UNITY->(width*height)style Inventory
專案過後對專案功能進行記錄,(width*height)風格揹包實現細節,包含對物體的存放,裝備,替換,對未知裝備的鑑定,物體字首的獲取,專案型別為tcg+rpg,揹包的作用主要為遊戲中的物品的獲取存放,卡牌的獲取管理,對可疊加物品的存放,(width*height)的目的為對物品的存放管理,其效果如下
- 基礎物品 (width*height)
物品的建立通過ScriptObject進行建立,根據物品型別設計相關的尺寸(width*height),利用deepcopy建立實體存放如揹包,專案的物品管理通過一個獨立的類
ItemDatabase進行管理,在玩家獲取一個新物品(未鑑定),通過一個隨機生成類來產生詞綴和屬性
本專案物品的生成通過deepcopy生成物品並新增進itemdatabse,Itemdatabase的作用對遊戲物品資產的管理以及生成,有利於未知裝備的生成,在對商品商管理上,新增未知隨機的裝備可以為遊戲的物品提高遊戲性
public static ItemClass DeepCopy(ItemClass obj) { GameObject oj = obj.worldObject; //ItemClass is item base class ItemClass i = (ItemClass)Process(obj); i.worldObject = oj; return i; } static object Process(object obj) { if(obj==null) return null; Type type=obj.GetType(); if(type.IsValueType || type==typeof(string)) { return obj; } else if(type.IsArray) { Type elementType=Type.GetType( type.FullName.Replace("[]",string.Empty)); var array=obj as Array; Array copied=Array.CreateInstance(elementType,array.Length); for(int i=0; i<array.Length; i++) { copied.SetValue(Process(array.GetValue(i)),i); } return Convert.ChangeType(copied,obj.GetType()); } else if(type.IsClass) { object toret=Activator.CreateInstance(obj.GetType()); FieldInfo[] fields=type.GetFields(BindingFlags.Public| BindingFlags.NonPublic|BindingFlags.Instance); foreach(FieldInfo field in fields) { object fieldValue=field.GetValue(obj); if(fieldValue==null) continue; field.SetValue(toret, Process(fieldValue)); } return toret; } else throw new ArgumentException("Unknown type"); }
2.生成slot並將物品存放進slot(width*height)
在物品新增進揹包時,根據幾個條件進行判斷
1.slot是否能填充進去
在物品新增進揹包欄,需要檢測物品尺寸是否越過揹包限制並物品之間是否存在重疊,重疊狀態一般在物品編輯器中設定(通常為藥水...),當不可疊加物品存在重疊狀態中,獲取狀態顏色並提示狀態
//檢測邊界以及疊加狀態 public bool CheckItemFit(ItemClass item, InventorySlot slot, bool skipLastCheck) { //Run through all the slots that the item occupies for(int i = 0; i < item.height; i++) { for(int j = 0; j < item.width; j++) { //Check if the slot exists if(slot.itemStartNumber + inventoryWidth * i + j >= items.Count) { return false; } //Check to see if the first slot is located at the edge of the inventory for(int k = 0; k < item.height; k++) { if(slot.itemStartNumber + inventoryWidth * k + j != slot.itemStartNumber + inventoryWidth * k) { if(((slot.itemStartNumber + inventoryWidth * i + j ) % inventoryWidth == 0) && item.width != 1) { return false; } } } //Last check is only used sometimes //Checks to see if there's already something in the slots if(!skipLastCheck) { if(items[slot.itemStartNumber + inventoryWidth * i + j].itemStartNumber != slot.itemStartNumber + inventoryWidth * i + j) { return false; } } else { List<int> counter = new List<int>(); for(int l = 0; l < item.height; l++) { for(int m = 0; m < item.width; m++) { if((slot.itemStartNumber + inventoryWidth * (item.height - 1) + (item.width - 1)) < items.Count - 1 && items[slot.itemStartNumber + inventoryWidth * l + m].itemStartNumber != slot.itemStartNumber && items[slot.itemStartNumber + inventoryWidth * l + m].item.itemName != "" && !counter.Contains(items[slot.itemStartNumber + inventoryWidth * l + m].itemStartNumber)) { counter.Add(items[slot.itemStartNumber + inventoryWidth * l + m].itemStartNumber); } } } if(counter.Count > 1) { //return false if there's more than one item return false; } else if(counter.Count == 1) { return true; } } } } return true; }
當物品狀態為可新增時,新增進slot,根據width*height尺寸進行新增
for(int l = 0; l < item.height; l++) { for(int m = 0; m < item.width; m++) { //First we add the items to the slots the it fills and set their slots to clear items[i + inventoryWidth * l + m].item = DeepCopy(item); items[i + inventoryWidth * l + m].itemStartNumber = i; items[i + inventoryWidth * l + m].GetComponent<Image>().color = Color.clear; items[i + inventoryWidth * l + m].stacksizeText.gameObject.SetActive(false); //If it's the first index of the added item if(items.IndexOf(items[i + inventoryWidth * l + m]) == i) { SetSlotImageSprite(items[i + inventoryWidth * l + m], item.icon); items[i + inventoryWidth * l + m].itemFrame.gameObject.SetActive(true); items[i + inventoryWidth * l + m].itemFrame.GetComponent<CanvasGroup>().interactable = true; items[i + inventoryWidth * l + m].itemFrame.GetComponent<CanvasGroup>().blocksRaycasts = true; items[i + inventoryWidth * l + m].GetComponent<CanvasGroup>().blocksRaycasts = true; items[i + inventoryWidth * l + m].itemFrame.rectTransform.sizeDelta = new Vector2(item.width * slotIconSize, item.height * slotIconSize); //If the item is stackable if(item.stackable) { items[i + inventoryWidth * l + m].stacksizeText.gameObject.SetActive(true); items[i + inventoryWidth * l + m].stacksizeText.text = item.stackSize.ToString(); } //The item is unidentified if(item.unidentified) { items[i + inventoryWidth * l + m].itemImage.color = Color.red; items[i + inventoryWidth * l + m].unidentified.gameObject.SetActive(true); } } } }
2.物品是否存在物品
當物品存在物品時,需要對存在物品的佔用尺寸進行判斷(int slot=indexof(item)),當slot存在物品時,遍歷slot.count 獲取空欄位並存放,另外一種情況是當玩家處於dragging狀態時,可以對物品進行替換,存放在物品的方式一般為
Items[slot.itemStartNumber + inventoryWidth * l + m].item.variables