using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UI;
namespace Ichni.Story.UI
{
///
/// 故事树中单个 block 的视图基类。负责通用的定位、状态视觉与点击分发。
/// 具体类型(文本 / 音乐 / 教程)由子类实现 。
///
public abstract class StoryBlockView : SerializedMonoBehaviour
{
[Header("Block State")]
public string blockId;
public StoryBlockState state;
[Header("Common References")]
public RectTransform blockRect;
public RectTransform inPort;
public RectTransform outPort;
public Button button;
// 关联的定义,供子类读取类型专属字段
protected StoryBlockDefinition definition;
///
/// 初始化 block 视图。逻辑坐标已由控制器按网格换算为
/// (以 BlockContainer 左侧中线为原点、x 向右为正、y 向下为正的 anchoredPosition)。
///
/// block 定义(提供尺寸与类型专属数据)。
/// 已换算好的 anchoredPosition。
/// 推导得到的 block 状态。
public virtual void Initialize(StoryBlockDefinition def, Vector2 position, StoryBlockState blockState)
{
definition = def;
blockId = def.blockId;
state = blockState;
// 统一坐标约定:以 BlockContainer 的左侧中线为原点,向右为 +x、向下为 +y。
blockRect.anchorMin = new Vector2(0f, 0.5f);
blockRect.anchorMax = new Vector2(0f, 0.5f);
blockRect.pivot = new Vector2(0f, 0.5f);
blockRect.sizeDelta = new Vector2(400, 200);
blockRect.anchoredPosition = position;
if (button != null)
button.onClick.AddListener(HandleClick);
ApplyState(state);
}
///
/// 应用状态并更新视觉。基类默认按状态切换按钮可交互性;
/// 子类可 override 以更新锁定图标、颜色等具体表现。
///
public virtual void ApplyState(StoryBlockState newState)
{
state = newState;
if (button != null)
button.interactable = state != StoryBlockState.Locked;
}
private void HandleClick()
{
if (state == StoryBlockState.Locked)
return;
if (StoryManager.instance != null && StoryManager.instance.treeController != null)
StoryManager.instance.treeController.currentBlock = this;
OnClicked();
}
///
/// 点击(非锁定状态)时的具体行为,由子类实现。
///
protected abstract void OnClicked();
}
}