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
}