.0);
return v + "万";
}
if (num >= 100000L)
{
double v = Math.Floor(num * 10.0 / 10000.0) / 10.0;
return v.ToString("0.0") + "万";
}
if (num >= 10000L)
{
double v = Math.Floor(num * 100.0 / 10000.0) / 100.0;
return v.ToString("0.00") + "万";
}
if (num >= 1000L)
{
double v = Math.Floor(num * 100.0 / 1000.0) / 100.0;
return v.ToString("0.00") + "千";
}
return num.ToString();
}
/// 递归按名字查找子物体。
private static Transform FindChildByName(Transform parent, string name)
{
if (parent == null || string.IsNullOrEmpty(name)) return null;
if (parent.name == name) return parent;
for (int i = 0; i < parent.childCount; i++)
{
var result = FindChildByName(parent.GetChild(i), name);
if (result != null) return result;
}
return null;
}
/// 单个金币柱实例。
private class GoldColumnItem
{
public GameObject go;
public RectTransform rt;
public Image rootImg;
public GameObject headRed;
public GameObject headGreen;
// Num 节点:原版预制体挂的是 UGUI Text(PW 的 SetText 就是它),这里同时兼容 TMP
public Text numText;
public TextMeshProUGUI numTmp;
public Graphic[] graphics;
public float[] origAlpha;
public bool isSelf;
public int pos;
public int index;
public float sign;
public Vector2 basePos;
public float holdRemaining;
public bool fading;
public float alpha;
public Tween sizeTween; // 生长/尺寸
public Tween moveTween; // 补位平移
public Tween alphaTween; // 淡入/淡出
}
}