项目02《游戏-10-开发》Unity3D

【完成本集功能后共享1-10集整套代码】

基于 项目02《游戏-09-开发》Unity3D ,

任务:传送至其他场景,

首先在场景中加入传送门,

设置人物标签,

using UnityEngine;

using UnityEngine.SceneManagement;

using static UIManager;

public class T : MonoBehaviour{

void OnTriggerEnter(Collider other){

// 检查是否与标签为 "Player" 的对象发生碰撞

if (other.CompareTag("Player")){

// 异步加载场景

AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene02");

GameObject player = GameObject.FindGameObjectWithTag("Player");

if (player != null){

player.transform.position = new Vector3(13f, 13f, 8f);

player.transform.rotation = Quaternion.Euler(0f, -120f, 0f);

player.transform.localScale = new Vector3(1f, 1f, 1f);

}

UIManager.Instance.OpenPanel(UIConst.MainPanel);

}

}

}

即可实现传送,

放置新传送门,

打开角色预制体,在角色添加子物体Canvas,这样做是让人物传送至其他场景时层级的Canvas可以看到打开的UI,

设置Canvas分辨率,这样设置可以在打包之后同样显示正确的布局,

即完成传送功能,

下面把【项目02《游戏-01-开发》】到【项目02《游戏-10-开发》Unity3D】Unity3D 前10集

的脚本提供如下:

using UnityEngine;

public class CameraCtrl : MonoBehaviour{

public float dis;

public float height;

public float speed;

Transform target;

Vector3 targetPos;

void Start(){

target = MainGame.player.transform;

}

void Update(){

transform.LookAt(target.position + Vector3.up * 1.5f);

targetPos = target.forward * (-dis) + target.up * height + target.position;

}

void LateUpdate(){

transform.position = Vector3.Lerp(transform.position, targetPos, speed);

}

}

using UnityEngine;

public abstract class Living : MonoBehaviour{

public Animator Anim { get; set; }

protected virtual void InitValue() {

Anim = GetComponent<Animator>();

}

protected void Start(){

InitValue();

}

}

using UnityEngine;

using UnityEngine.InputSystem;

public class Player : Living{

float speed = 5;

float rotate;

bool isHoldRotate;//保持旋转角度

void Start(){

base.Start();

SetInput();

contro = GetComponent<CharacterController>();

}

CharacterController contro;

Controls action;

void SetInput(){

action = new Controls();

action.Enable();

action.PlayerCtrl.Move.started += Move;

action.PlayerCtrl.Move.performed += Move;

action.PlayerCtrl.Move.canceled += StopMove;

action.PlayerCtrl.Jump.started += Jump;

action.PlayerCtrl.Rotate.started += Rotate;

action.PlayerCtrl.Rotate.performed += Rotate;

action.PlayerCtrl.HoldRotate.performed += HoldRotate;

action.PlayerCtrl.HoldRotate.canceled += HoldRotate;

action.PlayerAtt.SwordOut.started += SwordOut;

action.PlayerAtt.Att.started += Attack;

}

void Attack(InputAction.CallbackContext obj){

if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight")){

Anim.SetInteger("AttackID", 1);

Anim.SetTrigger("AttackTrigger");

}

else{

int num = Anim.GetInteger("AttackID");

if (num == 6)

return;

if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Attack_" + num))

Anim.SetInteger("AttackID", num + 1);

}

}

void SwordOut(InputAction.CallbackContext obj){

Anim.SetBool("IsSwordOut", !Anim.GetBool("IsSwordOut"));

}

void HoldRotate(InputAction.CallbackContext obj){

if (obj.phase == InputActionPhase.Canceled)

isHoldRotate = false;

else

isHoldRotate = true;

}

void Rotate(InputAction.CallbackContext obj){

rotate = obj.ReadValue<float>();

}

void Jump(InputAction.CallbackContext obj){

Anim.SetTrigger("JumpTrigger");

}

void StopMove(InputAction.CallbackContext obj){

Anim.SetBool("IsRun", false);

}

void Move(InputAction.CallbackContext obj){

Anim.SetBool("IsRun", true);

}

void Ctrl(){

if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Sprint") ||

Anim.GetCurrentAnimatorStateInfo(0).IsName("Run") ||

Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_ver_A") ||

Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight")){

float f = action.PlayerCtrl.Move.ReadValue<float>();

contro.Move(transform.forward * f * Time.deltaTime * speed);

contro.Move(transform.up * -9.8f * Time.deltaTime);

if (isHoldRotate)

transform.Rotate(transform.up * rotate * 0.13f);

}

}

void Update(){

Ctrl();

}

}

using System.Collections.Generic;

using UnityEngine;

using static UIManager;

public class MainGame : MonoBehaviour{

public static Player player;

void Awake(){

player = GameObject.Find("Player").GetComponent<Player>();

//背包系统

_instance = this;

DontDestroyOnLoad(gameObject);

}

//背包系统

static MainGame _instance;

PackageTable packageTable;

public static MainGame Instance{

get{

return _instance;

}

}

void Start(){

UIManager.Instance.OpenPanel(UIConst.MainPanel);

}

//对静态数据加载

public PackageTable GetPackageTable(){

if (packageTable == null)

packageTable = Resources.Load<PackageTable>("TableData/PackageTable");

return packageTable;

}

//对动态数据加载

public List<PackageLocalItem> GetPackageLocalData(){

return PackageLocalData.Instance.LoadPackage();

}

//根据ID去表格中拿到指定的数据

public PackageTableItem GetPackageItemById(int id){

List<PackageTableItem> packageDataList = GetPackageTable().dataList;

foreach (PackageTableItem item in packageDataList){

if (item.id == id)

return item;

}

return null;

}

//根据uid去本地数据中拿到动态数据

public PackageLocalItem GetPackageLocalItemByUId(string uid){

List<PackageLocalItem> packageDataList = GetPackageLocalData();

foreach (PackageLocalItem item in packageDataList){

if (item.uid == uid)

return item;

}

return null;

}

public List<PackageLocalItem> GetSortPackageLocalData(){

List<PackageLocalItem> localItems = PackageLocalData.Instance.LoadPackage();

localItems.Sort(new PackageItemComparer());//添加

return localItems;

}

public class PackageItemComparer : IComparer<PackageLocalItem>{

public int Compare(PackageLocalItem a, PackageLocalItem b){

PackageTableItem x = MainGame.Instance.GetPackageItemById(a.id);

PackageTableItem y = MainGame.Instance.GetPackageItemById(b.id);

//首先按star从大到小排序

int starComparison = y.star.CompareTo(x.star);

//如果star相同,则按id从大到小排序

if (starComparison == 0){

int idComparison = y.id.CompareTo(x.id);

if (idComparison == 0)

return b.level.CompareTo(a.level);

return idComparison;

}

return starComparison;

}

}

//添加抽卡阶段字段

public class GameConst {

//武器类型

public const int PackageTypeWeapon = 1;

//食物类型

public const int PackageTypeFood = 2;

}

//添加抽卡阶段

//根据类型获取配置的表格数据

public List<PackageTableItem> GetPackageTableByType(int type){

List<PackageTableItem> packageItems = new List<PackageTableItem>();

foreach (PackageTableItem packageItem in GetPackageTable().dataList){

if (packageItem.type == type)

packageItems.Add(packageItem);

}

return packageItems;

}

//添加抽卡阶段具体逻辑 随机抽卡,获得一件武器

public PackageLocalItem GetLotteryRandom1(){

List<PackageTableItem> packageItems = GetPackageTableByType(GameConst.PackageTypeWeapon);

int index = Random.Range(0, packageItems.Count);

PackageTableItem packageItem = packageItems[index];

PackageLocalItem packageLocalItem = new(){

uid = System.Guid.NewGuid().ToString(),

id = packageItem.id,

num = 1,

level = 1,

isNew = CheckWeaponIsNew(packageItem.id),

};

PackageLocalData.Instance.items.Add(packageLocalItem);

PackageLocalData.Instance.SavePackage();

return packageLocalItem;

}

public bool CheckWeaponIsNew(int id) {

foreach (PackageLocalItem packageLocalItem in GetPackageLocalData()) {

if (packageLocalItem.id == id)

return false;

}

return true;

}

//随机抽卡 十连抽

public List<PackageLocalItem> GetLotteryRandom10(bool sort = false) {

//随机抽卡

List<PackageLocalItem> packageLocalItems = new();

for (int i = 0; i < 10; i++) {

PackageLocalItem packageLocalItem = GetLotteryRandom1();

packageLocalItems.Add(packageLocalItem);

}

//武器排序

if (sort)

packageLocalItems.Sort(new PackageItemComparer());

return packageLocalItems;

}

//添加删除背包道具方法

public void DeletePackageItems(List<string> uids) {

foreach(string uid in uids)

DeletePackageItem(uid,false);

PackageLocalData.Instance.SavePackage();

}

public void DeletePackageItem(string uid, bool needSave = true) {

PackageLocalItem packageLocalItem = GetPackageLocalItemByUId(uid);

if (packageLocalItem == null)

return;

PackageLocalData.Instance.items.Remove(packageLocalItem);

if (needSave)

PackageLocalData.Instance.SavePackage();

}

}

using System.Collections.Generic;

using UnityEngine;

public class UIManager{

static UIManager _instance;

Transform _uiRoot;

//路径配置字典

Dictionary<string, string> pathDict;

//预制体缓存字典

Dictionary<string, GameObject> prefabDict;

//已打开界面的缓存字典

public Dictionary<string, BasePanel> panelDict;

public static UIManager Instance{

get{

if (_instance == null)

_instance = new UIManager();

return _instance;

}

}

public Transform UIRoot{

get{

if (_uiRoot == null){

if (GameObject.Find("Canvas"))

_uiRoot = GameObject.Find("Canvas").transform;

else

_uiRoot = new GameObject("Canvas").transform;

};

return _uiRoot;

}

}

UIManager(){

InitDicts();

}

void InitDicts(){

prefabDict = new Dictionary<string, GameObject>();

panelDict = new Dictionary<string, BasePanel>();

pathDict = new Dictionary<string, string>(){

{ UIConst.PackagePanel,"Package/PackagePanel"},//**

//添加抽卡路径

{ UIConst.LotteryPanel,"Lottery/LotteryPanel"},

//添加主页面转换路径

{ UIConst.MainPanel,"MainPanel"},

};

}

public BasePanel GetPanel(string name){

BasePanel panel = null;

//检查是否已打开

if (panelDict.TryGetValue(name, out panel))

return panel;

return null;

}

public BasePanel OpenPanel(string name){

BasePanel panel = null;

//检查是否已打开

if (panelDict.TryGetValue(name, out panel)){

Debug.Log($"界面已打开 {name}");

return null;

}

//检查路径是否配置

string path = "";

if (!pathDict.TryGetValue(name, out path)){

Debug.Log($"界面名称错误 或未配置路径 {name}");

return null;

}

//使用缓存的预制体

GameObject panelPrefab = null;

if (!prefabDict.TryGetValue(name, out panelPrefab)){

string realPath = "Prefabs/Panel/" + path;

panelPrefab = Resources.Load<GameObject>(realPath) as GameObject;

prefabDict.Add(name, panelPrefab);

}

//打开界面

GameObject panelObject = GameObject.Instantiate(panelPrefab, UIRoot, false);

panel = panelObject.GetComponent<BasePanel>();

panelDict.Add(name, panel);

panel.OpenPanel(name);

return panel;

}

//关闭界面

public bool ClosePanel(string name){

BasePanel panel = null;

if (!panelDict.TryGetValue(name, out panel)){

Debug.LogError($"界面未打开 {name}");

return false;

}

panel.ClosePanel();

return true;

}

public class UIConst{

//配置常量

public const string PackagePanel = "PackagePanel";//**

//添加抽卡阶段

public const string LotteryPanel = "LotteryPanel";

//添加抽卡的主界面阶段

public const string MainPanel = "MainPanel";

}

}

using UnityEngine;

public class BasePanel : MonoBehaviour{

protected bool isRemove = false;

protected new string name;

protected virtual void Awake() { }

public virtual void SetActive(bool active){

gameObject.SetActive(active);

}

public virtual void OpenPanel(string name){

this.name = name;

SetActive(true);

}

public virtual void ClosePanel(){

isRemove = true;

SetActive(false);

Destroy(gameObject);

//移除缓存 表示界面未打开

if (UIManager.Instance.panelDict.ContainsKey(name))

UIManager.Instance.panelDict.Remove(name);

}

}

using System;

using System.Collections.Generic;

using UnityEditor;

using UnityEngine;

using static UIManager;

public class GMCmd{

[MenuItem("CMCmd/读取表格")]

public static void ReadTable(){

PackageTable packageTable = Resources.Load<PackageTable>("TableData/PackageTable");

foreach (PackageTableItem packageItem in packageTable.dataList)

Debug.Log(string.Format($"[id] {packageItem.id} [name] {packageItem.name}"));

}

[MenuItem("CMCmd/创建背包测试数据")]

public static void CreateLocalPackageData(){

//保存数据

PackageLocalData.Instance.items = new List<PackageLocalItem>();

for (int i = 1; i < 9; i++){

PackageLocalItem packageLocalItem = new(){

uid = Guid.NewGuid().ToString(),

id = i,

num = i,

level = i,

isNew = i % 2 == i

};

PackageLocalData.Instance.items.Add(packageLocalItem);

}

PackageLocalData.Instance.SavaPackage();

}

[MenuItem("CMCmd/读取背包测试数据")]

public static void ReadLocalPackageData(){

//读取数据

List<PackageLocalItem> readItems = PackageLocalData.Instance.LoadPackage();

foreach (PackageLocalItem item in readItems)

Debug.Log(item);

}

[MenuItem("CMCmd/打开背包主界面")]

public static void OpenPackagePanel(){

UIManager.Instance.OpenPanel(UIConst.PackagePanel);

}

}

using UnityEngine;

using UnityEngine.UI;

public class LotteryCell : MonoBehaviour{

Transform UIImage;

Transform UIStars;

Transform UINew;

PackageLocalItem packageLocalItem;

PackageTableItem packageTableItem;

LotteryPanel uiParent;

void Awake(){

InitUI();

}

void InitUI(){

UIImage = transform.Find("Center/Image");

UIStars = transform.Find("Bottom/Stars");

UINew = transform.Find("Top/New");

UINew.gameObject.SetActive(false);

}

public void Refresh(PackageLocalItem packageLocalItem, LotteryPanel uiParent) {

//数据初始化

this.packageLocalItem = packageLocalItem;

this.packageTableItem = MainGame.Instance.GetPackageItemById(this.packageLocalItem.id);

this.uiParent = uiParent;

//刷新UI信息

RefreshImage();

}

void RefreshImage() {

Texture2D t = (Texture2D)Resources.Load(this.packageTableItem.imagePath);

Sprite temp = Sprite.Create(t, new Rect(0, 0, t.width, t.height), new Vector2(0, 0));

UIImage.GetComponent<Image>().sprite = temp;

}

public void RefreshStars() {

for (int i = 0; i < UIStars.childCount; i++) {

Transform star = UIStars.GetChild(i);

if (this.packageTableItem.star > i)

star.gameObject.SetActive(true);

else

star.gameObject.SetActive(false);

}

}

}

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.UI;

public class LotteryPanel : BasePanel{

Transform UIClose;

Transform UICenter;

Transform UILottery10;

Transform UILottery1;

GameObject LotteryCellPrefab;

protected override void Awake(){

base.Awake();

InitUI();

InitPrefab();

}

void InitUI() {

UIClose = transform.Find("TopRight/Close");

UICenter = transform.Find("Center");

UILottery10 = transform.Find("Bottom/Lottery10");

UILottery1 = transform.Find("Bottom/Lottery1");

UILottery10.GetComponent<Button>().onClick.AddListener(OnLottert10Btn);

UILottery1.GetComponent<Button>().onClick.AddListener(OnLottert1Btn);

UIClose.GetComponent<Button>().onClick.AddListener (OnClose);

}

void OnClose(){

print(">>>>>>>> OnClose");

ClosePanel();

UIManager.Instance.OpenPanel(UIManager.UIConst.MainPanel);

}

void OnLottert1Btn(){

print(">>>>>>>> OnLottert1Btn");

//销毁原本的卡片

for (int i = 0; i < UICenter.childCount; i++)

Destroy(UICenter.GetChild(i).gameObject);

//抽卡获得一张新的物品

PackageLocalItem item = MainGame.Instance.GetLotteryRandom1();

Transform LotteryCellTran = Instantiate(LotteryCellPrefab.transform, UICenter) as Transform;

// 对卡片做信息展示刷新

LotteryCell lotteryCell = LotteryCellTran.GetComponent<LotteryCell>();

lotteryCell.Refresh(item, this);

}

void OnLottert10Btn(){

print(">>>>>>>> OnLottert10Btn");

List<PackageLocalItem> packageLocalItems = MainGame.Instance.GetLotteryRandom10(sort: true);

for (int i = 0; i < UICenter.childCount; i++)

Destroy(UICenter.GetChild(i).gameObject);

foreach (PackageLocalItem item in packageLocalItems){

Transform LotteryCellTran = Instantiate(LotteryCellPrefab.transform, UICenter) as Transform;

// 对卡片做信息展示刷新

LotteryCell lotteryCell = LotteryCellTran.GetComponent<LotteryCell>();

lotteryCell.Refresh(item, this);

}

}

void InitPrefab() {

LotteryCellPrefab = Resources.Load("Prefabs/Panel/Lottery/LotteryItem") as GameObject;

}

}

using UnityEditor;

using UnityEngine;

using UnityEngine.UI;

public class MainPanel : BasePanel{

Transform UILottery;

Transform UIPackage;

Transform UIQuitBtn;

protected override void Awake(){

base.Awake();

InitUI();

}

void InitUI(){

UILottery = transform.Find("Top/LotteryBtn");

UIPackage = transform.Find("Top/PackageBtn");

UIQuitBtn = transform.Find("BottomLeft/QuitBtn");

UILottery.GetComponent<Button>().onClick.AddListener(OnBtnLottery);

UIPackage.GetComponent<Button>().onClick.AddListener(OnBtnPackage);

UIQuitBtn.GetComponent<Button>().onClick.AddListener(OnQuitGame);

}

void OnQuitGame(){

print(">>>>> OnQuitGame");

//EditorApplication.isPlaying = false;

Application.Quit();

}

void OnBtnPackage(){

print(">>>>> OnBtnPackage");

UIManager.Instance.OpenPanel(UIManager.UIConst.PackagePanel);

ClosePanel();

}

void OnBtnLottery(){

print(">>>>> OnBtnLottery");

UIManager.Instance.OpenPanel(UIManager.UIConst.LotteryPanel);

ClosePanel();

}

}

using UnityEngine;

using UnityEngine.EventSystems;

using UnityEngine.UI;

public class PackageCell : MonoBehaviour,IPointerClickHandler,IPointerEnterHandler,IPointerExitHandler{

Transform UIIcon;

Transform UIHead;

Transform UINew;

Transform UISelect;

Transform UILevel;

Transform UIStars;

Transform UIDeleteSelect;

//添加

Transform UISelectAni;

Transform UIMouseOverAni;

//动态数据

PackageLocalItem packageLocalData;

//静态数据

PackageTableItem packageTableItem;

//父物体也就是PackagePanel本身

PackagePanel uiParent;

void Awake(){

InitUIName();

}

void InitUIName(){

UIIcon = transform.Find("Top/Icon");

UIHead = transform.Find("Top/Head");

UINew = transform.Find("Top/New");

UILevel = transform.Find("Bottom/LevelText");

UIStars = transform.Find("Bottom/Stars");

UISelect = transform.Find("Select");

UIDeleteSelect = transform.Find("DeleteSelect");

//添加

UIMouseOverAni = transform.Find("MouseOverAni");

UISelectAni = transform.Find("SelectAni");

UIDeleteSelect.gameObject.SetActive(false);

//添加

UIMouseOverAni.gameObject.SetActive(false);

UISelectAni.gameObject.SetActive(false);

}

//刷新

public void Refresh(PackageLocalItem packageLocalData, PackagePanel uiParent){

//数据初始化

this.packageLocalData = packageLocalData;

this.packageTableItem = MainGame.Instance.GetPackageItemById(packageLocalData.id);

this.uiParent = uiParent;

//等级信息

UILevel.GetComponent<Text>().text = "Lv." + this.packageLocalData.level.ToString();

//是否是新获得?

UINew.gameObject.SetActive(this.packageLocalData.isNew);

Debug.Log("ImagePath: " + this.packageTableItem.imagePath);

//物品的图片

Texture2D t = (Texture2D)Resources.Load(this.packageTableItem.imagePath);

if (t != null){

Sprite temp = Sprite.Create(t, new Rect(0, 0, t.width, t.height), new Vector2(0, 0));

// 继续处理 Sprite 对象

UIIcon.GetComponent<Image>().sprite = temp;

}

else{

// 处理纹理加载失败的情况

Debug.LogError("Failed to load texture.");

}

//刷新星级

RefreshStars();

}

//刷新星级

public void RefreshStars(){

for (int i = 0; i < UIStars.childCount; i++){

Transform star = UIStars.GetChild(i);

if (this.packageTableItem.star > i)

star.gameObject.SetActive(true);

else

star.gameObject.SetActive(false);

}

}

public void OnPointerClick(PointerEventData eventData){

//if (this.uiParent.ChooseUid == this.packageLocalData.uid)

// return;

//根据点击设置最新的uid 进而刷新详情界面

//this.uiParent.ChooseUid = this.packageLocalData.uid;

//UISelectAni.gameObject.SetActive(true);

//UISelectAni.GetComponent<Animator>().SetTrigger("In");

//添加删除方法:

if(this.uiParent.curMode == PackageMode.delete)

this.uiParent.AddChooseDeleteUid(this.packageLocalData.uid);

if (this.uiParent.ChooseUid == this.packageLocalData.uid)

return;

//根据点击设置最新的uid -> 进而刷新详情界面

this.uiParent.ChooseUid = this.packageLocalData.uid;

UISelectAni.gameObject.SetActive(true);

UISelectAni.GetComponent<Animator>().SetTrigger("In");

}

public void OnPointerEnter(PointerEventData eventData){

UIMouseOverAni.gameObject.SetActive(true);

UIMouseOverAni.GetComponent<Animator>().SetTrigger("In");

}

public void OnPointerExit(PointerEventData eventData){

Debug.Log($"OnPointerExit {eventData.ToString()}");

}

//添加删除方法

public void RefershDeleteState() {

if (this.uiParent.deleteChooseUid.Contains(this.packageLocalData.uid))

this.UIDeleteSelect.gameObject.SetActive(true);

else

this.UIDeleteSelect.gameObject.SetActive(false);

}

}

using UnityEngine;

using UnityEngine.UI;

public class PackageDetail : MonoBehaviour{

Transform UIStars;

Transform UIDescription;

Transform UIIcon;

Transform UITitle;

Transform UILevelText;

Transform UISkillDescription;

PackageLocalItem packageLocalData;

PackageTableItem packageTableItem;

PackagePanel uiParent;

void Awake(){

InitUIName();

Test();

}

void Test() {

Refresh(MainGame.Instance.GetPackageLocalData()[7], null);

}

void InitUIName(){

UIStars = transform.Find("Center/Stars");

UIDescription = transform.Find("Center/Description");

UIIcon = transform.Find("Center/Icon");

UITitle = transform.Find("Top/Title");

UILevelText = transform.Find("Bottom/LevelPnl/LevelText");

UISkillDescription = transform.Find("Bottom/Description");

}

public void Refresh(PackageLocalItem packageLocalData, PackagePanel uiParent) {

//初始化:动态数据,静态数据,父物品逻辑

this.packageLocalData = packageLocalData;

this.packageTableItem = MainGame.Instance.GetPackageItemById(packageLocalData.id);

this.uiParent = uiParent;

//等级

UILevelText.GetComponent<Text>().text = string.Format($"Lv.{this.packageLocalData.level.ToString()}");

//简短描述

UIDescription.GetComponent<Text>().text = this.packageTableItem.description;

//详细描述

UISkillDescription.GetComponent<Text>().text = this.packageTableItem.skillDescription;

//物品名称

UITitle.GetComponent<Text>().name = this.packageTableItem.name;

//图片加载

Texture2D t = (Texture2D)Resources.Load(this.packageTableItem.imagePath);

Sprite temp = Sprite.Create(t, new Rect(0, 0, t.width, t.height), new Vector2(0, 0));

UIIcon.GetComponent<Image>().sprite = temp;

//星级处理

RefreshStars();

}

public void RefreshStars(){

for (int i = 0; i < UIStars.childCount; i++) {

Transform star = UIStars.GetChild(i);

if(this.packageTableItem.star > i)

star.gameObject.SetActive(true);

else

star.gameObject.SetActive(false);

}

}

}

using System.Collections.Generic;

using UnityEngine;

public class PackageLocalData{

static PackageLocalData _instance;

public static PackageLocalData Instance{

get{

if (_instance == null)

_instance = new PackageLocalData();

return _instance;

}

}

//存

public List<PackageLocalItem> items;

public void SavaPackage(){

string inventoryJson = JsonUtility.ToJson(this);

PlayerPrefs.SetString("PackageLocalData", inventoryJson);

PlayerPrefs.Save();

}

//取

public List<PackageLocalItem> LoadPackage(){

if (items != null)

return items;

if (PlayerPrefs.HasKey("PackageLocalData")){

string inventoryJson = PlayerPrefs.GetString("PackageLocalData");

PackageLocalData packageLocalData = JsonUtility.FromJson<PackageLocalData>(inventoryJson);

items = packageLocalData.items;

return items;

}

else{

items = new List<PackageLocalItem>();

return items;

}

}

//添加抽卡阶段

public void SavePackage(){

string inventoryJson = JsonUtility.ToJson(this);

PlayerPrefs.SetString("PackageLocalData", inventoryJson);

PlayerPrefs.Save();

}

}

[System.Serializable]

public class PackageLocalItem{

public string uid;

public int id;

public int num;

public int level;

public bool isNew;

public override string ToString(){

return string.Format($"[id] {id} [num] {num}");

}

}

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.UI;

public enum PackageMode{

normal,

delete,

sort,

}

public class PackagePanel : BasePanel{

Transform UIMenu;

Transform UIMenuWeapon;

Transform UIMenuFood;

Transform UITabName;

Transform UICloseBtn;

Transform UICenter;

Transform UIScrollView;

Transform UIDetailPanel;

Transform UILeftBtn;

Transform UIRightBtn;

Transform UIDeletePanel;

Transform UIDeleteBackBtn;

Transform UIDeleteInfoText;

Transform UIDeleteConfirmBtn;

Transform UIBottomMenus;

Transform UIDeleteBtn;

Transform UIDetailBtn;

//添加

public GameObject PackageUIItemPrefab;

//添加一列用来容纳所有被选中的物品uid

public List<string> deleteChooseUid;

//添加删除属性

public PackageMode curMode = PackageMode.normal;

public void AddChooseDeleteUid(string uid) {

this.deleteChooseUid ??= new List<string>();

if(!this.deleteChooseUid.Contains(uid))

this.deleteChooseUid.Add(uid);

else

this.deleteChooseUid.Remove(uid);

RefreshDeletePanel();

}

//添加删除选中项

void RefreshDeletePanel(){

RectTransform scrollContent = UIScrollView.GetComponent<ScrollRect>().content;

foreach(Transform cell in scrollContent){

PackageCell packageCell = cell.GetComponent<PackageCell>();

//todo: 物品刷新选中状态

packageCell.RefershDeleteState();

}

}

//添加 表示当前选中的物品时哪一个uid

string _chooseUid;

public string ChooseUid {

get { return _chooseUid; }

set {

_chooseUid = value;

RefreshDetail();

}

}

void RefreshDetail() {

//找到uid对应的动态数据

PackageLocalItem localItem = MainGame.Instance.GetPackageLocalItemByUId(ChooseUid);

//刷新详情界面

UIDetailPanel.GetComponent<PackageDetail>().Refresh(localItem, this);

}

override protected void Awake(){

base.Awake();

InitUI();

}

//添加1

void Start(){

RefreshUI();

}

//添加1

void RefreshUI(){

RefreshScroll();

}

//添加1

void RefreshScroll(){

//清理滚动容器中原本的物品

RectTransform scrollContent = UIScrollView.GetComponent<ScrollRect>().content;

for (int i = 0; i < scrollContent.childCount; i++)

Destroy(scrollContent.GetChild(i).gameObject);

//获取本地数据的方法拿到自己身上背包数据 并且根据背包数据初始化滚动容器

foreach (PackageLocalItem localData in MainGame.Instance.GetSortPackageLocalData()){

Transform PackageUIItem = Instantiate(PackageUIItemPrefab.transform, scrollContent) as Transform;

PackageCell packageCell = PackageUIItem.GetComponent<PackageCell>();

//添加2

packageCell.Refresh(localData, this);

}

}

void InitUI(){

InitUIName();

InitClick();

}

void InitUIName(){

UIMenu = transform.Find("TopCenter/Menu");

UIMenuWeapon = transform.Find("TopCenter/Menus/Weapon");

UIMenuFood = transform.Find("TopCenter/Menus/Food");

UITabName = transform.Find("LeftTop/TabName");

UICloseBtn = transform.Find("RightTop/Close");

UICenter = transform.Find("Center");

UIScrollView = transform.Find("Center/Scroll View");

UIDetailPanel = transform.Find("Center/DetailPanel");

UILeftBtn = transform.Find("Left/Button");

UIRightBtn = transform.Find("Right/Button");

UIDeletePanel = transform.Find("Bottom/DeletePanel");

UIDeleteBackBtn = transform.Find("Bottom/DeletePanel/Back");

UIDeleteInfoText = transform.Find("Bottom/DeletePanel/InfoText");

UIDeleteConfirmBtn = transform.Find("Bottom/DeletePanel/ConfirmBtn");

UIBottomMenus = transform.Find("Bottom/BottomMenus");

UIDeleteBtn = transform.Find("Bottom/BottomMenus/DeleteBtn");

UIDetailBtn = transform.Find("Bottom/BottomMenus/DetailBtn");

UIDeletePanel.gameObject.SetActive(false);

UIBottomMenus.gameObject.SetActive(true);

}

void InitClick(){

UIMenuWeapon.GetComponent<Button>().onClick.AddListener(OnClickWeapon);

UIMenuFood.GetComponent<Button>().onClick.AddListener(OnClickFood);

UICloseBtn.GetComponent<Button>().onClick.AddListener(OnClickClose);

UILeftBtn.GetComponent<Button>().onClick.AddListener(OnClickLeft);

UIRightBtn.GetComponent<Button>().onClick.AddListener(OnClickRight);

UIDeleteBackBtn.GetComponent<Button>().onClick.AddListener(OnDeleteBack);

UIDeleteConfirmBtn.GetComponent<Button>().onClick.AddListener(OnDeleteConfirm);

UIDeleteBtn.GetComponent<Button>().onClick.AddListener(OnDelete);

UIDetailBtn.GetComponent<Button>().onClick.AddListener(OnDetail);

}

void OnDetail(){

print(">>>>>>> OnDetail()");

}

//进入删除模式 ; 左下角删除按钮

void OnDelete(){

print(">>>>>>> OnDelete()");

curMode = PackageMode.delete;

UIDeletePanel.gameObject.SetActive(true);

}

//确认删除

void OnDeleteConfirm(){

print(">>>>>>> OnDeleteConfirm()");

if (this.deleteChooseUid == null)

return;

if (this.deleteChooseUid.Count == 0)

return;

MainGame.Instance.DeletePackageItems(this.deleteChooseUid);

//删除完成后刷新整个背包页面

RefreshUI();

}

//退出删除模式

void OnDeleteBack(){

print(">>>>>>> OnDeleteBack()");

curMode = PackageMode.normal;

UIDeletePanel.gameObject.SetActive(false);

//重置选中的删除列表

deleteChooseUid = new List<string>();

//刷新选中状态

RefreshDeletePanel();

}

void OnClickRight(){

print(">>>>>>> OnClickRight()");

}

void OnClickLeft(){

print(">>>>>>> OnClickLeft()");

}

void OnClickWeapon(){

print(">>>>>>> OnClickWeapon()");

}

void OnClickFood(){

print(">>>>>>> OnClickFood()");

}

void OnClickClose(){

ClosePanel();

UIManager.Instance.OpenPanel(UIManager.UIConst.MainPanel);

}

}

using System.Collections.Generic;

using UnityEngine;

[CreateAssetMenu(menuName = "Water/PackageTable", fileName = "PackageTable")]

public class PackageTable : ScriptableObject{

public List<PackageTableItem> dataList = new List<PackageTableItem>();

}

[System.Serializable]

public class PackageTableItem{

public int id;

public int type;

public int star;

public string name;

public string description;

public string skillDescription;

public string imagePath;

}

using UnityEngine;

using UnityEngine.SceneManagement;

using static UIManager;

public class T : MonoBehaviour{

void OnTriggerEnter(Collider other){

// 检查是否与标签为 "Player" 的对象发生碰撞

if (other.CompareTag("Player")){

// 异步加载场景

AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene02");

GameObject player = GameObject.FindGameObjectWithTag("Player");

if (player != null){

player.transform.position = new Vector3(13f, 13f, 8f);

player.transform.rotation = Quaternion.Euler(0f, -120f, 0f);

player.transform.localScale = new Vector3(1f, 1f, 1f);

}

UIManager.Instance.OpenPanel(UIConst.MainPanel);

}

}

}

using UnityEngine;

using UnityEngine.SceneManagement;

public class TBack : MonoBehaviour{

void OnTriggerEnter(Collider other){

// 检查是否与标签为 "Player" 的对象发生碰撞

if (other.CompareTag("Player")){

GameObject player = GameObject.FindGameObjectWithTag("Player");

if (player != null){

// 将玩家物理状态重置为默认值

Rigidbody playerRigidbody = player.GetComponent<Rigidbody>();

if (playerRigidbody != null){

playerRigidbody.velocity = Vector3.zero;

playerRigidbody.angularVelocity = Vector3.zero;

playerRigidbody.isKinematic = false;

}

// 异步加载场景

AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene04");

// 设置加载完成后的回调

asyncLoad.completed += (op) =>{

// 在加载完成后重新定位 Player 位置、旋转和尺寸

player.transform.position = new Vector3(100f, 10f, 120f);

player.transform.rotation = Quaternion.Euler(0f, 180f, 0f);

player.transform.localScale = new Vector3(1f, 1f, 1f);

};

}

}

}

}

End.

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