5.3背包系統(tǒng)(1)


基類腳本

usingUnityEngine;

usingSystem.Collections;

publicclassBaseScript{

publicintindex;

publicfloatattackValue;

publicfloatHp;

publicstringname;

publicstringdescription;

publicstringiconName;

publicBaseScript(intindex,floatattackValue,floatHp,stringname,stringdescription,stringiconName){

this.index=index;

this.attackValue=attackValue;

this.Hp=Hp;

this.name=name;

this.description=description;

this.iconName=iconName;

}

}

物品子類腳本

usingUnityEngine;

usingSystem.Collections;

//武器類

publicclassWeaponScript:BaseScript{

publicWeaponScript(intindex,floatattackValue,floatHp,stringname,stringdescription,stringiconName):base(index,attackValue,Hp,name,description,iconName){

}

}

添加物品腳本(掛載在canvas)

usingUnityEngine;

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine.UI;

publicclassAddGoodScript:MonoBehaviour{

publicGameObject[]cells;//所有存放裝備的單元格

publicDictionaryItems=newDictionary();

voidStart(){

//測(cè)試代碼

WeaponScriptdragon_Seord=newWeaponScript(1,20,10,"屠龍刀","屠龍一出,誰(shuí)與爭(zhēng)鋒","m4");

ArmorsScriptSteelShield=newArmorsScript(2,0,20,"鐵盾","一個(gè)盾牌","m7");

MagicScriptFireMagic=newMagicScript(3,30,0,"火焰藥水","喝了可以釋放火焰的藥水","m3");

ConsumeScriptadd_Hp=newConsumeScript(4,0,40,"餐風(fēng)飲露","藥品","m1");

Items.Add(dragon_Seord.index,dragon_Seord);

Items.Add(SteelShield.index,SteelShield);

Items.Add(FireMagic.index,FireMagic);

Items.Add(add_Hp.index,add_Hp);

}

voidUpdate(){

if(Input.GetKeyDown(KeyCode.Space)){

intindex=Random.Range(1,5);//半閉半開(kāi)(左閉右開(kāi))

PickUp(Items[index]);

}

}

voidPickUp(BaseScriptbaseScript){

//獲取當(dāng)前拾取/購(gòu)買的裝備應(yīng)該存放在哪個(gè)單元格

for(int i=0;i<cells.Length;++i){

if(cells[i].transform.childCount>0){

//子物體不為空

//判斷當(dāng)前子物體是否和將要添加的子物體相同

//獲取已經(jīng)在這個(gè)單元格上的子物體

GameObject? item=cells[i].transform.GetChild(0).gameObject;

if(baseScript.iconName==item.GetComponent<Image>( ).overrideSprite.name){

//將要添加的是和當(dāng)前單元格相同的物體

//獲取文本組件,更改數(shù)字

Text?? indexText=item.transform.GetChild(0).gameObject.GetComponent<Text>( );

int? indexNumber=int.Parse(indexText.text);

++indexNumber;

indexText.text=indexNumber.ToString( );;

break;

}

}else? if(cells[i].transform.childCount==0){

//當(dāng)前子物體為空

//從Resources文件夾中加載預(yù)設(shè)體

GameObject? itemPrefabs=Resources.Load("Item")as? GameObject;

//使用預(yù)設(shè)體

GameObject? item1

=Instantiate(itemPrefabs,cells[i].transform.position,cells[i].transform.rotation)asGameObject;

//獲取預(yù)設(shè)體Image組件

Image? image=item1.GetComponent<Image>( );

//設(shè)置圖片

print(baseScript.iconName);

image.overrideSprite=Resources.Load("Texture/"+baseScript.iconName);

image.transform.SetParent(cells[i].transform);//設(shè)置父物體

image.transform.localPosition=Vector3.zero;//放到中心點(diǎn)

break;

}

}

}

}

使用物品腳本(掛載在canvas)

usingUnityEngine;

usingSystem.Collections;

usingUnityEngine.UI;

usingUnityEngine.EventSystems;

publicclassusing2:MonoBehaviour,IPointerClickHandler{

private GameObject? item;

voidStart(){

}

voidUpdate(){

}

#regionIPointerClickHandlerimplementation

public void? OnPointerClick(PointerEventData? eventData)

{

if(eventData.button==PointerEventData.InputButton.Right){

//得到當(dāng)前鼠標(biāo)射線所檢測(cè)到的游戲物體

item=eventData.pointerPressRaycast.gameObject;

if(item.name.Contains("Item")){

Text? indexText=item.transform.GetChild(0).gameObject.GetComponent<Text>( );

int indexNumber=int.Parse(indexText.text);

--indexNumber;

if(indexNumber>0){

indexText.text=indexNumber.ToString( );

}

else{

Destroy(item);

UIManager.Instance.panel.SetActive(false);//物品消失后將描述信息隱藏

}

}

}

}

#endregion

}

拖拽物品移動(dòng)腳本(掛載在canvas)

usingUnityEngine;

usingSystem.Collections;

usingUnityEngine.EventSystems;

usingUnityEngine.UI;

publicclassItemDragScript:MonoBehaviour,IDragHandler,IBeginDragHandler,IEndDragHandler{

public? Transform? lastImage;

private Transform? itemTransform;//當(dāng)前鼠標(biāo)拖拽的物體的Transform

Transform?? startTransform;//開(kāi)始時(shí)的父物體Transform

Transform?? endTransform;//結(jié)束時(shí)的父物體Transform

voidStart( ){

}

voidUpdate( ){

}

#regionIBeginDragHandlerimplementation

void IBeginDragHandler.OnBeginDrag(PointerEventData? eventData)

{?? //2

if(eventData.button==PointerEventData.InputButton.Left){

if(eventData.pointerCurrentRaycast.gameObject.name.Contains("Item")){?? //1

itemTransform=eventData.pointerCurrentRaycast.gameObject.transform;

//讓當(dāng)前item在被拖動(dòng)的時(shí)候不再遮擋射線的檢測(cè)

itemTransform.GetComponent<CanvasGroup>( ).blocksRaycasts=false;

startTransform=itemTransform.parent;

itemTransform.parent=lastImage;

itemTransform.localScale=new Vector3(0.5f,0.5f,0);//拖拽途中物品縮放

}?? //1

else{

itemTransform=null;

}

} //2

else{

itemTransform=null;

}

}

#endregion

#regionIDragHandlerimplementation

void IDragHandler.OnDrag(PointerEventData? eventData)

{

if(eventData.button==PointerEventData.InputButton.Left&&itemTransform){

itemTransform.position=Input.mousePosition;

}

}

#endregion

#regionIEndDragHandlerimplementation

void? IEndDragHandler.OnEndDrag(PointerEventData? eventData)

{

if(eventData.button==PointerEventData.InputButton.Left&&itemTransform){

if(eventData.pointerCurrentRaycast.gameObject.name.Contains("cell")){

//移動(dòng)位置

//更改當(dāng)前正在移動(dòng)的item的父物體

if(eventData.pointerCurrentRaycast.gameObject.transform.childCount>0){

itemTransform.SetParent(startTransform);

itemTransform.localPosition=Vector3.zero;

}else{

itemTransform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform);

itemTransform.localPosition=Vector3.zero;

}

}elseif(eventData.pointerCurrentRaycast.gameObject.name.Contains("Item")){

//交換

Transform?? otherItemTransform=eventData.pointerCurrentRaycast.gameObject.transform;

//獲得將要交換物品欄中物品的數(shù)量

Text?? itemText=eventData.

pointerCurrentRaycast.gameObject.transform.GetChild(0).GetComponent

<Text>( );

int number_1=int.Parse(itemText.text);

//當(dāng)前拖拽物品的數(shù)量

Text?? itemTransformText=itemTransform.GetChild(0).GetComponent

<Text>( );

intnumber_2=int.Parse(itemTransformText.text);

intsum=number_1+number_2;

//一個(gè)物品欄物品數(shù)量為30,小于30合并,大于30,一份30,一份sum-30

if(sum<=30){

itemTransformText.text=sum.ToString();

itemTransform.SetParent(otherItemTransform.parent);

Destroy(eventData.pointerCurrentRaycast.gameObject);

}else{

itemTransformText.text=30.ToString();

itemText.text=(sum-30).ToString();

}

//拖拽結(jié)束時(shí),當(dāng)前Item應(yīng)該放置的位置

endTransform=otherItemTransform.parent;

//把當(dāng)前正在拖拽的Item放到結(jié)束的位置

itemTransform.SetParent(endTransform);

itemTransform.localPosition=Vector3.zero;

//把結(jié)束拖拽時(shí)的cell上的Item放到所交換的Item的開(kāi)始的cell上

otherItemTransform.SetParent(startTransform);

otherItemTransform.localPosition=Vector3.zero;

}else{

//返回原來(lái)的父物體

itemTransform.SetParent(startTransform);

itemTransform.localPosition=Vector3.zero;

}

////設(shè)置到cell的中心點(diǎn)

//itemTransform.localScale=Vector3.zero;

itemTransform.GetComponent<CanvasGroup>( ).blocksRaycasts=true;

itemTransform.localScale=new? Vector3(1,1,0);

}

}

#endregion

}


最后編輯于
?著作權(quán)歸作者所有,轉(zhuǎn)載或內(nèi)容合作請(qǐng)聯(lián)系作者
平臺(tái)聲明:文章內(nèi)容(如有圖片或視頻亦包括在內(nèi))由作者上傳并發(fā)布,文章內(nèi)容僅代表作者本人觀點(diǎn),簡(jiǎn)書系信息發(fā)布平臺(tái),僅提供信息存儲(chǔ)服務(wù)。

推薦閱讀更多精彩內(nèi)容

  • 顯示物品的描述信息 用一個(gè)單例存放信息 usingUnityEngine; usingSystem.Collect...
    胤醚貔貅閱讀 369評(píng)論 0 0
  • 首先,導(dǎo)入NGUI插件 1、創(chuàng)建一個(gè)Sprite,創(chuàng)建一個(gè)空物體,也可以是圖片,我這里創(chuàng)建的是空物體,2、創(chuàng)建一個(gè)...
    周joe閱讀 549評(píng)論 0 0
  • Unity工程結(jié)構(gòu): Assets文件夾:存儲(chǔ)工程所需的所有資源文件 Library:工程所需要的所有資源庫(kù)(類庫(kù)...
    斗魁閱讀 1,961評(píng)論 0 3
  • 在Autolayout之前,Autoresizing可以作屏幕適配,但局限性較大有些任務(wù)根本無(wú)法完成相比之下,Au...
    RadioWaves閱讀 143評(píng)論 0 0
  • 4月,伴著一天與家人、同學(xué)、親戚的歡聲笑語(yǔ),平靜收尾了。 4月的尾聲是春的離去,夏的初始。2013年已經(jīng)過(guò)去1/3...
    袁春楠閱讀 979評(píng)論 0 0