5-19 Save And Load Inventory State Data
本章要來儲存背包內狀態,包含背包內的格子、箱子的格子、角色裝備的格子、鍛造的格子,但商店的狀態不用儲存。首先,請在介面上佈置好保存跟載入的按鈕,因為這個步驟沒有很難,就不特地講解了。如果不懂的話,可以先看看之前的文章。
5-6 Knapsack User Interface
接著來修改InventorySystem.cs的程式碼吧,存檔方式很簡單,採用CSV格式,用逗號分隔每個slot的資料。若該Slot有放置物品,則會紀錄物品ID跟數量;若該Slot沒有物品,則會記錄數字0。儲存後的資料大致上會如下圖的形式:
CSV格式的可讀性較差,或者以後有更複雜的資料形式也會更不容易儲存,那大家就可以考慮改成JSON或XML。
以下提供InventorySystem.cs的原始碼,主要新增了兩個方法,SaveInventory跟LoadInventory,使用Unity提供的PlayerPrefs方法儲存資料。
【Unity】遊戲存檔功能(PlayerPrefs)
https://jerrard-liu.blogspot.tw/2015/05/SaveData.html
撰寫完程式碼以後,回到我們介面的儲存跟載入按鈕,將InventorySystem拉進按鈕的On Click事件,選擇對應的方法,如下圖。
然後執行遊戲測試看看吧。
確定保存跟載入都可以使用。
5-6 Knapsack User Interface
接著來修改InventorySystem.cs的程式碼吧,存檔方式很簡單,採用CSV格式,用逗號分隔每個slot的資料。若該Slot有放置物品,則會紀錄物品ID跟數量;若該Slot沒有物品,則會記錄數字0。儲存後的資料大致上會如下圖的形式:
CSV格式的可讀性較差,或者以後有更複雜的資料形式也會更不容易儲存,那大家就可以考慮改成JSON或XML。
以下提供InventorySystem.cs的原始碼,主要新增了兩個方法,SaveInventory跟LoadInventory,使用Unity提供的PlayerPrefs方法儲存資料。
【Unity】遊戲存檔功能(PlayerPrefs)
https://jerrard-liu.blogspot.tw/2015/05/SaveData.html
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.UI; using UnityEngine.EventSystems; using System.Text; namespace RPG.Inventory{ public class InventorySystem : MonoBehaviour { [SerializeField] ToolTip toolTip; [SerializeField] ItemUI pickedItem; [SerializeField] CharacterProperty characterProperty; public bool isPickedItem = false; ItemList itemList; ForgeFormulaList forgeFormulaList; Slot[] slotList; int coinAmount = 100; Text coinText; void Start () { ParseItemsJson (); ParseForgeFormulaJson (); slotList = GetComponentsInChildren(); coinText = GameObject.Find ("Coin").GetComponentInChildren (); coinText.text = coinAmount.ToString(); InitialVendorItem (); } void Update(){ PressGToAddItem (); MovePickedItemByMousePosition (); DiscardPickedItem (); } public void SaveInventory(){ StringBuilder saveData = new StringBuilder (); foreach (Slot slot in slotList) { if (slot is VendorSlot) { // 如果是商店類型的Slot則不需要儲存狀態,所以儲存為沒有物品的0 saveData.Append ("0-"); } else if (slot.transform.childCount > 0) { // Slot內有物品,儲存ID跟數量 ItemUI itemUI = slot.GetComponentInChildren (); saveData.Append (itemUI.Item.ID + "," + itemUI.Amount + "-"); } else { // Slot內沒有物品,儲存0 saveData.Append ("0-"); } } PlayerPrefs.SetString (this.gameObject.name, saveData.ToString()); PlayerPrefs.SetInt ("CoinAmount", coinAmount); } public void LoadInventory(){ if (PlayerPrefs.HasKey (this.gameObject.name)) { string savaData = PlayerPrefs.GetString (this.gameObject.name); print (savaData); string[] itemArray = savaData.Split ('-'); // Length - 1是因為最後一個沒有資料 for (int i = 0; i < itemArray.Length - 1; i++) { if (itemArray [i] != "0") { string[] itemInfo = itemArray [i].Split (','); // 取得物品的ID跟數量 int id = int.Parse (itemInfo[0]); int amount = int.Parse (itemInfo[1]); Item item = GetItemByID (id); // 將物品生成在指定的Slot for (int j = 0; j < amount; j++) { slotList [i].StoreItem (item); } } } } if (PlayerPrefs.HasKey ("CoinAmount")) { coinAmount = PlayerPrefs.GetInt ("CoinAmount"); coinText.text = coinAmount.ToString (); } } 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 ().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; } public void ForgeItem(){ List materialsIDList = new List (); List forgeSlotList = new List (); // 取得Forge Slot內的Item foreach (Slot slot in slotList) { ForgeSlot forgeSlot = (slot as ForgeSlot); if (forgeSlot && slot.transform.childCount > 0) { ItemUI currentItemUI = slot.transform.GetComponentInChildren (); for (int i = 0; i < currentItemUI.Amount; i++) { materialsIDList.Add (currentItemUI.Item.ID); forgeSlotList.Add (forgeSlot); } } } // 檢查item組合是否匹配任一鍛造公式 foreach (ForgeFormula formula in forgeFormulaList.ForgeFormulaEntityList) { if (formula.MatchFormula (materialsIDList)) { // 符合公式,存入鍛造物品到背包內 StoreItem (formula.ResultID); // 消耗材料 ConsumeMaterials(formula, forgeSlotList); break; } } } private void ConsumeMaterials(ForgeFormula formula, List forgeSlotList){ List requireList = formula.GetRequireList(); foreach (int ID in requireList) { foreach (ForgeSlot forgeSlot in forgeSlotList) { if (forgeSlot.transform.childCount > 0 && forgeSlot.GetItemID() == ID) { ItemUI itemUI = forgeSlot.GetComponentInChildren (); itemUI.ReduceAmount (1); if (itemUI.Amount <= 0) { DestroyImmediate (itemUI.gameObject); } break; } } } } private void PressGToAddItem(){ // 測試程式碼,手動生成物品 if (Input.GetKeyDown (KeyCode.G)) { StoreItem (Random.Range(1,18)); } } 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
撰寫完程式碼以後,回到我們介面的儲存跟載入按鈕,將InventorySystem拉進按鈕的On Click事件,選擇對應的方法,如下圖。
然後執行遊戲測試看看吧。
確定保存跟載入都可以使用。
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