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.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UI : MonoBehaviour
{
[SerializeField] private GameObject characterUI;
public UI_itemTooltip itemToolTip;
public UI_statToolTip statToopTip;
public void Start()
{
//itemToolTip = characterUI.GetComponentInChildren<UI_itemTooltip>();
//statToopTip = characterUI.GetComponentInChildren<UI_statToolTip>();
}
public void SwitchTo(GameObject _menu)
{
for(int i = 0;i < transform.childCount;i++)
{
transform.GetChild(i).gameObject.SetActive(false);
}
if(_menu != null)
{
_menu.SetActive(true);
}
}
}
UI_statTooltip.cs
cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class UI_statToolTip : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI description;
public void ShowStatToolTip(string _text)
{
Debug.Log(3);
if (_text == null)
return;
Debug.Log(4);
description.text = _text;
gameObject.SetActive(true);
}
public void HideStatToolTip()
{
description.text = "";
gameObject.SetActive(false);
}
}
UI_statslot.cs
cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
public class UI_statslot : MonoBehaviour,IPointerEnterHandler,IPointerExitHandler
{
private UI ui;
[SerializeField] private StatType statType;
[SerializeField] private TextMeshProUGUI statValueText;
[SerializeField] private TextMeshProUGUI statNameText;
[TextArea]
[SerializeField] private string statDescription;
private void OnValidate()
{
gameObject.name = "Stat - " + statType.ToString();
if(statNameText != null)
{
statNameText.text = statType.ToString();
}
}
private void Start()
{
UpdateStatValueUI();
ui = GetComponentInParent<UI>();
}
public void UpdateStatValueUI()
{
PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();
if(playerStats != null)
{
statValueText.text = playerStats.GetStats(statType).GetValue().ToString();
if (statType == StatType.Health)
statValueText.text = playerStats.GetMaxHealthValue().ToString();
if (statType == StatType.damage)
statValueText.text = (playerStats.damage.GetValue()+playerStats.strength.GetValue()).ToString();
if (statType == StatType.critPower)
statValueText.text = (playerStats.critPower.GetValue() + playerStats.strength.GetValue()).ToString();
if (statType == StatType.critChance)
statValueText.text = (playerStats.critChance.GetValue() + playerStats.agility.GetValue()).ToString();
if (statType == StatType.evasion)
statValueText.text = (playerStats.evasion.GetValue() + playerStats.agility.GetValue()).ToString();
if (statType == StatType.magicResistance)
statValueText.text = (playerStats.magicResistance.GetValue() + playerStats.intelligence.GetValue()*3).ToString();
}
}
public void OnPointerEnter(PointerEventData eventData)
{
if (statDescription == null)
return;
Debug.Log("1");
ui.statToopTip.ShowStatToolTip(statDescription);
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("2");
ui.statToopTip.HideStatToolTip();
}
}