此章节相对较难理解,有时间单独出一章讲一下
Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
InventoryItem.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;[Serializable]
public class InventoryItem
{public ItemData data;//保存实打实的Item数据public int stackSize;//记录相同Item的数量public InventoryItem(ItemData _newItemData)//创建时就传入要保存的Item{data = _newItemData;AddStack();//由初始时由于没有相同类型的物体,为了使刚开始初始化便拥有值,此处必须调用一次此函数}public void AddStack() => stackSize++;public void RemoveStack() => stackSize--;
}
Inventory.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Inventory : MonoBehaviour
{public static Inventory instance;public List<InventoryItem> inventoryItems;//inventoryItems类型的列表public Dictionary<ItemData, InventoryItem> inventoryDictianory;//以ItemData为Key寻找InventoryItem的字典private void Awake(){if (instance == null)instance = this;elseDestroy(gameObject);//防止多次创建Inventory}public void Start(){inventoryItems = new List<InventoryItem>();inventoryDictianory = new Dictionary<ItemData, InventoryItem>();}public void AddItem(ItemData _item)//将物体存入Inventory的函数{if(inventoryDictianory.TryGetValue(_item,out InventoryItem value)){value.AddStack();}//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值{InventoryItem newItem = new InventoryItem(_item);inventoryItems.Add(newItem);//填进列表里只有一次inventoryDictianory.Add(_item, newItem);//同上}}public void RemoveItem(ItemData _item)//将物体剔除Inventory的函数{if(inventoryDictianory.TryGetValue(_item,out InventoryItem value)){if (value.stackSize <= 1){inventoryItems.Remove(value);inventoryDictianory.Remove(_item);}elsevalue.RemoveStack();}}private void Update(){if(Input.GetKeyDown(KeyCode.L)){ItemData newItem = inventoryItems[inventoryItems.Count - 1].data;RemoveItem(newItem);}}
}
ItemObject.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class ItemObject : MonoBehaviour
{private SpriteRenderer sr;[SerializeField] private ItemData ItemData;private void Start(){sr = GetComponent<SpriteRenderer>();sr.sprite = ItemData.icon;}private void OnTriggerEnter2D(Collider2D collision){if(collision.GetComponent<Player>()!= null){Inventory.instance.AddItem(ItemData);Destroy(gameObject);}}}