5-17 Vendor Panel
今天要來製作商店功能嘍!玩家要購買物品時,可以用滑鼠右鍵點擊商店的物品,也可以將背包的物品丟到商店內,藉以賣掉物品。首先,我們來複製Chest Panel當作Vendor Panel吧。
然後將多餘的Slot刪除,因為我們需要建立新的Vendor Slot,是專屬給商店用的Slot。
然後,將原本的Slot.cs刪除。
改成新的VendorSlot.cs。這個Slot的修改模式和EquipmentSlot很相似,大家也可以參考以前的文章唷:
5-15 Create Character Panel And Wear Equipment
VendorSlot.cs的完整程式碼如下:
接著再請大家將新的VendorSlot依序排好,如下圖。
接著要在背包內加入金錢的機制,在Knapsack Panel新增UI/Image,取名為Coin。
Coin的話請大家自己找圖片唷,然後在Coin底下新增UI/Text。
然後將多餘的Slot刪除,因為我們需要建立新的Vendor Slot,是專屬給商店用的Slot。
然後,將原本的Slot.cs刪除。
改成新的VendorSlot.cs。這個Slot的修改模式和EquipmentSlot很相似,大家也可以參考以前的文章唷:
5-15 Create Character Panel And Wear Equipment
VendorSlot.cs的完整程式碼如下:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; namespace RPG.Inventory{ public class VendorSlot : Slot { public override void OnPointerDown(PointerEventData eventData){ if (eventData.button == PointerEventData.InputButton.Right && inventorySystem.isPickedItem == false && transform.childCount > 0) { Item clickedItem = transform.GetChild (0).GetComponent<itemui> ().Item; inventorySystem.BuyItem (clickedItem); } else if (eventData.button == PointerEventData.InputButton.Left && inventorySystem.isPickedItem == true ) { if (Input.GetKey (KeyCode.Z)) { // 壓住Z鍵時,一次只販售一個 inventorySystem.SellItem (1); } else { // 販售全部物品 inventorySystem.SellItem (inventorySystem.GetPickedItem().Amount); } } } } } </itemui> |
接著再請大家將新的VendorSlot依序排好,如下圖。
接著要在背包內加入金錢的機制,在Knapsack Panel新增UI/Image,取名為Coin。
Coin的話請大家自己找圖片唷,然後在Coin底下新增UI/Text。
介面的調整大致上如下圖。
然後來修改一下InventorySystem.cs,讓他有處理買賣商店物品的功能,同時也要初始化商店的物品。
InventorySystem.cs:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 | using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.UI; using UnityEngine.EventSystems; namespace RPG.Inventory{ public class InventorySystem : MonoBehaviour { [SerializeField] ToolTip toolTip; [SerializeField] ItemUI pickedItem; [SerializeField] CharacterProperty characterProperty; public bool isPickedItem = false ; ItemList itemList; Slot[] slotList; int coinAmount = 100; Text coinText; void Start () { ParseItemsJson (); slotList = GetComponentsInChildren<slot> (); coinText = GameObject.Find ( "Coin" ).GetComponentInChildren<text>(); coinText.text = coinAmount.ToString(); InitialVendorItem (); } void Update(){ PressGToAddItem (); MovePickedItemByMousePosition (); DiscardPickedItem (); } private bool ConsumeCoin( int amount){ if (coinAmount > 0) { coinAmount -= amount; coinText.text = coinAmount.ToString (); return true ; } return false ; } private void EarnCoin( int amount){ coinAmount += amount; coinText.text = coinAmount.ToString (); } public void BuyItem(Item item){ bool isSuccess = ConsumeCoin (item.BuyPrice); if (isSuccess) { StoreItem (item); } } public void SellItem( int sellAmount){ int sellPrice = pickedItem.Item.SellPrice * sellAmount; ReducePickedItem (sellAmount); EarnCoin (sellPrice); } public void PickupItem(Item item, int amount){ pickedItem.SetItem (item, amount); pickedItem.Show (); toolTip.Hide (); isPickedItem = true ; } public void ReducePickedItem( int amount){ pickedItem.ReduceAmount(amount); if (pickedItem.Amount <= 0) { isPickedItem = false ; pickedItem.Hide (); } } public void WearingEquipment(ItemUI equipmentToWear){ if ((equipmentToWear.Item is Equipment) == false ) { return ; } foreach (Slot slot in slotList){ EquipmentSlot equipmentSlot = (slot as EquipmentSlot); if (equipmentSlot && equipmentSlot.EquipmentTypeIsEqual (equipmentToWear.Item)){ if (equipmentSlot.transform.childCount > 0) { // 人物已配戴裝備了,將裝備與背包的裝備交換 equipmentSlot.GetComponentInChildren<itemui> ().ExchangeItem(equipmentToWear); } else { // 人物未配戴裝備,直接穿上 equipmentSlot.StoreItem (equipmentToWear.Item); // 銷毀背包內的裝備 Destroy (equipmentToWear.gameObject); } break ; } } UpdatePropertyText (); } public ItemUI GetPickedItem(){ return pickedItem; } public Slot[] GetSlotList(){ return slotList; } public void ShowToolTip( string content){ toolTip.Show (content); } public void HideToolTip(){ toolTip.Hide (); } public void UpdatePropertyText(){ characterProperty.UpdatePropertyText (); } public bool StoreItem( int id){ Item item = GetItemByID (id); return StoreItem (item); } public bool StoreItem(Item item){ if (item == null ) { return false ; } // 若物品的儲存容量為1,則將該物品直接放進空的Slot if (item.Capacity == 1) { return StoreItemInEmptySlot (item); } // 將相同的Item放在同一個Slot return StoreItemInSameSlot(item); } private bool StoreItemInSameSlot(Item item){ foreach (Slot slot in slotList) { // 避開VendorSlot if (slot is VendorSlot) { continue ; } if (slot.transform.childCount >= 1 && slot.GetItemID () == item.ID && slot.IsFilled () == false ) { // 將新Item與同一個Item放在一起 slot.StoreItem (item); return true ; } } // 若背包內不存在相同的Item,則放進空的Slot return StoreItemInEmptySlot (item); } private bool StoreItemInEmptySlot(Item item){ foreach (Slot slot in slotList) { // 避開VendorSlot if (slot is VendorSlot) { continue ; } if (slot.transform.childCount == 0) { // 將Item存進該Slot slot.StoreItem (item); return true ; } } Debug.LogError ( "No Empty Slot." ); return false ; } private void PressGToAddItem(){ // 測試程式碼,手動生成物品 if (Input.GetKeyDown (KeyCode.G)) { StoreItem (Random.Range(1,17)); } } private void InitialVendorItem(){ Item[] vendorItemList = new Item[10]; // 手動初始化要放入商店的物品 vendorItemList [0] = GetItemByID (1); vendorItemList [1] = GetItemByID (2); vendorItemList [2] = GetItemByID (3); vendorItemList [3] = GetItemByID (4); vendorItemList [4] = GetItemByID (5); vendorItemList [5] = GetItemByID (6); vendorItemList [6] = GetItemByID (7); vendorItemList [7] = GetItemByID (8); vendorItemList [8] = GetItemByID (1); vendorItemList [9] = GetItemByID (2); foreach (Item item in vendorItemList) { foreach (Slot slot in slotList) { // 限定Slot類型為VendorSlot VendorSlot vendorSlot = (slot as VendorSlot); // 如果同類型物品疊加在一起 if (vendorSlot && slot.transform.childCount >= 1 && slot.GetItemID () == item.ID && slot.IsFilled () == false ) { slot.StoreItem (item); break ; } // 如果沒有同類物品,則放入空Slot else if (vendorSlot && slot.transform.childCount == 0) { slot.StoreItem (item); break ; } } } } private void MovePickedItemByMousePosition(){ if (isPickedItem) { // 將滑鼠座標轉換成Canvas上的座標 Vector2 position; Canvas canvas = GetComponentInParent<canvas> (); RectTransformUtility.ScreenPointToLocalPointInRectangle ( canvas.transform as RectTransform, Input.mousePosition, null , out position); pickedItem.SetLocalPosition (position); } } private void DiscardPickedItem(){ // 處理物品丟棄 // IsPointerOverGameObject(-1)判斷滑鼠左鍵是否有碰到GameObject if (pickedItem && Input.GetMouseButtonDown (0) && EventSystem.current.IsPointerOverGameObject(-1) == false ) { // TODO 跟Slot.cs的PickupAllSlotItem相衝突,若用DestroyImmediate會導致此方法被呼叫 isPickedItem = false ; pickedItem.Hide (); } } private Item GetItemByID( int id){ foreach (Item entity in itemList.ConsumableEntityList) { if (entity.ID == id) { return entity; } } foreach (Item entity in itemList.EquipmentEntityList) { if (entity.ID == id) { return entity; } } foreach (Item entity in itemList.MaterialEntityList) { if (entity.ID == id) { return entity; } } return null ; } private void ParseItemsJson(){ // 從Resource資料夾中讀取Items.json TextAsset json = Resources.Load<textasset> ( "Items" ); // 解析Json格式 itemList = JsonUtility.FromJson <itemlist>(json.text); } } } </itemlist></textasset></canvas></itemui></text></slot> |
最後,執行遊戲看看吧,可以在商店中買賣物品了,金錢也會跟著變化。
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