Unity3D仿星露谷物语开发66之NPC存档

1、目标

保存NPC的位置信息。

2、修改NPCMovement.cs脚本

添加一个新方法来取消NPC移动,如果有NPC正在移动则取消之。

添加函数:

cs 复制代码
    public void CancelNPCMovement()
    {
        npcPath.ClearPath();
        npcNextGridPosition = Vector3Int.zero;
        npcNextWorldPosition = Vector3.zero;
        npcIsMoving = false;

        if(moveToGridPositionRoutine != null)
        {
            StopCoroutine(moveToGridPositionRoutine);
        }

        // Reset move animation
        ResetMoveAnimation();

        // Clear event animation
        ClearNPCEventAnimation();
        npcTargetAniamtionClip = null;

        // Reset idle animation
        ResetIdleAnimation();

        // Set idle animation
        SetIdleAnimation();
    }

3、重写NPC.cs脚本

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

[RequireComponent(typeof(NPCMovement))]
[RequireComponent(typeof(GenerateGUID))]
public class NPC : MonoBehaviour, ISaveable
{
    private string _iSaveableUniqueID;

    public string ISaveableUniqueID { get { return _iSaveableUniqueID; } set { _iSaveableUniqueID = value; } }

    private GameObjectSave _gameObjectSave;

    public GameObjectSave GameObjectSave { get { return _gameObjectSave; } set { _gameObjectSave = value; } }

    private NPCMovement npcMovement;


    private void OnEnable()
    {
        ISaveableRegister();
    }

    private void OnDisable()
    {
        ISaveableDeregister();
    }

    private void Awake()
    {
        ISaveableUniqueID = GetComponent<GenerateGUID>().GUID;
        GameObjectSave = new GameObjectSave();
    }


    private void Start()
    {
        // get npc movement component
        npcMovement = GetComponent<NPCMovement>();  
    }

    public void ISaveableDeregister()
    {
        SaveLoadManager.Instance.iSaveableObjectList.Remove(this);
    }

    public void ISaveableRegister()
    {
        SaveLoadManager.Instance.iSaveableObjectList.Add(this);
    }

    public void ISaveableRestoreScene(string sceneName)
    {
        // Nothing required here since on persistent scene
    }

    public void ISaveableStoreScene(string sceneName)
    {
        // Nothing required here since on persistent scene
    }


    public GameObjectSave ISaveableSave()
    {
        // Remove current scene save
        GameObjectSave.sceneData.Remove(Settings.PersistentScene);

        // Create scene save
        SceneSave sceneSave = new SceneSave();

        // Create vector 3 serialisable dictonary
        sceneSave.vector3Dictionary = new Dictionary<string, Vector3Serializable>();

         // Create string dictionary
         sceneSave.stringDictionary = new Dictionary<string, string>(); 

        // Store target grid position, target world position, and target scene
        sceneSave.vector3Dictionary.Add("npcTargetGridPosition", new Vector3Serializable(npcMovement.npcTargetGridPosition.x, npcMovement.npcTargetGridPosition.y,
            npcMovement.npcTargetGridPosition.z));
        sceneSave.vector3Dictionary.Add("npcTargetWorldPosition", new Vector3Serializable(npcMovement.npcTargetWorldPosition.x, npcMovement.npcTargetWorldPosition.y,
            npcMovement.npcTargetWorldPosition.z));
        sceneSave.stringDictionary.Add("npcTargetScene", npcMovement.npcTargetScene.ToString());

        // Add scene save to game object
        GameObjectSave.sceneData.Add(Settings.PersistentScene, sceneSave);

        return GameObjectSave;
    }


    public void ISaveableLoad(GameSave gameSave)
    {
        // Get game object scene
        if(gameSave.gameObjectData.TryGetValue(ISaveableUniqueID, out GameObjectSave gameObjectSave))
        {
            GameObjectSave = gameObjectSave;

            // Get scene save
            if(GameObjectSave.sceneData.TryGetValue(Settings.PersistentScene, out SceneSave sceneSave))
            {
                // if dictionaries are not null
                if(sceneSave.vector3Dictionary != null && sceneSave.stringDictionary != null)
                {
                    // target grid position
                    if(sceneSave.vector3Dictionary.TryGetValue("npcTargetGridPosition", out Vector3Serializable savedNPCTargetGridPosition))
                    {
                        npcMovement.npcTargetGridPosition = new Vector3Int((int)savedNPCTargetGridPosition.x, (int)savedNPCTargetGridPosition.y, (int)savedNPCTargetGridPosition.z);
                        npcMovement.npcCurrentGridPosition = npcMovement.npcTargetGridPosition;
                    }

                    // target world position
                    if(sceneSave.vector3Dictionary.TryGetValue("npcTargetWorldPosition", out Vector3Serializable savedNPCTargetWorldPosition))
                    {
                        npcMovement.npcTargetWorldPosition = new Vector3(savedNPCTargetWorldPosition.x, savedNPCTargetWorldPosition.y, savedNPCTargetWorldPosition.z);
                        transform.position = npcMovement.npcTargetWorldPosition;
                    }

                    // target scene
                    if(sceneSave.stringDictionary.TryGetValue("npcTargetScene", out string savedTargetScene))
                    {
                        if(Enum.TryParse<SceneName>(savedTargetScene, out SceneName sceneName))
                        {
                            npcMovement.npcTargetScene = sceneName;
                            npcMovement.npcCurrentScene = npcMovement.npcTargetScene;
                        }
                    }

                    // Clear any current NPC movement
                    npcMovement.CancelNPCMovement();
                }
            }
        }
    }

}

运行游戏

NPC走到Scene3_Cabin后点击Save Game。

然后重新Load Game,NPC出现在Scene3_Cabin里面。

相关推荐
TomEval4 小时前
【Web UI 自动化】05 - KDT 模式原理与实现
前端·ui·自动化
呆呆敲代码的小Y7 小时前
【游戏开发】Lua 与 C# 交互原理解析
c#·lua·交互·热更新·lua与c#交互·游戏热更新
用户298698530147 小时前
PDF 转纯文本(TXT)免费攻略:轻松提取文字内容
人工智能·后端·c#
呆呆敲代码的小Y8 小时前
【游戏开发】C# 中的迭代器
java·开发语言·c#·迭代器
简单Janeee8 小时前
[Vue 3 从零到上线]-第九篇:更美更强——引入 UI 库与网络请求 (Axios)
网络·vue.js·ui
中国软件测试质量协会19 小时前
奇林测试平台(kylinTOP)UI自动化测试能力深度解析
ui
格林威1 天前
C# 相机Burst模式图像采集:使用相机内存配合OpenCvSharp和Halcon实现短时间的高速采集的方法
开发语言·人工智能·数码相机·计算机视觉·c#·视觉检测·工业相机
J总裁的小芒果1 天前
参数过多-分批传参
c#
典典分享指南1 天前
短视频分镜提示词:让 AI 出片的产品口播
java·c#·bash·composer·symfony