5-24 Automatically Put On Equipment
本章要來製作玩家碰到Weapon Pickup Point之後,不但要自動穿上裝備,背包系統內的裝備欄也必須對應到新裝備,而舊裝備必須自動放回背包內。如果背包已經滿了,則不能撿起裝備。
上一章已經教大家製作自動穿上Weapon Pickup Point的裝備的方法了。
5-23 Throw Out Weapon Pickup Point When Enemy Died
https://rpgcorecombat.blogspot.tw/2018/03/5-23-throw-out-weapon-pickup-point-when.html
首先修改Slot.cs內的StoreItem方法,多增加一個回傳值ItemUI,後面會用到。
接著在InventorySystem.cs中再新增一個方法WearingEquipment,透過指定ID讓玩家穿上裝備。先用GetItemByID取得Equipment物件,接著從EquipmentSlotList中找出符合EquipmentType的Slot。比方說這個Equipment的類型為MainHand,則找出專門放置MainHand的EquipmentSlot。
若EquipmentSlot的ChildCound大於0,代表裝備欄內已經有裝備了,呼叫TakeOffAndWearNewEquipment方法。若裝備欄沒有裝備,呼叫StoreItem方法便能直接放置裝備。
接著說明TakeOffAndWearNewEquipment方法,先將新的裝備放到knapsackSlotList,如果放不進去代表背包滿了,回傳false。如未滿,則呼叫裝備欄的ExchangeItem方法與背包內的新裝備進行交換。
一開始不是有修改Slot.cs的StoreItem方法嗎?讓他回傳ItemUI,這是因為這邊的ExchangeItem方法必須傳入ItemUI的關係,所以必須要取得放在背包內的新裝備的ItemUI。
然後,我們就可以在WeaponPickPoint.cs中使用InventorySystem的WearingEquipment方法,指定WeaponConfig的ID,玩家的裝備欄便能自動放置裝備了。
以下提供本次修改的完整程式碼:
Slot.cs:
InventorySystem.cs:
WeaponPickupPoint.cs:
接著來測試遊戲看看吧,現在玩家裝備的是一把矛。
然後我把敵人殺掉之後,他掉落了一把劍,走過去撿起來吧。
撿起來以後,玩家會自動裝備這把劍,而且原本的矛也會放到背包中。
上一章已經教大家製作自動穿上Weapon Pickup Point的裝備的方法了。
5-23 Throw Out Weapon Pickup Point When Enemy Died
https://rpgcorecombat.blogspot.tw/2018/03/5-23-throw-out-weapon-pickup-point-when.html
首先修改Slot.cs內的StoreItem方法,多增加一個回傳值ItemUI,後面會用到。
接著在InventorySystem.cs中再新增一個方法WearingEquipment,透過指定ID讓玩家穿上裝備。先用GetItemByID取得Equipment物件,接著從EquipmentSlotList中找出符合EquipmentType的Slot。比方說這個Equipment的類型為MainHand,則找出專門放置MainHand的EquipmentSlot。
若EquipmentSlot的ChildCound大於0,代表裝備欄內已經有裝備了,呼叫TakeOffAndWearNewEquipment方法。若裝備欄沒有裝備,呼叫StoreItem方法便能直接放置裝備。
接著說明TakeOffAndWearNewEquipment方法,先將新的裝備放到knapsackSlotList,如果放不進去代表背包滿了,回傳false。如未滿,則呼叫裝備欄的ExchangeItem方法與背包內的新裝備進行交換。
一開始不是有修改Slot.cs的StoreItem方法嗎?讓他回傳ItemUI,這是因為這邊的ExchangeItem方法必須傳入ItemUI的關係,所以必須要取得放在背包內的新裝備的ItemUI。
然後,我們就可以在WeaponPickPoint.cs中使用InventorySystem的WearingEquipment方法,指定WeaponConfig的ID,玩家的裝備欄便能自動放置裝備了。
以下提供本次修改的完整程式碼:
Slot.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 | using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; namespace RPG.Inventory{ public class Slot : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler { [SerializeField] GameObject itemUIPrefab; protected InventorySystem inventorySystem; void Start(){ inventorySystem = GetComponentInParent<inventorysystem> (); } public ItemUI StoreItem(Item item){ // 若Slot底下沒有Item,則Instantiate一個 if (transform.childCount == 0) { GameObject itemObject = Instantiate (itemUIPrefab, transform); itemObject.GetComponentInChildren<itemui> ().SetItem (item); } else { // 已存在該Item,所以增加數量即可 transform.GetComponentInChildren<itemui> ().AddAmount (); } return transform.GetComponentInChildren<itemui> (); } public int GetItemID(){ return transform.GetComponentInChildren<itemui> ().Item.ID; } public bool IsFilled(){ ItemUI itemUI = transform.GetComponentInChildren<itemui> (); return itemUI.Amount >= itemUI.Item.Capacity; } public void OnPointerEnter(PointerEventData eventData){ if (transform.childCount > 0) { Item item = GetComponentInChildren<itemui> ().Item; inventorySystem.ShowToolTip (item.GetToolTipText ()); } } public void OnPointerExit(PointerEventData eventData){ inventorySystem.HideToolTip (); } public virtual void OnBeginDrag(PointerEventData eventData){ // Slot內是否已經有物體 if (transform.childCount > 0) { // 取得目前滑鼠點擊Slot的ItemUI ItemUI clickedItemUI = GetComponentInChildren<itemui> (); // 當滑鼠沒有Item時 if (inventorySystem.isPickedItem == false ) { // 取出全部 PickupAllSlotItem (clickedItemUI); } } } public void OnDrag(PointerEventData eventData){ } public virtual void OnDrop(PointerEventData eventData){ // Slot內是否已經有物體 if (transform.childCount > 0) { // 取得目前滑鼠點擊Slot的ItemUI ItemUI clickedItemUI = GetComponentInChildren<itemui> (); // 當滑鼠有Item時 if (inventorySystem.isPickedItem == true ) { // 當放入Item的是同一個時 if (clickedItemUI.Item.ID == inventorySystem.GetPickedItem ().Item.ID) { // 放入所有物體 PutInAllItem (clickedItemUI); } else { // 當放入的Item不是同一個時,將Slot與PickedItem交換 inventorySystem.GetPickedItem().ExchangeItem(clickedItemUI); } } } else { if (inventorySystem.isPickedItem == true ) { // 放入所有物體 PutInAllItemToEmptySlot (); } } } public void OnEndDrag(PointerEventData eventData){ } //IPointerDownHandler public virtual void OnPointerDown(PointerEventData eventData){ // 使用滑鼠右鍵自動穿戴裝備 if (eventData.button == PointerEventData.InputButton.Right && inventorySystem.isPickedItem == false && transform.childCount > 0) { ItemUI clickedItemUI = GetComponentInChildren<itemui> (); inventorySystem.WearingEquipment (clickedItemUI); } if (eventData.button != PointerEventData.InputButton.Left) { return ; } // Slot內是否已經有物體 if (transform.childCount > 0) { // 取得目前滑鼠點擊Slot的ItemUI ItemUI clickedItemUI = GetComponentInChildren<itemui> (); // 當滑鼠沒有Item時 if (inventorySystem.isPickedItem == false ) { if (Input.GetKey (KeyCode.Z)) { // 壓住Z鍵時,只會取出一半的數量 PickupHalfOfSlotItem(clickedItemUI); } else { // 取出全部 PickupAllSlotItem (clickedItemUI); } // 當滑鼠有Item時 } else if (inventorySystem.isPickedItem == true ) { // 當放入Item的是同一個時 if (clickedItemUI.Item.ID == inventorySystem.GetPickedItem ().Item.ID) { if (Input.GetKey (KeyCode.Z)) { // 壓住Z鍵時,只會一個一個的放入物體 PutInOneItem (); } else { // 放入所有物體 PutInAllItem (clickedItemUI); } } else { // 當放入的Item不是同一個時,將Slot與PickedItem交換 inventorySystem.GetPickedItem().ExchangeItem(clickedItemUI); } } } else { if (inventorySystem.isPickedItem == true ) { if (Input.GetKey (KeyCode.Z)) { // 壓住Z鍵時,只會一個一個的放入物體 PutInOneItem (); } else { // 放入所有物體 PutInAllItemToEmptySlot (); } } } } private void PickupHalfOfSlotItem(ItemUI clickedItemUI){ int amountToPick = (clickedItemUI.Amount + 1) / 2; int amountRemained = clickedItemUI.Amount - amountToPick; // 將PickedItem的ItemUI設置為目前滑鼠點中的ItemUI inventorySystem.PickupItem (clickedItemUI.Item, amountToPick); if (amountRemained == 0) { Destroy (clickedItemUI.gameObject); } else { clickedItemUI.SetAmount (amountRemained); } } protected void PickupAllSlotItem(ItemUI clickedItemUI){ // 將PickedItem的ItemUI設置為目前滑鼠點中的ItemUI inventorySystem.PickupItem (clickedItemUI.Item, clickedItemUI.Amount); // 因為已經選中物體了,要將Slot內的ItemUI刪除 Destroy (clickedItemUI.gameObject); } protected void PutInOneItem(){ this .StoreItem (inventorySystem.GetPickedItem ().Item); inventorySystem.ReducePickedItem (1); } private void PutInAllItem(ItemUI clickedItemUI){ if (clickedItemUI.Item.Capacity > clickedItemUI.Amount) { int slotRemained = clickedItemUI.Item.Capacity - clickedItemUI.Amount; if (slotRemained >= inventorySystem.GetPickedItem ().Amount) { // 若Slot內的空間足以放下滑鼠拿著的全部物體 clickedItemUI.SetAmount (clickedItemUI.Amount + inventorySystem.GetPickedItem ().Amount); inventorySystem.ReducePickedItem (inventorySystem.GetPickedItem ().Amount); } else { // Slot內的空間不夠放,只能放下部分滑鼠拿著的物體 clickedItemUI.SetAmount (clickedItemUI.Amount + slotRemained); inventorySystem.ReducePickedItem (slotRemained); } } } private void PutInAllItemToEmptySlot(){ for ( int i = 0; i < inventorySystem.GetPickedItem ().Amount; i++) { this .StoreItem (inventorySystem.GetPickedItem().Item); } inventorySystem.ReducePickedItem (inventorySystem.GetPickedItem().Amount); } } } </itemui></itemui></itemui></itemui></itemui></itemui></itemui></itemui></itemui></itemui></inventorysystem> |
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 | using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.UI; using UnityEngine.EventSystems; using System.Text; using RPG.Character; using RPG.Weapons; using RPG.Core; 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[] allSlotList; Slot[] knapsackSlotList; EquipmentSlot[] equipmentSlotList; VendorSlot[] vendorSlotList; ForgeSlot[] forgeSlotList; int coinAmount = 1000; Text coinText; void Start () { ParseItemsJson (); ParseForgeFormulaJson (); InitialSlotList (); coinText = GameObject.Find ( "Coin" ).GetComponentInChildren<text>(); coinText.text = coinAmount.ToString(); InitialVendorItem (); } void Update(){ PressGToAddItem (); MovePickedItemByMousePosition (); DiscardPickedItem (); } void InitialSlotList(){ allSlotList = GetComponentsInChildren<slot> (); equipmentSlotList = GetComponentsInChildren<equipmentslot> (); vendorSlotList = GetComponentsInChildren<vendorslot> (); forgeSlotList = GetComponentsInChildren<forgeslot> (); knapsackSlotList = GetComponentsInChildren<slot> (); knapsackSlotList = System.Array.FindAll (knapsackSlotList, CheckIfKnapsackSlot); } bool CheckIfKnapsackSlot(Slot slot){ if (slot is EquipmentSlot) { return false ; } else if (slot is VendorSlot) { return false ; } else if (slot is ForgeSlot) { return false ; } else { return true ; } } public void SaveInventory(){ StringBuilder saveData = new StringBuilder (); foreach (Slot slot in allSlotList) { 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); 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++) { allSlotList [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 (); } } // 使用時機:於背包系統內拖曳物品時使用 public void WearingEquipment(ItemUI equipmentToWear){ if ((equipmentToWear.Item is Equipment) == false ) { return ; } foreach (EquipmentSlot equipmentSlot in equipmentSlotList){ if (equipmentSlot.EquipmentTypeIsEqual (equipmentToWear.Item)){ // 換裝備的時候更換Player的武器 Weapon weaponConfig = Resources.Load<weapon> ((equipmentToWear.Item as Equipment).EquipmentAssetsPath); if (weaponConfig != null ) { Game.Instance.GetPlayerWeaponSystem ().PutWeaponInHand (weaponConfig); } 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 { if (isPickedItem == true ) { // 若使用Drag-Drop的方式穿上裝備,要記得再將pickedItem設定為false isPickedItem = false ; pickedItem.Hide (); } // 人物未配戴裝備,直接穿上 equipmentSlot.StoreItem (equipmentToWear.Item); } break ; } } UpdatePropertyText (); } // 使用時機:於背包系統外直接給ID,讓玩家穿上裝備 public bool WearingEquipment( int id){ Equipment equipmentToWear = (GetItemByID (id) as Equipment); foreach (EquipmentSlot equipmentSlot in equipmentSlotList) { if (equipmentSlot.EquipmentTypeIsEqual (equipmentToWear)) { if (equipmentSlot.transform.childCount > 0) { // 人物已配戴裝備了,脫下舊裝備穿上新裝備 return TakeOffAndWearNewEquipment(equipmentToWear, equipmentSlot); } else { // 人物未配戴裝備,直接穿上 equipmentSlot.StoreItem (equipmentToWear); } return true ; } } return false ; } bool TakeOffAndWearNewEquipment(Equipment equipment, EquipmentSlot equipmentSlot){ ItemUI equipmentToWear = null ; // 先確認背包內是否有空位,有的話就放入新裝備 foreach (Slot slot in knapsackSlotList) { if (slot.transform.childCount == 0) { equipmentToWear = slot.StoreItem (equipment); break ; } } if (equipmentToWear == null ) { Debug.LogError ( "No Empty Slot." ); return false ; } // 並自動將背包內的新裝備與舊裝備進行更換 equipmentSlot.GetComponentInChildren<itemui> ().ExchangeItem(equipmentToWear); return true ; } public ItemUI GetPickedItem(){ return pickedItem; } public Slot[] GetSlotList(){ return allSlotList; } 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 knapsackSlotList) { 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 knapsackSlotList) { 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 (ForgeSlot forgeSlot in forgeSlotList) { if (forgeSlot.transform.childCount > 0) { ItemUI currentItemUI = forgeSlot.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[8]; // 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); foreach (Item item in vendorItemList) { foreach (VendorSlot vendorSlot in vendorSlotList) { // 如果同類型物品疊加在一起 if (vendorSlot.transform.childCount >= 1 && vendorSlot.GetItemID () == item.ID && vendorSlot.IsFilled () == false ) { vendorSlot.StoreItem (item); break ; } // 如果沒有同類物品,則放入空Slot else if (vendorSlot.transform.childCount == 0) { vendorSlot.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></weapon></itemui></slot></forgeslot></vendorslot></equipmentslot></slot></text> |
WeaponPickupPoint.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 | using System.Collections; using System.Collections.Generic; using UnityEngine; using RPG.Character; using RPG.Core; namespace RPG.Weapons{ // 在編輯模式執行程式碼 [ExecuteInEditMode] public class WeaponPickupPoint : MonoBehaviour { [SerializeField] Weapon weaponConfig; [SerializeField] AudioClip pickupSFX; [Header( "Rotation" )] [SerializeField] float xRotationsPerMinute = 1f; [SerializeField] float yRotationsPerMinute = 1f; [SerializeField] float zRotationsPerMinute = 1f; [Header( "Box Collider" )] [SerializeField] Vector3 colliderCenter = new Vector3(0, 0.7f, 0); [SerializeField] Vector3 colliderSize = new Vector3(1, 1, 1); AudioSource audioSource; BoxCollider myCollider; void Start () { if (Application.isPlaying) { audioSource = gameObject.AddComponent<audiosource> (); myCollider = gameObject.AddComponent<boxcollider> (); myCollider.center = colliderCenter; myCollider.size = colliderSize; } } void Update () { // 判斷要在編輯模式下才執行程式 if (!Application.isPlaying) { DestroyChildren (); InstantiateWeapon (); } RotateTransform (); } void DestroyChildren(){ Transform simulation = transform.GetChild (0); foreach (Transform child in simulation.transform) { DestroyImmediate (child.gameObject); } } // 產生預覽用的武器物件於場景中 void InstantiateWeapon(){ Transform simulation = transform.GetChild (0); GameObject weapon = weaponConfig.GetWeaponPrefab(); weapon.transform.position = Vector3.zero; Instantiate (weapon, simulation); } // 觸發時更換武器 void OnCollisionEnter(Collision collision){ PutEquipmentIntoInventory (collision); PutWeaponInHand(collision); } void PutEquipmentIntoInventory(Collision collision){ PlayerMovement player = collision.gameObject.GetComponent<playermovement> (); if (player) { // 若碰觸者為玩家,則將武器放進裝備欄 bool isSuccess = Game.Instance.inventorySystem.WearingEquipment(weaponConfig.GetID()); if (!isSuccess) { return ; } } } void PutWeaponInHand(Collision collision){ WeaponSystem weaponSystem = collision.gameObject.GetComponent<weaponsystem> (); if (weaponSystem) { weaponSystem.PutWeaponInHand (weaponConfig); audioSource.PlayOneShot (pickupSFX); Destroy (gameObject); } } void RotateTransform(){ Transform simulation = transform.GetChild (0); //xRotationsPerMinute為1代表轉1圈,1圈有360度,將圈數乘以360度後再除以60秒,便得出1秒轉幾度 //Time.deltaTime為Update每次執行Frame經過了幾秒的基本時間單位,故將此單位乘以1秒所需旋轉的度數 //故能得出每個Frame要旋轉幾度 float xDegreesPerFrame = (xRotationsPerMinute * 360) / 60 * Time.deltaTime; simulation.RotateAround (simulation.position, simulation.right, xDegreesPerFrame); float yDegreesPerFrame = (yRotationsPerMinute * 360) / 60 * Time.deltaTime; simulation.RotateAround (simulation.position, simulation.up, yDegreesPerFrame); float zDegreesPerFrame = (zRotationsPerMinute * 360) / 60 * Time.deltaTime; simulation.RotateAround (simulation.position, simulation.forward, zDegreesPerFrame); } } } </weaponsystem></playermovement></boxcollider></audiosource> |
接著來測試遊戲看看吧,現在玩家裝備的是一把矛。
然後我把敵人殺掉之後,他掉落了一把劍,走過去撿起來吧。
撿起來以後,玩家會自動裝備這把劍,而且原本的矛也會放到背包中。
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