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
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 | 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<slot> (); coinText = GameObject.Find ( "Coin" ).GetComponentInChildren<text>(); 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<itemui> (); 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<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 ; } public void ForgeItem(){ List< int > materialsIDList = new List< int > (); List<forgeslot> forgeSlotList = new List<forgeslot> (); // 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<itemui> (); 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<forgeslot> forgeSlotList){ List< int > 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> (); 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<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); } private void ParseForgeFormulaJson(){ TextAsset json = Resources.Load<textasset> ( "ForgeFormula" ); forgeFormulaList = JsonUtility.FromJson <forgeformulalist>(json.text); } } } </forgeformulalist></textasset></itemlist></textasset></canvas></itemui></ int ></forgeslot></itemui></forgeslot></forgeslot></ int ></ int ></itemui></itemui></text></slot> |
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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