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_itemSlot.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;public class UI_itemSlot : MonoBehaviour
{[SerializeField] private Image itemImage;[SerializeField] private TextMeshProUGUI itemText;public InventoryItem item;public void UpdateSlots(InventoryItem _newItem){item = _newItem;itemImage.color = Color.white;if (item != null){itemImage.sprite = item.data.icon;if (item.stackSize > 1){itemText.text = item.stackSize.ToString();}else{itemText.text = "";}}}}
Inventory.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Inventory : MonoBehaviour
{public static Inventory instance;public List<InventoryItem> inventoryItems;//inventoryItems类型的列表public Dictionary<ItemData, InventoryItem> inventoryDictianory;//以ItemData为Key寻找InventoryItem的字典[Header("Inventory UI")][SerializeField] private Transform inventorySlotParent;private UI_itemSlot[] itemSlot;//UI Slot的数组private void Awake(){if (instance == null)instance = this;elseDestroy(gameObject);//防止多次创建Inventory}public void Start(){inventoryItems = new List<InventoryItem>();inventoryDictianory = new Dictionary<ItemData, InventoryItem>();itemSlot = 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}private void UpdateSlotUI(){for(int i = 0;i < inventoryItems.Count;i++ ){itemSlot[i].UpdateSlots(inventoryItems[i]);}}public void AddItem(ItemData _item)//将物体存入Inventory的函数{if(inventoryDictianory.TryGetValue(_item,out InventoryItem 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);inventoryItems.Add(newItem);//填进列表里只有一次inventoryDictianory.Add(_item, newItem);//同上}UpdateSlotUI();}public void RemoveItem(ItemData _item)//将物体剔除Inventory的函数{if(inventoryDictianory.TryGetValue(_item,out InventoryItem value)){if (value.stackSize <= 1){inventoryItems.Remove(value);inventoryDictianory.Remove(_item);}elsevalue.RemoveStack();}UpdateSlotUI();}}
ItemObject.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class ItemObject : MonoBehaviour
{private SpriteRenderer sr;[SerializeField] private ItemData ItemData;private void OnValidate()//https://blog.csdn.net/paserity/article/details/130014259//大抵就是在Unity加载脚本或检查器中的值更改时调用。实时更新资产文件,比如材质、shader{GetComponent<SpriteRenderer>().sprite = ItemData.icon;gameObject.name = ItemData.name;}//private void Start()//{// sr = GetComponent<SpriteRenderer>();// sr.sprite = ItemData.icon;//}private void OnTriggerEnter2D(Collider2D collision){if(collision.GetComponent<Player>()!= null){Inventory.instance.AddItem(ItemData);Destroy(gameObject);}}}