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UNITY->(width*height)style Inventory

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项目过后对项目功能进行记录,(width*height)风格背包实现细节,包含对物体的存放,装备,替换,对未知装备的鉴定,物体前缀的获取,项目类型为tcg+rpg,背包的作用主要为游戏中的物品的获取存放,卡牌的获取管理,对可叠加物品的存放,(width*height)的目的为对物品的存放管理,其效果如下

  1. 基础物品 (width*height) 

     物品的创建通过ScriptObject进行创建,根据物品类型设计相关的尺寸(width*height),利用deepcopy创建实体存放如背包,项目的物品管理通过一个独立的类

ItemDatabase进行管理,在玩家获取一个新物品(未鉴定),通过一个随机生成类来产生词缀和属性

    本项目物品的生成通过deepcopy生成物品并添加进itemdatabse,Itemdatabase的作用对游戏物品资产的管理以及生成,有利于未知装备的生成,在对商品商管理上,添加未知随机的装备可以为游戏的物品提高游戏性

public static ItemClass DeepCopy(ItemClass obj) {
        GameObject oj = obj.worldObject;
                //ItemClass is item base class
        ItemClass i = (ItemClass)Process(obj);
        i.worldObject = oj;
        return i;
    }
    
    static object Process(object obj) {
        if(obj==null)
            return null;
        Type type=obj.GetType();
        if(type.IsValueType || type==typeof(string)) {
            return obj;
        }
        else if(type.IsArray) {
            Type elementType=Type.GetType(
                type.FullName.Replace("[]",string.Empty));
            var array=obj as Array;
            Array copied=Array.CreateInstance(elementType,array.Length);
            for(int i=0; i<array.Length; i++) {
                copied.SetValue(Process(array.GetValue(i)),i);
            }
            return Convert.ChangeType(copied,obj.GetType());
        }
        else if(type.IsClass) {
            object toret=Activator.CreateInstance(obj.GetType());
            FieldInfo[] fields=type.GetFields(BindingFlags.Public| 
                                              BindingFlags.NonPublic|BindingFlags.Instance);
            foreach(FieldInfo field in fields) {
                object fieldValue=field.GetValue(obj);
                if(fieldValue==null)
                    continue;
                field.SetValue(toret, Process(fieldValue));
            }
            return toret;
        }
        else
            throw new ArgumentException("Unknown type");
    }    

  2.生成slot并将物品存放进slot(width*height)

    在物品添加进背包时,根据几个条件进行判断

        1.slot是否能填充进去

          在物品添加进背包栏,需要检测物品尺寸是否越过背包限制并物品之间是否存在重叠,重叠状态一般在物品编辑器中设置(通常为药水...),当不可叠加物品存在重叠状态中,获取状态颜色并提示状态

//检测边界以及叠加状态
public bool CheckItemFit(ItemClass item, InventorySlot slot, bool skipLastCheck) {
        //Run through all the slots that the item occupies
        for(int i = 0; i < item.height; i++) {
            for(int j = 0; j < item.width; j++) {
                //Check if the slot exists
                if(slot.itemStartNumber + inventoryWidth * i + j >= items.Count) {
                    return false;
                }
                //Check to see if the first slot is located at the edge of the inventory
                for(int k = 0; k < item.height; k++) {
                    if(slot.itemStartNumber + inventoryWidth * k + j != slot.itemStartNumber + inventoryWidth * k) {
                        if(((slot.itemStartNumber + inventoryWidth * i + j ) % inventoryWidth == 0) && item.width != 1) {
                            return false;
                        }
                    }
                }
                //Last check is only used sometimes
                //Checks to see if there's already something in the slots
                if(!skipLastCheck) {
                    if(items[slot.itemStartNumber + inventoryWidth * i + j].itemStartNumber != slot.itemStartNumber + inventoryWidth * i + j) {
                        return false;
                    }
                }
                else {
                    List<int> counter = new List<int>();
                    for(int l = 0; l < item.height; l++) {
                        for(int m = 0; m < item.width; m++) {
                            if((slot.itemStartNumber + inventoryWidth * (item.height - 1) + (item.width - 1)) < items.Count - 1 && items[slot.itemStartNumber + inventoryWidth * l + m].itemStartNumber != slot.itemStartNumber && items[slot.itemStartNumber + inventoryWidth * l + m].item.itemName != "" && !counter.Contains(items[slot.itemStartNumber + inventoryWidth * l + m].itemStartNumber)) {
                                counter.Add(items[slot.itemStartNumber + inventoryWidth * l + m].itemStartNumber);
                            }
                        }
                    }
                    if(counter.Count > 1) {
                        //return false if there's more than one item
                        return false;
                    }
                    else if(counter.Count == 1) {
                        return true;
                    }
                }
            }
        }
        return true;
    }

    当物品状态为可添加时,添加进slot,根据width*height尺寸进行添加

for(int l = 0; l < item.height; l++) {
                        for(int m = 0; m < item.width; m++) {
                            //First we add the items to the slots the it fills and set their slots to clear
                            items[i + inventoryWidth * l + m].item = DeepCopy(item);
                            items[i + inventoryWidth * l + m].itemStartNumber = i;
                            items[i + inventoryWidth * l + m].GetComponent<Image>().color = Color.clear;
                            items[i + inventoryWidth * l + m].stacksizeText.gameObject.SetActive(false);
                            //If it's the first index of the added item
                            if(items.IndexOf(items[i + inventoryWidth * l + m]) == i) {
                                SetSlotImageSprite(items[i + inventoryWidth * l + m], item.icon);
                                items[i + inventoryWidth * l + m].itemFrame.gameObject.SetActive(true);
                                items[i + inventoryWidth * l + m].itemFrame.GetComponent<CanvasGroup>().interactable = true;
                                items[i + inventoryWidth * l + m].itemFrame.GetComponent<CanvasGroup>().blocksRaycasts = true;
                                items[i + inventoryWidth * l + m].GetComponent<CanvasGroup>().blocksRaycasts = true;
                                items[i + inventoryWidth * l + m].itemFrame.rectTransform.sizeDelta = new Vector2(item.width * slotIconSize, item.height * slotIconSize);
                                //If the item is stackable
                                if(item.stackable) {
                                    items[i + inventoryWidth * l + m].stacksizeText.gameObject.SetActive(true);
                                    items[i + inventoryWidth * l + m].stacksizeText.text = item.stackSize.ToString();
                                }
                                //The item is unidentified
                                if(item.unidentified) {
                                    items[i + inventoryWidth * l + m].itemImage.color = Color.red;
                                    items[i + inventoryWidth * l + m].unidentified.gameObject.SetActive(true);
                                }
                            }
                        }
                    }

      2.物品是否存在物品

          当物品存在物品时,需要对存在物品的占用尺寸进行判断(int slot=indexof(item)),当slot存在物品时,遍历slot.count 获取空栏位并存放,另外一种情况是当玩家处于dragging状态时,可以对物品进行替换,存放在物品的方式一般为

Items[slot.itemStartNumber + inventoryWidth * l + m].item.variables

转载:https://blog.csdn.net/songfei_dream/article/details/103793854
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