Unity—可复用背包工具
Unity可复用背包工具
Demo展示
设计思路
游戏中有非常多的背包样式,比如玩家道具背包,商城,装备栏,技能栏等;每个形式的背包都单独写一份逻辑会非常繁琐,所以需要有一套好用的背包工具;
这些背包有几个共同的特点:
1.有多个排列好的方格子;
2.每个方格子中有内容时,可被拖动且拖动逻辑相同;
3.可添加使用删除格子中的物品;
因此根据这些特点,使用ScrollView等组件,提取两个类,分别负责数据管理和拖动逻辑;
前期准备
1.界面设置
制作三个界面,一个滚动背包面板,一个丢弃面板,一个单独物品的预制体;
关键组件:ScrollView,content中添加GridLayoutGroup;
2.物品配表
1.使用Excel配置物品属性表,同时创建字段和excel标签相同的类,用于json序列化;
2.Excel转Json,最简单方式;
之后将转成功的Json内容存到txt文本中,并导入项目;
3.LitJson库
我这里使用的LitJson,一个非常简单轻量的库;https://litjson.net/
直接导入项目或者打包成dll放进项目;
使用时只需要读取Txt文本,转成string,直接调用Api即可,支持数组;
关键基类设计
1.Item
物品属性基类,规定物品属性,需要字段名和json中的关键字相同才能被json序列化;
Clone方法用来深拷贝,需要重写,因为我深拷贝使用的内存拷贝,所以必须加[Serializable];
ItemKind类,单纯是为了不用每次判断时手动打“string",个人觉得麻烦Orz;
2.InventoryItem
挂在物品的预制体模板上,负责拖拽和刷新逻辑;
该类继承拖拽相关的三个接口;
IBeginDragHandler //开始拖拽
IDragHandler //拖拽中
IEndDragHandler //拖拽结束
字段:
private Transform parentTf; //开始拖动前,Item的父节点;
private Transform canvasTf; //画布uiRoot;
private CanvasGroup blockRaycast; //该组件可以禁用该UI的射线检测,这样在拖拽过程中可以识别下面ui
public GameObject panelDrop; //丢弃物品叛变;
方法:
Start:其中给canvasTf和blockRaycast赋值;
OnBeginDrag:拖拽开始,记录Item的父节点后,将Item的父节点改为canvsTf(避免拖拽过程中遮挡),屏蔽item射线检测;
OnDrag:Item位置和鼠标位置一致;
OnEndDrag:
- 检测拖拽结束时,Item下方的UI是什么类型;我这里设置了三个Tag;
- item—下方为有物品的格子,两个互换位置;
- box—为空的格子,Item移位;
- background—弹出丢弃物品面板,同时隐藏当前Item;
- 其他—返回原位置;
- 判断结束后将位置归零,关闭射线屏蔽;
RefreshItem:根据数据更新Item的icon,名称,数量之类,需要重写;
ReturnPos:丢弃面板中点击取消,返回原位置;
GetNumber(string str):提取字符串中的数字,正则表达式;
全部代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.EventSystems;
public class InventoryItem : MonoBehaviour,IBeginDragHandler,IEndDragHandler,IDragHandler
{
private Transform parentTf;
private Transform canvasTf;
private CanvasGroup blockRaycast;
public GameObject panelDrop;
private void Start()
{
canvasTf = GameObject.FindGameObjectWithTag("UiRoot").transform;
blockRaycast = GetComponent<CanvasGroup>();
}
public void OnBeginDrag(PointerEventData eventData)
{
parentTf = transform.parent;
transform.SetParent(canvasTf);
blockRaycast.blocksRaycasts = false;
}
public void OnDrag(PointerEventData eventData)
{
transform.position = Input.mousePosition;
}
public void OnEndDrag(PointerEventData eventData)
{
GameObject go = eventData.pointerEnter;
Debug.Log(go.tag);
//Debug.Log(go.transform.parent.gameObject.name);
if (go.CompareTag("item"))
{
int pos1 = GetNumber(parentTf.gameObject.name);
int pos2 = GetNumber(go.transform.parent.gameObject.name);
transform.SetParent(go.transform.parent);
go.transform.SetParent(parentTf);
go.transform.localPosition = new Vector3(0, 0, 0);
//交换数据
BagPanel.I.bagData.SwitchItem(pos1, pos2);
}
else if (go.CompareTag("box"))
{
int pos1 = GetNumber(parentTf.gameObject.name);
int pos2 = GetNumber(go.name);
transform.SetParent(go.transform);
BagPanel.I.bagData.SwitchItem(pos1, pos2);
}
else if (go.CompareTag("background"))
{
Debug.Log("丢弃物品");
gameObject.SetActive(false);
//弹出新UI是否丢弃
//panelDrop.gameObject.SetActive(true);
GameObject temp = Instantiate<GameObject>(panelDrop, UIMa.I.uiRoot);
int pos = GetNumber(parentTf.gameObject.name);
temp.GetComponent<PanDrop>().SetInventoryItem(this, pos);
}
else
{
transform.SetParent(parentTf);
}
transform.localPosition = new Vector3(0, 0, 0);
blockRaycast.blocksRaycasts = true;
}
public virtual void RefreshItem(Item data)
{
}
public void ReturnPos()
{
gameObject.SetActive(true);
transform.SetParent(parentTf);
transform.localPosition = new Vector3(0, 0, 0);
blockRaycast.blocksRaycasts = true;
}
private int GetNumber(string str)
{
return int.Parse(Regex.Replace(str, @"[^0-9]+", ""));
}
}
3.InventoryData
数据管理类,负责背包信息管理,增删查改,泛型可复用不同Item类,入物品,技能等;
字段:
protected InventoryPanel mPanel:数据控制的哪个背包面板;
protected GameObject itemGo:物品模板;
protected int count = 0 :背包格子使用数;
protected Dictionary<int, T> allItemData :游戏中所有物品key是id,T为存放的物品实例;
private int capacity :背包容量,我这里设置了默认25,初始化时可修改;
protected List
方法:
1.public void InitData(string path, InventoryPanel panel, GameObject itemgo, int capacity);
初始化数据,path为之前jsonTxt的路径;
根据容量,将背包格子实例化满空对象;
2.private void LoadAllData(string path);
根据路径加载所有物品数据到allItemData;
我这里是假设资源都存放在Resources中,实际情况自行替换这段读取代码;
这里的json序列化有个坑,如果类中字段为string,excel中为纯数字会报错;
3.public void AddItem(int id, int num);
根据物品id添加物品;
这里分多种情况,背包中是否存在该物品,该物品种类是否为装备,装备是不能叠加存放的;
添加物品时,必须从allItemData中深拷贝,否则会导致该一个数据所有都变;
4.public void UseItem(int index, int num);
根据物品在背包中的位置,使用物品;
使用后判断数量是否为0,为0删除;
5.public void SwitchItem(int pos1, int pos2);
交换物品位置,简单的交换赋值;
6.public void DropItem(int index);
根据物品位置删除;
7.public void RefreshPanel();
刷新背包面板;
8.public void LoadPanel();
加载背包数据,第一次加载背包时调用;
全部代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Runtime.Serialization.Formatters.Binary;
using LitJson;
using UnityEngine;
public class InventoryData<T> where T : Item
{
protected InventoryPanel mPanel;
protected GameObject itemGo;
protected int count = 0;
protected Dictionary<int, T> allItemData = new Dictionary<int, T>();
private int capacity = 25;
protected List<T> itemList = new List<T>();
//初始化接口继承后调用
public void InitData(string path, InventoryPanel panel, GameObject itemgo, int capacity)
{
this.capacity = capacity;
this.itemGo = itemgo;
LoadAllData(path);
for (int i = 0; i < capacity; ++i)
{
T temp = null;
itemList.Add(temp);
}
mPanel = panel;
}
//初始化所有物品信息
private void LoadAllData(string path)
{
//假设资源都存放在Resources中,实际情况自行替换这段读取代码
//string str = File.ReadAllText(path);
TextAsset data = Resources.Load<TextAsset>(path);
if (data == null)
return;
string str = data.ToString();
Debug.Log(typeof(T).Name);
//坑点:纯数字无法转为string;
List<T> itDa = JsonMapper.ToObject<List<T>>(str);
foreach (var it in itDa)
{
allItemData.Add(it.id, it);
}
Debug.Log("初始化物品信息成功");
}
//添加物品
public void AddItem(int id, int num)
{
//背包已有
foreach (T it in itemList)
{
if (it == null)
continue;
if (it.id == id)
{
if (it.kind != ItemKind.equip)
{
it.num += num;
RefreshPanel();
return;
}
else if (it.kind == ItemKind.equip)
{
for (int i = 0; i < capacity; i++)
{
if (itemList[i] == null)
{
//T t = ObjectDeepCopy(it);
//T t = (T)it.Clone();
T t = DeepCopy(it);
itemList[i] = t;
RefreshPanel();
return;
}
}
}
}
}
//背包中无
int index = -1;
for (int i = 0; i < itemList.Count; ++i)
{
if (itemList[i] == null)
index = i;
}
if (index == -1)
{
Debug.Log("背包已满!");
return;
}
T t1 = (T) allItemData[id].Clone();
//T t1 = DeepCopy(allItemData[id]);
t1.num = num;
itemList[index] = t1;
count++;
//更新界面
RefreshPanel();
}
//使用物品
public void UseItem(int index, int num)
{
if (itemList[index] == null)
return;
T item = itemList[index];
item.num -= num;
if (item.num <= 0)
{
itemList[index] = null;
}
//更新界面
RefreshPanel();
}
public void DropItem(int index)
{
itemList[index] = null;
RefreshPanel();
}
//掉换位置
public void SwitchItem(int pos1, int pos2)
{
T item = itemList[pos1];
itemList[pos1] = itemList[pos2];
itemList[pos2] = item;
//更新界面
RefreshPanel();
}
//更新背包面板
public void RefreshPanel()
{
Transform tf = mPanel.content;
int count = tf.childCount;
for (int i = 0; i < capacity; ++i)
{
Transform boxTf = tf.GetChild(i);
if (itemList[i] != null)
{
if (boxTf.childCount > 0)
{
boxTf.GetChild(0).GetComponent<InventoryItem>().RefreshItem(itemList[i]);
}
else if (boxTf.childCount <= 0)
{
GameObject it = GameObject.Instantiate(itemGo, boxTf);
it.GetComponent<InventoryItem>().RefreshItem(itemList[i]);
break;
}
}
else
{
if (boxTf.childCount > 0)
{
GameObject.Destroy(boxTf.GetChild(0).gameObject);
}
}
}
}
public void LoadPanel()
{
Transform tf = mPanel.content;
int count = tf.childCount;
for (int i = 0; i < capacity; ++i)
{
if (itemList[i] != null)
{
int tempIndex = 0;
for (int j = 0; j < count; ++j)
{
Transform boxTf = tf.GetChild(j);
if (boxTf.childCount <= 0)
{
GameObject it = GameObject.Instantiate(itemGo, boxTf);
it.GetComponent<InventoryItem>().RefreshItem(itemList[i]);
break;
}
tempIndex = j;
}
if (tempIndex == count)
{
Debug.Log("背包已满");
break;
}
}
}
}
}
4.InventoryPanel
使用这个父类,单纯为了让InventoryData中的字段有父类指向,content为所有box格子的父节点;
继承后的子类,需要在改面板中添加打开,关闭,数量显示,金钱等其他逻辑;
如果有UI框架,该类需要继承UI基类;
public class InventoryPanel : MonoBehaviour
{
public Transform content;
}
Test类
四个类分别继承四个关键基类;
GoodInfo:
继承自Item可添加需要字段,比如gold,cost等;
重写深拷贝方法;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
[Serializable]
public class GoodsInfo : Item
{
public string xxx;
public override object Clone()
{
MemoryStream stream = new MemoryStream();
BinaryFormatter formatter = new BinaryFormatter();
formatter.Serialize(stream, this);
stream.Position = 0;
var obj = formatter.Deserialize(stream);
return obj;
}
}
BagItem:
继承自InventoryItem;重写了刷新方法;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BagItem : InventoryItem
{
public Image icon;
public Text num;
public override void RefreshItem(Item data)
{
GoodsInfo itData = (GoodsInfo) data;
string path = $"icon/{itData.id}";
Sprite spTemplate = Resources.Load(path, typeof(Sprite)) as Sprite;
Sprite sp = Instantiate<Sprite>(spTemplate);
icon.sprite = sp;
num.text = data.num.ToString();
}
}
BagData:
继承了InventroyData,同时泛型替换成GoodsInfo;
添加了两个测试方法,初始化背包数据;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BagData : InventoryData<GoodsInfo>
{
public void TestInit()
{
addTestData(8, 1,ItemKind.equip);
addTestData(5, 1,ItemKind.equip);
addTestData(0, 5,ItemKind.material);
addTestData(1, 21,ItemKind.drug);
}
private void addTestData(int id, int num,string kind)
{
GoodsInfo it = new GoodsInfo();
it.num = num;
it.id = id;
it.kind = kind;
itemList[count] = it;
count++;
}
}
BagPanel:
继承InventroyPanel,单例;
与bagData组合,存放bagData数据的实例;
添加了两个测试按钮,添加物品,和使用物品;
Start中,初始化BagData数据;加载背包;根据index修改content中box的名称(上面我改成正则表达式提取数字,这里可以不用改了);
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BagPanel : InventoryPanel
{
private static BagPanel instance;
public static BagPanel I {
get
{
if (instance == null)
{
instance = new BagPanel();
}
return instance;
}
}
private BagPanel() { }
public GameObject itemGo;
public BagData bagData = new BagData();
public Button btnAdd;
public Button btnUse;
private void Start()
{
instance = this;
bagData.InitData("ItemData", this, itemGo, 25);
bagData.TestInit();
bagData.LoadPanel();
btnAdd.onClick.AddListener(OnAddItem);
btnUse.onClick.AddListener(OnUseItem);
for (int i = 0; i < content.childCount; ++i)
{
content.GetChild(i).gameObject.name = i.ToString();
}
}
public void OnAddItem()
{
bagData.AddItem(9,1);
}
public void OnUseItem()
{
bagData.UseItem(3,1);
}
}
DropPanel:
丢弃面板,是否丢弃;是:删除数据,否:物品取消隐藏返回父节点;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PanDrop : MonoBehaviour
{
public Button btnYes;
public Button btnNo;
private InventoryItem it;
private int pos;
void Start()
{
btnYes.onClick.AddListener(OnBtnYes);
btnNo.onClick.AddListener(OnBtnNo);
}
private void OnBtnYes()
{
//数据删除
BagPanel.I.bagData.DropItem(pos);
Destroy(it.gameObject);
gameObject.SetActive(false);
}
private void OnBtnNo()
{
it.ReturnPos();
gameObject.SetActive(false);
}
public void SetInventoryItem(InventoryItem it,int pos)
{
this.it = it;
this.pos = pos;
}
}
UIMa:
初始化,提供canvasTf节点;
UI框架部分,用于存储各个背包面板的对象,由于之前写过UI框架所以这里没有展开写;
有需求可以看之前的文章《Unity——基于UGUI的UI框架》;
坑点
泛型对象创建
泛型对象T是不能被new 出来的,这里就需要使用反射或内存拷贝;
反射:有时候会失效,原因未知;
public T ObjectDeepCopy(T inM)
{
Type t = inM.GetType();
T outM = (T)Activator.CreateInstance(t);
foreach (PropertyInfo p in t.GetProperties())
{
t.GetProperty(p.Name).SetValue(outM, p.GetValue(inM));
}
return outM;
}
内存拷贝:序列化的类必须有[Serializable]
public static T DeepCopy(T obj)
{
object retval;
using (MemoryStream ms = new MemoryStream())
{
BinaryFormatter bf = new BinaryFormatter();
//序列化成流
bf.Serialize(ms, obj);
ms.Seek(0, SeekOrigin.Begin);
//反序列化成对象
retval = bf.Deserialize(ms);
ms.Close();
}
return (T) retval;
}
以上是我对背包工具的总结,如果有更好的意见,欢迎给作者评论留言;
Life is too short for so much sorrow.