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 framepublic 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;elseDestroy(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UISlotstashItemSlot = 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bugfor (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);}elsevalue.RemoveStack();}if (stashDictionary.TryGetValue(_item, out InventoryItem stashValue)){if (stashValue.stackSize <= 1){stash.Remove(stashValue);stashDictionary.Remove(_item);}elsestashValue.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++;}}
}