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.cs
using UnityEngine;public class UI : MonoBehaviour
{[SerializeField] private GameObject characterUI;[SerializeField] private GameObject skillTreeUI;[SerializeField] private GameObject craftUI;[SerializeField] private GameObject optionsUI;public UI_itemTooltip itemToolTip;public UI_statToolTip statToopTip;public Ui_SkillToolTip skillToolTip;public UI_CraftWindow craftWindow;public void Start(){SwitchTo(null);itemToolTip.gameObject.SetActive(false);statToopTip.gameObject.SetActive(false);}private void Update(){if(Input.GetKeyDown(KeyCode.C)){SwitchWithKeyTo(characterUI);}if(Input.GetKeyDown(KeyCode.B)){SwitchWithKeyTo(craftUI);}if(Input.GetKeyDown(KeyCode.K)){SwitchWithKeyTo(skillTreeUI);}if(Input.GetKeyDown(KeyCode.O)){SwitchWithKeyTo(optionsUI);} }public void SwitchTo(GameObject _menu)//切换窗口函数{for (int i = 0; i < transform.childCount; i++){transform.GetChild(i).gameObject.SetActive(false);}if (_menu != null){_menu.SetActive(true);}}public void SwitchWithKeyTo(GameObject _menu)//键盘切换窗口函数{if (_menu != null && _menu.activeSelf)//通过判断是否传入mune和mune是否激活来决定使设置为可视或不可使{_menu.SetActive(false);return;}SwitchTo(_menu);}
}
Ui_SkillToolTip.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;public class Ui_SkillToolTip : MonoBehaviour//制作一个可以检查每个技能的描述的窗口
{[SerializeField] private TextMeshProUGUI skillDescription;[SerializeField] private TextMeshProUGUI skillName;public void ShowToolTip(string _skillDescription,string _skillName){skillDescription.text = _skillDescription;skillName.text = _skillName;gameObject.SetActive(true);}public void HideToolTip() => gameObject.SetActive(false);
}
UI_SkillTreeSlot.cs
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityEngine.WSA;public class UI_SkillTreeSlot : MonoBehaviour,IPointerEnterHandler,IPointerExitHandler
{[SerializeField] private string skillName;[TextArea][SerializeField] private string skillDescription;[SerializeField] private Color lockedSkillColor;private UI ui;public bool unlocked;//一个表示是否解锁的bool值private Image skillImage;[SerializeField] private UI_SkillTreeSlot[] shouldBeUnlocked;[SerializeField] private UI_SkillTreeSlot[] shouldBeLocked;//应该解锁和不该解锁的Slot组和Imageprivate void OnValidate(){gameObject.name = "SkillTreeSlot_UI - " + skillName;}private void Start(){skillImage = GetComponent<Image>();skillImage.color = lockedSkillColor;ui = GetComponentInParent<UI>();GetComponent<Button>().onClick.AddListener(() => UnlockSkillSlot());}public void UnlockSkillSlot()//一个判断此Skill是否可以解锁的函数{for(int i = 0;i < shouldBeUnlocked.Length;i++){if (shouldBeUnlocked[i].unlocked == false){Debug.Log("Cannot unlock skill");return;}}for(int i = 0; i < shouldBeLocked.Length; i++){if (shouldBeLocked[i].unlocked == true){Debug.Log("Cannot unlock skill");return;}}unlocked = true;skillImage.color = Color.white;}public void OnPointerEnter(PointerEventData eventData){ui.skillToolTip.ShowToolTip(skillDescription, skillName);Vector2 mousePosition = Input.mousePosition;float xOffset = 0;float yOffset = 0;if(mousePosition.x > 600){xOffset = -150;}else{xOffset = 150;}if(mousePosition.y > 200){yOffset = -100;}else{yOffset = 100;}ui.skillToolTip.transform.position = new Vector2(mousePosition.x + xOffset, mousePosition.y + yOffset);}public void OnPointerExit(PointerEventData eventData){ui.skillToolTip.HideToolTip();}
}