此章节在原视频缺失,此过程为根据源代码推断而来,并非原视频步骤
Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
UI_CraftSlot
using UnityEngine.EventSystems;
public class UI_CraftSlot : UI_itemSlot
{
protected override void Start()
{
base.Start();
}
public void SetUpCraftSlot(ItemData_Equipment _data)
{
item.data = _data;
}
private void OnValidate()
{
UpdateSlots(item);
}
// Update is called once per frame
public override void OnPointerDown(PointerEventData eventData)
{
ItemData_Equipment craftData = item.data as ItemData_Equipment;
Inventory.instance.CanCraft(craftData, craftData.craftingMaterials);
}
}
Inventory.cs
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Inventory : MonoBehaviour
{
public static Inventory instance;
public List<ItemData> startingItem;
public List<InventoryItem> equipment;//inventoryItems类型的列表
public Dictionary<ItemData_Equipment, InventoryItem> equipmentDictionary;//以ItemData为Key寻找InventoryItem的字典
public List<InventoryItem> inventory;//inventoryItems类型的列表
public Dictionary<ItemData, InventoryItem> inventoryDictionary;//以ItemData为Key寻找InventoryItem的字典
public List<InventoryItem> stash;
public Dictionary<ItemData, InventoryItem> stashDictionary;
[Header("Inventory UI")]
[SerializeField] private Transform inventorySlotParent;
[SerializeField] private Transform stashSlotParent;
[SerializeField] private Transform equipmentSlotParent;
[SerializeField] private Transform statSlotParent;
private UI_itemSlot[] inventoryItemSlot;//UI Slot的数组
private UI_itemSlot[] stashItemSlot;
private UI_equipementSlots[] equipmentSlot;
private UI_statslot[] statSlot;
[Header("Items cooldown")]
private float lastTimeUsedFlask;
private float lastTimeUsedArmor;
private float flaskCooldown;
private float armorCooldown;
private void Awake()
{
if (instance == null)
instance = this;
else
Destroy(gameObject);
//防止多次创建Inventory
}
public void Start()
{
inventory = new List<InventoryItem>();
inventoryDictionary = new Dictionary<ItemData, InventoryItem>();
stash = new List<InventoryItem>();
stashDictionary = new Dictionary<ItemData, InventoryItem>();
equipment = new List<InventoryItem>();
equipmentDictionary = new Dictionary<ItemData_Equipment, InventoryItem>();
inventoryItemSlot = inventorySlotParent.GetComponentsInChildren<UI_itemSlot>();//拿到的方式有点绕,显示拿到Canvas 里的 Inventory 然后通过GetComponentsInChildren拿到其下的使用UISlot
stashItemSlot = stashSlotParent.GetComponentsInChildren<UI_itemSlot>();
equipmentSlot = equipmentSlotParent.GetComponentsInChildren<UI_equipementSlots>();
statSlot = statSlotParent.GetComponentsInChildren<UI_statslot>();
AddStartingItems();
}
private void AddStartingItems()
{
for (int i = 0; i < startingItem.Count; i++)
{
AddItem(startingItem[i]);
}
}//设置初始物品
public void EquipItem(ItemData _item)
{
//解决在itemdata里拿不到子类equipment里的enum的问题
ItemData_Equipment newEquipment = _item as ItemData_Equipment;//https://www.bilibili.com/read/cv15551811/
//将父类转换为子类
InventoryItem newItem = new InventoryItem(newEquipment);
ItemData_Equipment oldEquipment = null;
foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面
{
if (item.Key.equipmentType == newEquipment.equipmentType)//将拿到的key与转换成itemdata_equipment类型的_item的type对比拿到存在的key
{
oldEquipment = item.Key;//此key需保存在外部的data类型里
//equipment.Remove(item.Value);
//equipmentDictionary.Remove(item.Key);
}
}//好像用foreach里的value和key无法对外部的list和字典进行操作
if (oldEquipment != null)
{
AddItem(oldEquipment);
Unequipment(oldEquipment);
}
equipment.Add(newItem);
equipmentDictionary.Add(newEquipment, newItem);
RemoveItem(_item);
newEquipment.AddModifiers();
UpdateSlotUI();
}//装备装备的函数
public void Unequipment(ItemData_Equipment itemToRemove)//装备其他同类型的装备时。去除已装备的装备
{
if (equipmentDictionary.TryGetValue(itemToRemove, out InventoryItem value))
{
equipment.Remove(value);
equipmentDictionary.Remove(itemToRemove);
itemToRemove.RemoveModifiers();
UpdateSlotUI();
}
}
private void UpdateSlotUI()
{
for (int i = 0; i < equipmentSlot.Length; i++)
{
//此步骤用于将对应类型的武器插入对应的槽内
foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面
{
if (item.Key.equipmentType == equipmentSlot[i].slotType)
{
equipmentSlot[i].UpdateSlots(item.Value);
}
}
}
//解决出现UI没有跟着Inventory变化的bug
for (int i = 0; i < inventoryItemSlot.Length;i++)
{
inventoryItemSlot[i].CleanUpSlot();
}
for (int i = 0; i < stashItemSlot.Length; i++)
{
stashItemSlot[i].CleanUpSlot();
}
for (int i = 0; i < inventory.Count; i++)
{
inventoryItemSlot[i].UpdateSlots(inventory[i]);
}
for (int i = 0; i < stash.Count; i++)
{
stashItemSlot[i].UpdateSlots(stash[i]);
}
for(int i = 0; i < statSlot.Length;i++)
{
statSlot[i].UpdateStatValueUI();
}
}//更新UI函数
public void AddItem(ItemData _item)
{
if (_item.itemType == ItemType.Equipment && CanAddItem())//修复Inventory数量大于Slot能存放的数量时报错的Bug
{
AddToInventory(_item);
}
else if (_item.itemType == ItemType.Material)
{
AddToStash(_item);
}
UpdateSlotUI();
}//添加物体的函数
private void AddToStash(ItemData _item)//向stash加物体的函数
{
if (stashDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value
{
value.AddStack();
}//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
{
InventoryItem newItem = new InventoryItem(_item);
stash.Add(newItem);//填进列表里只有一次
stashDictionary.Add(_item, newItem);//同上
}
}
private void AddToInventory(ItemData _item)
{
if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value
{
value.AddStack();
}//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
{
InventoryItem newItem = new InventoryItem(_item);
inventory.Add(newItem);//填进列表里只有一次
inventoryDictionary.Add(_item, newItem);//同上
}
}//将物体存入Inventory的函数
public void RemoveItem(ItemData _item)//修复Inventory数量大于Slot能存放的数量时报错的Bug
{
if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))
{
if (value.stackSize <= 1)
{
inventory.Remove(value);
inventoryDictionary.Remove(_item);
}
else
value.RemoveStack();
}
if (stashDictionary.TryGetValue(_item, out InventoryItem stashValue))
{
if (stashValue.stackSize <= 1)
{
stash.Remove(stashValue);
stashDictionary.Remove(_item);
}
else
stashValue.RemoveStack();
}
UpdateSlotUI();
}
public bool CanAddItem()//通过Inventory数量和Slot能存放的数量进行对比,确定是否可以添加新的装备到装备槽
{
if(inventory.Count >= inventoryItemSlot.Length)
{
return false;
}
return true;
}
public List<InventoryItem> GetEquipmentList() => equipment;
public List<InventoryItem> GetStashList() => stash;
public ItemData_Equipment GetEquipment(EquipmentType _Type)//通过Type找到对应的已装备装备的函数
{
ItemData_Equipment equipedItem = null;
foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)
if (item.Key.equipmentType == _Type)
{
equipedItem = item.Key;
}
return equipedItem;
}
public void UseFlask()//使用药瓶设置冷却时间
{
ItemData_Equipment currentFlask = GetEquipment(EquipmentType.Flask);
if (currentFlask == null)
return;
//使用药瓶设置冷却时间
bool canUseFlask = Time.time > lastTimeUsedFlask + flaskCooldown;
if(canUseFlask)
{
flaskCooldown = currentFlask.itemCooldown;
currentFlask.Effect(null);
lastTimeUsedFlask = Time.time;
}
else
{
Debug.Log("Flask is Cooldown");
}
}//使用药瓶函数
public bool CanUseArmor()
{
ItemData_Equipment currentArmor = GetEquipment(EquipmentType.Armor);
if(Time.time > lastTimeUsedArmor + armorCooldown)
{
lastTimeUsedArmor = Time.time;
armorCooldown = currentArmor.itemCooldown;
return true;
}
Debug.Log("Armor on cooldown");
return false;
}
public bool CanCraft(ItemData_Equipment _itemToCraft, List<InventoryItem> _requiredMaterials)
{
List<InventoryItem> materialsToRemove = new List<InventoryItem>();
for (int i = 0; i < _requiredMaterials.Count; i++)
{
if (stashDictionary.TryGetValue(_requiredMaterials[i].data, out InventoryItem stashValue))//判断数量是否足够
{
if (stashValue.stackSize < _requiredMaterials[i].stackSize)
{
Debug.Log("not enough materials");
return false;
}
else
{
materialsToRemove.Add(stashValue);
}
}
else
{
Debug.Log("not enough materials");
return false;
}
}
for (int i = 0; i < materialsToRemove.Count; i++)
{
RemoveItem(materialsToRemove[i].data);
}
AddItem(_itemToCraft);
Debug.Log("Here is your item " + _itemToCraft.name);
return true;
}//检测材料足够制造对应装备的函数
}
ItemData_Equipment.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum EquipmentType
{
Weapon,
Armor,
Amulet,
Flask
}
[CreateAssetMenu(fileName = "New Item Data", menuName = "Data/Equipment")]
public class ItemData_Equipment : ItemData
{
public EquipmentType equipmentType;
public float itemCooldown;
public ItemEffect[] itemEffects;
[Header("Major stats")]
public int strength; // 力量 增伤1点 爆伤增加 1% 物抗
public int agility;// 敏捷 闪避 1% 闪避几率增加 1%
public int intelligence;// 1 点 魔法伤害 1点魔抗
public int vitality;//加血的
[Header("Offensive stats")]
public int damage;
public int critChance; // 暴击率
public int critPower; //150% 爆伤
[Header("Defensive stats")]
public int health;
public int armor;
public int evasion;//闪避值
public int magicResistance;
[Header("Magic stats")]
public int fireDamage;
public int iceDamage;
public int lightingDamage;
[Header("Craft requirements")]
public List<InventoryItem> craftingMaterials;
public int descriptionLength;
public void AddModifiers()
{
PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();
playerStats.strength.AddModifier(strength);
playerStats.agility.AddModifier(agility);
playerStats.intelligence.AddModifier(intelligence);
playerStats.vitality.AddModifier(vitality);
playerStats.damage.AddModifier(damage);
playerStats.critChance.AddModifier(critChance);
playerStats.critPower.AddModifier(critPower);
playerStats.Health.AddModifier(health);
playerStats.armor.AddModifier(armor);
playerStats.evasion.AddModifier(evasion);
playerStats.magicResistance.AddModifier(magicResistance);
playerStats.fireDamage.AddModifier(fireDamage);
playerStats.iceDamage.AddModifier(iceDamage);
playerStats.lightingDamage.AddModifier(lightingDamage);
}
public void RemoveModifiers()
{
PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();
playerStats.strength.RemoveModifier(strength);
playerStats.agility.RemoveModifier(agility);
playerStats.intelligence.RemoveModifier(intelligence);
playerStats.vitality.RemoveModifier(vitality);
playerStats.damage.RemoveModifier(damage);
playerStats.critChance.RemoveModifier(critChance);
playerStats.critPower.RemoveModifier(critPower);
playerStats.Health.RemoveModifier(health);
playerStats.armor.RemoveModifier(armor);
playerStats.evasion.RemoveModifier(evasion);
playerStats.magicResistance.RemoveModifier(magicResistance);
playerStats.fireDamage.RemoveModifier(fireDamage);
playerStats.iceDamage.RemoveModifier(iceDamage);
playerStats.lightingDamage.RemoveModifier(lightingDamage);
}
public void Effect(Transform _enemyPosition)//循环调用Effect类里的Effect的函数
{
foreach(var item in itemEffects)
{
item.ExecuteEffect(_enemyPosition);
}
}
public override string GetDescription()//让外界能够拿到拼出字符串的函数
{
sb.Length = 0;
descriptionLength = 0;
AddItemDescription(strength, "strength");
AddItemDescription(agility, "agility");
AddItemDescription(intelligence, "intelligence");
AddItemDescription(vitality, "vitality");
AddItemDescription(damage, "damage");
AddItemDescription(critChance, "critChance");
AddItemDescription(critPower, "critPower");
AddItemDescription(health, "health");
AddItemDescription(evasion, "evasion");
AddItemDescription(armor, "armor");
AddItemDescription(magicResistance, "magicResistance");
AddItemDescription(fireDamage, "fireDamage");
AddItemDescription(iceDamage, "iceDamage");
AddItemDescription(lightingDamage, "lightingDamage");
Debug.Log("In GetDescription");
if(descriptionLength < 5)//使窗口拥有最小尺寸
{
for(int i = 0;i < 5- descriptionLength;i++)
{
sb.AppendLine();
sb.Append("");
}
}
return sb.ToString();
}
private void AddItemDescription(int _value,string _name)//通过判断拼出想要的字符串的函数
{
if(_value != 0)
{
if(sb.Length >= 0)
sb.AppendLine();//这是控制行数的
if(_value > 0)
sb.Append(" + "+_value + " " + _name);//这是实打实添加字符串的
descriptionLength++;
}
}
}