Unity3D仿星露谷物语开发33之光标位置可视化

1、目标

当从道具栏中拖出一个道具到地面的时候,光标区域会显示是否可放置物体的可视化显示。绿色表示可以放置物体,红色表示不可以放置物体。

2、优化InventoryManager脚本

添加2个方法:

cs 复制代码
    /// <summary>
    /// Returns the itemDetails(from the SO_ItemList)for the currently selected item in the inventoryLocation,
    /// or null if an item isn't selected
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <returns></returns>
    public ItemDetails GetSelectedInventoryItemDetails(InventoryLocation inventoryLocation)
    {
        int itemCode = GetSelectedInventoryItem(inventoryLocation);

        if(itemCode == -1)
        {
            return null;
        }
        else
        {
            return GetItemDetails(itemCode);
        }
    }

    /// <summary>
    /// Set the selected inventory item for inventoryLocation to itemCode
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <param name="itemCode"></param>
    public void SetSelectedInventoryItem(InventoryLocation inventoryLocation, int itemCode)
    {
        selectedInventoryItem[(int)inventoryLocation] = itemCode;  
    }

完整的代码如下:

cs 复制代码
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class InventoryManager : SingletonMonobehaviour<InventoryManager>
{
    private Dictionary<int, ItemDetails> itemDetailsDictionary;

    private int[] selectedInventoryItem; // the index of the array is the inventory list, and the value is the item code,表明每个位置对应被选中物品的code

    public List<InventoryItem>[] inventoryLists; // 每个位置的库存清单

    // 每个位置的库存数。 The index of the array is the inventory list(from the
    // InventoryLocation enum), and the value is the capacity of that inventory list
    [HideInInspector] public int[] inventoryListCapacityIntArray; 


    [SerializeField] private SO_ItemList itemList = null;

    protected override void Awake()
    {
        base.Awake();

        // Create Inventory lists
        CreateInventoryLists();

        // Create item details dictionary
        CreateItemDetailsDictionary();

        // Initialize selected inventory item array
        selectedInventoryItem = new int[(int)InventoryLocation.count];

        for(int i = 0; i < selectedInventoryItem.Length; i++)
        {
            selectedInventoryItem[i] = -1;
        }

    }

    private void CreateInventoryLists()
    {
        inventoryLists = new List<InventoryItem>[(int)InventoryLocation.count];

        for (int i = 0; i < (int)InventoryLocation.count; i++)
        {
            inventoryLists[i] = new List<InventoryItem>();
        }

        // initialize inventory list capacity array
        inventoryListCapacityIntArray = new int[(int)InventoryLocation.count];

        // initialize player inventory list capacity
        inventoryListCapacityIntArray[(int)InventoryLocation.player] = Settings.playerInitialInventoryCapacity;
    }

    /// <summary>
    /// Populates the itemDetailsDictionary from the scriptable object items list
    /// </summary>
    private void CreateItemDetailsDictionary()
    {
        itemDetailsDictionary = new Dictionary<int, ItemDetails>();

        foreach (ItemDetails itemDetails in itemList.itemDetails) 
        {
            itemDetailsDictionary.Add(itemDetails.itemCode, itemDetails);
        }
    }

    /// <summary>
    /// Add an item to the inventory list for the inventoryLocation and then destroy the gameObjectToDelete
    /// 角色拾取到物品后,物品需要消失掉
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <param name="item"></param>
    /// <param name="gameObjectToDelete"></param>
    public void AddItem(InventoryLocation inventoryLocation, Item item, GameObject gameObjectToDelete)
    {
        AddItem(inventoryLocation, item);

        Destroy(gameObjectToDelete);
    }


    /// <summary>
    /// Add an item to the inventory list for the inventoryLocation
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <param name="item"></param>
    public void AddItem(InventoryLocation inventoryLocation, Item item)
    {
        int itemCode = item.ItemCode;
        List<InventoryItem> inventoryList = inventoryLists[(int)inventoryLocation];

        // Check if inventory already contains the item
        int itemPosition = FindItemInInventory(inventoryLocation, itemCode);

        if(itemPosition != -1)
        {
            AddItemPosition(inventoryList, itemCode, itemPosition);
        }
        else
        {
            AddItemPosition(inventoryList, itemCode);
        }

        // Send event that inventory has been updated
        EventHandler.CallInventoryUpdatedEvent(inventoryLocation, inventoryLists[(int)inventoryLocation]);  
    }

    /// <summary>
    /// Add item to position in the inventory
    /// </summary>
    /// <param name="inventoryList"></param>
    /// <param name="itemCode"></param>
    /// <param name="position"></param>
    /// <exception cref="NotImplementedException"></exception>
    private void AddItemPosition(List<InventoryItem> inventoryList, int itemCode, int position)
    {
        InventoryItem inventoryItem = new InventoryItem();

        int quantity = inventoryList[position].itemQuantity + 1;
        inventoryItem.itemQuantity = quantity;
        inventoryItem.itemCode = itemCode;
        inventoryList[position] = inventoryItem;

        Debug.ClearDeveloperConsole();
        //DebugPrintInventoryList(inventoryList);
    }

    /// <summary>
    /// Get the item type description for an item type - returns the item type description as a string for a given ItemType
    /// </summary>
    /// <param name="itemType"></param>
    /// <returns></returns>
    public string GetItemTypeDescription(ItemType itemType)
    {
        string itemTypeDescription;
        switch (itemType)
        {
            case ItemType.Breaking_tool:
                itemTypeDescription = Settings.BreakingTool;
                break;
            case ItemType.Chopping_tool:
                itemTypeDescription = Settings.ChoppingTool;
                break;
            case ItemType.Hoeing_tool:
                itemTypeDescription = Settings.HoeingTool;
                break;
            case ItemType.Reaping_tool:
                itemTypeDescription = Settings.ReapingTool;
                break;
            case ItemType.Watering_tool:
                itemTypeDescription = Settings.WateringTool;
                break;
            case ItemType.Collecting_tool:
                itemTypeDescription = Settings.CollectingTool;
                break;

            default:
                itemTypeDescription = itemType.ToString();
                break;
        }

        return itemTypeDescription;
    }


    /// <summary>
    /// Remove an item from the inventory, and create a game object at the position it was dropped
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <param name="itemCode"></param>
    public void RemoveItem(InventoryLocation inventoryLocation, int itemCode)
    {
        List<InventoryItem> inventoryList = inventoryLists[(int)inventoryLocation];

        // Check if inventory already contains the item
        int itemPosition = FindItemInInventory(inventoryLocation, itemCode);

        if(itemPosition != -1)
        {
            RemoveItemAtPosition(inventoryList, itemCode, itemPosition);
        }

        // Send event that inventory has been updated
        EventHandler.CallInventoryUpdatedEvent(inventoryLocation, inventoryLists[(int)inventoryLocation]);

    }

    private void RemoveItemAtPosition(List<InventoryItem> inventoryList, int itemCode, int position)
    {
        InventoryItem inventoryItem = new InventoryItem();

        int quantity = inventoryList[position].itemQuantity - 1;

        if(quantity > 0)
        {
            inventoryItem.itemQuantity = quantity;
            inventoryItem.itemCode = itemCode;
            inventoryList[position] = inventoryItem;
        }
        else
        {
            inventoryList.RemoveAt(position);   
        }
    }

    /// <summary>
    /// Swap item at fromItem index with item at toItem index in inventoryLocation inventory list
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <param name="fromItem"></param>
    /// <param name="toItem"></param>
    public void SwapInventoryItems(InventoryLocation inventoryLocation, int fromItem, int toItem)
    {
        // if fromItem index and toItemIndex are within the bounds of the list, not the same, and greater than or equal to zero
        if(fromItem < inventoryLists[(int)inventoryLocation].Count && toItem < inventoryLists[(int)inventoryLocation].Count
            && fromItem != toItem && fromItem >= 0 && toItem >= 0)
        {
            InventoryItem fromInventoryItem = inventoryLists[(int)inventoryLocation][fromItem];
            InventoryItem toInventoryItem = inventoryLists[(int)inventoryLocation][toItem];

            inventoryLists[(int)inventoryLocation][toItem] = fromInventoryItem;
            inventoryLists[(int)inventoryLocation][fromItem] = toInventoryItem;

            // Send event that inventory has been updated
            EventHandler.CallInventoryUpdatedEvent(inventoryLocation, inventoryLists[(int)inventoryLocation]);
        }
    }


    private void DebugPrintInventoryList(List<InventoryItem> inventoryList)
    {
        foreach(InventoryItem inventoryItem in inventoryList)
        {
            Debug.Log("Item Description:" + InventoryManager.Instance.GetItemDetails(inventoryItem.itemCode).itemDescription + "    Item Quantity:" + inventoryItem.itemQuantity);
        }

        Debug.Log("*******************************************************************************");
    }

    /// <summary>
    /// Add item to the end of the inventory 
    /// </summary>
    /// <param name="inventoryList"></param>
    /// <param name="itemCode"></param>
    /// <exception cref="NotImplementedException"></exception>
    private void AddItemPosition(List<InventoryItem> inventoryList, int itemCode)
    {
        InventoryItem inventoryItem = new InventoryItem(); 

        inventoryItem.itemCode = itemCode;
        inventoryItem.itemQuantity = 1;
        inventoryList.Add(inventoryItem);

        //DebugPrintInventoryList(inventoryList);
    }



    /// <summary>
    /// Find if an itemCode is already in the inventory. Returns the item position
    /// in the inventory list, or -1 if the item is not in the inventory
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <param name="itemCode"></param>
    /// <returns></returns>
    /// <exception cref="NotImplementedException"></exception>
    public int FindItemInInventory(InventoryLocation inventoryLocation, int itemCode)
    {
        List<InventoryItem> inventoryList = inventoryLists[(int)inventoryLocation];

        for (int i = 0; i < inventoryList.Count; i++)
        {
            if(inventoryList[i].itemCode == itemCode)
            {
                return i;
            }
        }

        return -1;
    }




    /// <summary>
    /// Returns the itemDetails (from the SO_ItemList) for the itemCode, or null if the item doesn't exist
    /// </summary>
    /// <param name="itemCode"></param>
    /// <returns></returns>
    public ItemDetails GetItemDetails(int itemCode) 
    {
        ItemDetails itemDetails;

        if(itemDetailsDictionary.TryGetValue(itemCode, out itemDetails))
        {
            return itemDetails;
        }
        else
        {
            return null;
        }
    }

    /// <summary>
    /// Get the selected item for inventoryLocation -- returns itemCode for -1 if nothing is selected
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <returns></returns>
    private int GetSelectedInventoryItem(InventoryLocation inventoryLocation)
    {
        return selectedInventoryItem[(int)inventoryLocation];
    }


    /// <summary>
    /// Returns the itemDetails(from the SO_ItemList)for the currently selected item in the inventoryLocation,
    /// or null if an item isn't selected
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <returns></returns>
    public ItemDetails GetSelectedInventoryItemDetails(InventoryLocation inventoryLocation)
    {
        int itemCode = GetSelectedInventoryItem(inventoryLocation);

        if(itemCode == -1)
        {
            return null;
        }
        else
        {
            return GetItemDetails(itemCode);
        }
    }

    /// <summary>
    /// Set the selected inventory item for inventoryLocation to itemCode
    /// </summary>
    /// <param name="inventoryLocation"></param>
    /// <param name="itemCode"></param>
    public void SetSelectedInventoryItem(InventoryLocation inventoryLocation, int itemCode)
    {
        selectedInventoryItem[(int)inventoryLocation] = itemCode;  
    }

    /// <summary>
    /// Clear the selected inventory item for inventoryLocation
    /// </summary>
    /// <param name="inventoryLocation"></param>
    public void ClearSelectedInventoryItem(InventoryLocation inventoryLocation)
    {
        selectedInventoryItem[(int)inventoryLocation] = -1;
    }
}

3、创建GridCursor脚本

在Assets -> Scripts -> UI 下创建脚本命名为GridCursor。

完整代码如下:

cs 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GridCursor : MonoBehaviour
{
    private Canvas canvas; // 存储白色画布,UI光标位于其中
    private Grid grid;  // tilemap地图
    private Camera mainCamera; // 对主相机的引用
    [SerializeField] private Image cursorImage = null;
    [SerializeField] private RectTransform cursorRectTransform = null;  // 光标对象的引用
    [SerializeField] private Sprite greenCursorSprite = null;
    [SerializeField] private Sprite redCursorSprite = null;

    private bool _cursorPositionIsValid = false;

    public bool CursorPositionIsValid { get => _cursorPositionIsValid; set => _cursorPositionIsValid = value; }

    private int _itemUseGridRadius = 0;

    public int ItemUseGridRadius { get => _itemUseGridRadius; set => _itemUseGridRadius = value; }

    private ItemType _selectedItemType;
    public ItemType SelectedItemType { get => _selectedItemType; set => _selectedItemType = value; }

    private bool _cursorIsEnabled = false;
    public bool CursorIsEnabled { get => _cursorIsEnabled; set => _cursorIsEnabled = value; }

    private void OnDisable()
    {
        EventHandler.AfterSceneLoadEvent -= SceneLoaded;
    }

    private void OnEnable()
    {
        EventHandler.AfterSceneLoadEvent += SceneLoaded;
    }

    // Start is called before the first frame update
    void Start()
    {
        mainCamera = Camera.main;
        canvas = GetComponentInParent<Canvas>();
    }

    // Update is called once per frame
    void Update()
    {
        if (CursorIsEnabled)
        {
            DisplayCursor();
        }
    }

    private Vector3Int DisplayCursor()
    {
        if (grid != null)
        {   
            // 之所以需要Grid是因为某些定位是基于grid的
            // Get grid position for cursor
            Vector3Int gridPosition = GetGridPositionForCursor();

            // Get grid position for player
            Vector3Int playerGridPosition = GetGridPositionForPlayer();

            // Set cursor sprite,基于gridPosition和playerGridPosition设置光标的有效性
            SetCursorValidity(gridPosition, playerGridPosition);

            // Get rect transform position for cursor
            cursorRectTransform.position = GetRectTransformPositionForCursor(gridPosition);

            return gridPosition;
        }
        else
        {
            return Vector3Int.zero;
        }
    }

    public Vector3Int GetGridPositionForCursor()
    {
        // z is how far the objects are in front of the camera - camera is at -10 so objects are(-)-10 in front = 10
        Vector3 worldPosition = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -mainCamera.transform.position.z));
        return grid.WorldToCell(worldPosition);
    }

    public Vector3Int GetGridPositionForPlayer()
    {
        return grid.WorldToCell(Player.Instance.transform.position);
    }

    public Vector2 GetRectTransformPositionForCursor(Vector3Int gridPosition)
    {
        Vector3 gridWorldPosition = grid.CellToWorld(gridPosition);
        Vector2 gridScreenPosition = mainCamera.WorldToScreenPoint(gridWorldPosition);
        return RectTransformUtility.PixelAdjustPoint(gridScreenPosition, cursorRectTransform, canvas);
    }


    private void SceneLoaded()
    {
        grid = GameObject.FindObjectOfType<Grid>();
    }


    private void SetCursorValidity(Vector3Int cursorGridPosition, Vector3Int playerGridPosition)
    {
        SetCursorToValid();

        // Check item use radius is valid
        if(Mathf.Abs(cursorGridPosition.x -  playerGridPosition.x) > ItemUseGridRadius
            || Mathf.Abs(cursorGridPosition.y - playerGridPosition.y) > ItemUseGridRadius)
        {
            SetCursorToInvalid();
            return;
        }

        // Get selected item details 
        ItemDetails itemDetails = InventoryManager.Instance.GetSelectedInventoryItemDetails(InventoryLocation.player);

        if(itemDetails == null)
        {
            SetCursorToInvalid();
            return;
        }

        // Get grid property details at cursor position
        GridPropertyDetails gridPropertyDetails = GridPropertiesManager.Instance.GetGridPropertyDetails(cursorGridPosition.x, cursorGridPosition.y);

        if(gridPropertyDetails != null)
        {
            // Determine cursor validity based on inventory item selected and grid property details
            switch (itemDetails.itemType)
            {
                case ItemType.Seed:
                    if (!IsCursorValidForSeed(gridPropertyDetails))
                    {
                        SetCursorToInvalid();
                        return;
                    }
                    break;
                case ItemType.Commodity:
                    if (!IsCursorValidForCommodity(gridPropertyDetails))
                    {
                        SetCursorToInvalid();
                        return;
                    }
                    break;
                case ItemType.none:
                    break;
                case ItemType.count:
                    break;

                default:
                    break;

            }


        }
        else
        {
            SetCursorToInvalid();
            return;
        }

    }

    private bool IsCursorValidForSeed(GridPropertyDetails gridPropertyDetails)
    {
        return gridPropertyDetails.canDropItem;
    }

    private bool IsCursorValidForCommodity(GridPropertyDetails gridPropertyDetails)
    {
        return gridPropertyDetails.canDropItem;
    }


    private void SetCursorToValid()
    {
        cursorImage.sprite = greenCursorSprite;
        CursorPositionIsValid = true;
    }

    private void SetCursorToInvalid()
    {
        cursorImage.sprite = redCursorSprite;
        CursorPositionIsValid = false;
    }

    /// <summary>
    /// DisableCursor is called in the UIInventorySlot.ClearCursors() method when an inventory slot item is no longer selected
    /// </summary>
    public void DisableCursor()
    {
        cursorImage.color = Color.clear;
        CursorIsEnabled = false;
    }

    /// <summary>
    /// EnableCursor is called in the UIInventorySlot.SetSelectedItem() method when an inventory slot item is selected and its itemUseGrid radius>0
    /// </summary>
    public void EnableCursor()
    {
        cursorImage.color = new Color(1f, 1f, 1f, 1f);
        CursorIsEnabled = true;
    }



}

4、优化UIInventorySlot脚本

增加如下变量:

cs 复制代码
private GridCursor gridCursor;

在Start()中添加:

cs 复制代码
gridCursor = FindObjectOfType<GridCursor>();

添加如下方法:

cs 复制代码
private void ClearCursors()
{
    // Disable cursor
    gridCursor.DisableCursor();

    // Set item type to none
    gridCursor.SelectedItemType = ItemType.none;
}

在SetSelectedItem方法中添加如下方法:

cs 复制代码
        // Set use radius for cursors 
        gridCursor.ItemUseGridRadius = itemDetails.itemUseGridRadius;

        // If item requires a grid cursor then enable cursor
        if(itemDetails.itemUseGridRadius > 0)
        {
            gridCursor.EnableCursor();
        }
        else
        {
            gridCursor.DisableCursor();
        }

        // Set item type
        gridCursor.SelectedItemType = itemDetails.itemType;

在ClearSelectedItem方法中添加:

cs 复制代码
ClearCursors();

在DropSelectedItemAtMousePosition方法中,删除如下3行代码:

替换为:

cs 复制代码
if (gridCursor.CursorPositionIsValid) {
    Vector3 worldPosition = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -mainCamera.transform.position.z));

5、创建Panel

在Hierarchy -> PersistentScene -> UI -> MainGameUICanves -> UICanvasGroup下创建新的Panel命令为UIPanel。

并且移到第一个位置。

设置UIPanel的Image组件,其Source Image为None,Color的值全为0。

添加Canvas Group组件,反勾选Blocks Raycasts。

添加Grid Cursor组件:

在UIPanel下创建空物体命名为GridCursor。

给GridCursor添加Image组件,Source Image选择"GreenGridCursor"图形,并且设置Color的透明度为0。

设置GridCursor的其他属性如上。

回到UIPanel物体,设置属性如下:

6、运行程序

不能放置的情况:

可以放置的情况:

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