Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
UI_itemSlot.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class UI_itemSlot : MonoBehaviour
{
[SerializeField] private Image itemImage;
[SerializeField] private TextMeshProUGUI itemText;
public InventoryItem item;
public void UpdateSlots(InventoryItem _newItem)
{
item = _newItem;
itemImage.color = Color.white;
if (item != null)
{
itemImage.sprite = item.data.icon;
if (item.stackSize > 1)
{
itemText.text = item.stackSize.ToString();
}
else
{
itemText.text = "";
}
}
}
}
Inventory.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
public static Inventory instance;
public List<InventoryItem> inventoryItems;//inventoryItems类型的列表
public Dictionary<ItemData, InventoryItem> inventoryDictianory;//以ItemData为Key寻找InventoryItem的字典
[Header("Inventory UI")]
[SerializeField] private Transform inventorySlotParent;
private UI_itemSlot[] itemSlot;//UI Slot的数组
private void Awake()
{
if (instance == null)
instance = this;
else
Destroy(gameObject);
//防止多次创建Inventory
}
public void Start()
{
inventoryItems = new List<InventoryItem>();
inventoryDictianory = new Dictionary<ItemData, InventoryItem>();
itemSlot = inventorySlotParent.GetComponentsInChildren<UI_itemSlot>();//拿到的方式有点绕,显示拿到Canvas 里的 Inventory 然后通过GetComponentsInChildren拿到其下的使用UISlot
}
private void UpdateSlotUI()
{
for(int i = 0;i < inventoryItems.Count;i++ )
{
itemSlot[i].UpdateSlots(inventoryItems[i]);
}
}
public void AddItem(ItemData _item)//将物体存入Inventory的函数
{
if(inventoryDictianory.TryGetValue(_item,out InventoryItem value))
{
value.AddStack();
}//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
{
InventoryItem newItem = new InventoryItem(_item);
inventoryItems.Add(newItem);//填进列表里只有一次
inventoryDictianory.Add(_item, newItem);//同上
}
UpdateSlotUI();
}
public void RemoveItem(ItemData _item)//将物体剔除Inventory的函数
{
if(inventoryDictianory.TryGetValue(_item,out InventoryItem value))
{
if (value.stackSize <= 1)
{
inventoryItems.Remove(value);
inventoryDictianory.Remove(_item);
}
else
value.RemoveStack();
}
UpdateSlotUI();
}
}
ItemObject.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemObject : MonoBehaviour
{
private SpriteRenderer sr;
[SerializeField] private ItemData ItemData;
private void OnValidate()
//https://blog.csdn.net/paserity/article/details/130014259
//大抵就是在Unity加载脚本或检查器中的值更改时调用。实时更新资产文件,比如材质、shader
{
GetComponent<SpriteRenderer>().sprite = ItemData.icon;
gameObject.name = ItemData.name;
}
//private void Start()
//{
// sr = GetComponent<SpriteRenderer>();
// sr.sprite = ItemData.icon;
//}
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.GetComponent<Player>()!= null)
{
Inventory.instance.AddItem(ItemData);
Destroy(gameObject);
}
}
}