5.3背包系统(1)

2017-05-03  本文已影响41人  胤醚貔貅


基类脚本

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;

}

}

物品子类脚本

usingUnityEngine;

usingSystem.Collections;

//武器类

publicclassWeaponScript:BaseScript{

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

}

}

添加物品脚本(挂载在canvas)

usingUnityEngine;

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine.UI;

publicclassAddGoodScript:MonoBehaviour{

publicGameObject[]cells;//所有存放装备的单元格

publicDictionaryItems=newDictionary();

voidStart(){

//测试代码

WeaponScriptdragon_Seord=newWeaponScript(1,20,10,"屠龙刀","屠龙一出,谁与争锋","m4");

ArmorsScriptSteelShield=newArmorsScript(2,0,20,"铁盾","一个盾牌","m7");

MagicScriptFireMagic=newMagicScript(3,30,0,"火焰药水","喝了可以释放火焰的药水","m3");

ConsumeScriptadd_Hp=newConsumeScript(4,0,40,"餐风饮露","药品","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);//半闭半开(左闭右开)

PickUp(Items[index]);

}

}

voidPickUp(BaseScriptbaseScript){

//获取当前拾取/购买的装备应该存放在哪个单元格

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

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

//子物体不为空

//判断当前子物体是否和将要添加的子物体相同

//获取已经在这个单元格上的子物体

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

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

//将要添加的是和当前单元格相同的物体

//获取文本组件,更改数字

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){

//当前子物体为空

//从Resources文件夹中加载预设体

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

//使用预设体

GameObject  item1

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

//获取预设体Image组件

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

//设置图片

print(baseScript.iconName);

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

image.transform.SetParent(cells[i].transform);//设置父物体

image.transform.localPosition=Vector3.zero;//放到中心点

break;

}

}

}

}

使用物品脚本(挂载在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){

//得到当前鼠标射线所检测到的游戏物体

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);//物品消失后将描述信息隐藏

}

}

}

}

#endregion

}

拖拽物品移动脚本(挂载在canvas)

usingUnityEngine;

usingSystem.Collections;

usingUnityEngine.EventSystems;

usingUnityEngine.UI;

publicclassItemDragScript:MonoBehaviour,IDragHandler,IBeginDragHandler,IEndDragHandler{

public  Transform  lastImage;

private Transform  itemTransform;//当前鼠标拖拽的物体的Transform

Transform   startTransform;//开始时的父物体Transform

Transform   endTransform;//结束时的父物体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;

//让当前item在被拖动的时候不再遮挡射线的检测

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

startTransform=itemTransform.parent;

itemTransform.parent=lastImage;

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

}   //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")){

//移动位置

//更改当前正在移动的item的父物体

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")){

//交换

Transform   otherItemTransform=eventData.pointerCurrentRaycast.gameObject.transform;

//获得将要交换物品栏中物品的数量

Text   itemText=eventData.

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

<Text>( );

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

//当前拖拽物品的数量

Text   itemTransformText=itemTransform.GetChild(0).GetComponent

<Text>( );

intnumber_2=int.Parse(itemTransformText.text);

intsum=number_1+number_2;

//一个物品栏物品数量为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();

}

//拖拽结束时,当前Item应该放置的位置

endTransform=otherItemTransform.parent;

//把当前正在拖拽的Item放到结束的位置

itemTransform.SetParent(endTransform);

itemTransform.localPosition=Vector3.zero;

//把结束拖拽时的cell上的Item放到所交换的Item的开始的cell上

otherItemTransform.SetParent(startTransform);

otherItemTransform.localPosition=Vector3.zero;

}else{

//返回原来的父物体

itemTransform.SetParent(startTransform);

itemTransform.localPosition=Vector3.zero;

}

////设置到cell的中心点

//itemTransform.localScale=Vector3.zero;

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

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

}

}

#endregion

}


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