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;[SerializeField] private GameObject inGameUI;public UI_itemTooltip itemToolTip;public UI_statToolTip statToopTip;public Ui_SkillToolTip skillToolTip;public UI_CraftWindow craftWindow;public void Awake(){SwitchTo(skillTreeUI);//修复可能出现skill没法加载成功的bug}public void Start(){SwitchTo(inGameUI);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);CheckForInGameUI();return;}SwitchTo(_menu);}private void CheckForInGameUI()//当其他UI不在时自动切换值InGameUI函数{for(int i = 0; i < transform.childCount; i++){if (transform.GetChild(i).gameObject.activeSelf)return;}SwitchTo(inGameUI);}
}
UI_InGame.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;public class UI_InGame : MonoBehaviour
{[SerializeField] private PlayerStats playerStats;[SerializeField] Slider slider;[SerializeField] private Image dashImage;[SerializeField] private Image parryImage;[SerializeField] private Image crystalImage;[SerializeField] private Image swordImage;[SerializeField] private Image blackholeImage;[SerializeField] private Image flaskholeImage;[SerializeField] private TextMeshProUGUI currentSouls;private SkillManager skills;void Start() {if(playerStats != null){playerStats.onHealthChanged += UpdateHealthUI;}skills = SkillManager.instance;}// Update is called once per framevoid Update(){currentSouls.text = PlayerManager.instance.GetCurrency().ToString("#,#");if(Input.GetKeyDown(KeyCode.LeftShift) && skills.dash.dashUnlocked)//使用技能后图标变黑{SetCoolDownOf(dashImage);}if (Input.GetKeyDown(KeyCode.Q) && skills.parry.parryUnlocked){SetCoolDownOf(parryImage);}if (Input.GetKeyDown(KeyCode.F) && skills.crystal.crystalUnlocked){SetCoolDownOf(crystalImage);}if (Input.GetKeyDown(KeyCode.Mouse1)&& skills.sword.swordUnlocked){SetCoolDownOf(swordImage);}if (Input.GetKeyDown(KeyCode.R) && skills.blackhole.blackholeUnlocked){SetCoolDownOf(blackholeImage);}if (Input.GetKeyDown(KeyCode.Alpha1) && Inventory.instance.GetEquipment(EquipmentType.Flask) != null){SetCoolDownOf(flaskholeImage);}CheckCooldown(dashImage, skills.dash.cooldown);CheckCooldown(parryImage, skills.parry.cooldown);CheckCooldown(crystalImage, skills.crystal.cooldown);CheckCooldown(swordImage, skills.sword.cooldown);CheckCooldown(blackholeImage, skills.blackhole.cooldown);CheckCooldown(flaskholeImage, Inventory.instance.flaskCooldown);}private void UpdateHealthUI()//更新血量条函数,此函数由Event触发{slider.maxValue = playerStats.GetMaxHealthValue();slider.value = playerStats.currentHealth;}private void SetCoolDownOf(Image _image)//使用技能后使图标变黑的函数{if (_image.fillAmount <= 0)_image.fillAmount = 1;}private void CheckCooldown(Image _image,float _cooldown)//使图标根据cd逐渐变白的函数{if(_image.fillAmount > 0){_image.fillAmount -= 1 / _cooldown * Time.deltaTime;}}
}
Inventory.cs
using System.Collections.Generic;
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;public float flaskCooldown { get; private set; }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()//更新槽UI的函数{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]);}UpdateStatsUI();}public void UpdateStatsUI()//更新状态UI函数{for (int i = 0; i < statSlot.Length; i++){statSlot[i].UpdateStatValueUI();}}public void AddItem(ItemData _item)//添加物体的函数{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();}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}UpdateSlotUI();}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
}
Skill.cs
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;public class Skill : MonoBehaviour
{public float cooldown;protected float cooldownTimer;protected Player player;//拿到playerprotected virtual void Start(){player = PlayerManager.instance.player;//拿到player}protected virtual void Update(){cooldownTimer -= Time.deltaTime;}public virtual bool CanUseSkill(){if (cooldownTimer < 0){UseSkill();cooldownTimer = cooldown;return true;}else{Debug.Log("Skill is on cooldown");return false;}}public virtual void UseSkill(){// do some skill thing}//整理能返回最近敌人位置的函数protected virtual Transform FindClosestEnemy(Transform _checkTransform){Collider2D[] colliders = Physics2D.OverlapCircleAll(_checkTransform.position, 25);//找到环绕自己的所有碰撞器float closestDistance = Mathf.Infinity;//正无穷大的表示形式(只读)Transform closestEnemy = null;//https://docs.unity3d.com/cn/current/ScriptReference/Mathf.Infinity.htmlforeach (var hit in colliders){if (hit.GetComponent<Enemy>() != null){float distanceToEnemy = Vector2.Distance(_checkTransform.position, hit.transform.position);//拿到与敌人之间的距离if (distanceToEnemy < closestDistance)//比较距离,如果离得更近,保存这个敌人的位置,更改最近距离{closestDistance = distanceToEnemy;closestEnemy = hit.transform;}}}return closestEnemy;}}
PlayerManager.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;public class PlayerManager : MonoBehaviour
{public static PlayerManager instance;public Player player;//这是通过在外部设置了一个组件,让这个组件能够直接把Player找到,从而减少FInd的方式所带来的高负载public int currency;private void Awake(){if(instance != null){Destroy(instance.gameObject);}elseinstance = this;}public bool HaveEnoughMoney(int _price){if(_price > currency){Debug.Log("Not enough money");return false;}currency -= _price;return true;}public int GetCurrency() => currency;
}