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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