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
UI_CraftWindow.cs
using UnityEngine.UI;
using TMPro;
using UnityEngine;
using Unity.VisualScripting;public class UI_CraftWindow : MonoBehaviour
{[SerializeField] private TextMeshProUGUI itemName;[SerializeField] private TextMeshProUGUI itemDescription;[SerializeField] private Image itemIcon;[SerializeField] private Button craftButton;[SerializeField] private Image[] materialsImage;public void SetUpCraftWIndow(ItemData_Equipment _data){craftButton.onClick.RemoveAllListeners();//防止出现点击Button出现其他的函数for (int i = 0; i < materialsImage.Length; i++)//将所有的UI设置为clear颜色{materialsImage[i].color = Color.clear;materialsImage[i].GetComponentInChildren<TextMeshProUGUI>().color = Color.clear;}for(int i = 0;i < _data.craftingMaterials.Count; i++){if(_data.craftingMaterials.Count > materialsImage.Length){Debug.LogWarning("材料比格子数还多了");}materialsImage[i].sprite = _data.craftingMaterials[i].data.icon;materialsImage[i].color = Color.white;TextMeshProUGUI materialsSlotText = materialsImage[i].GetComponentInChildren<TextMeshProUGUI>();materialsSlotText.text = _data.craftingMaterials[i].stackSize.ToString();materialsSlotText.color = Color.white;}itemIcon.sprite = _data.icon;itemName.text = _data.itemName;itemDescription.text = _data.GetDescription();craftButton.onClick.AddListener(() => Inventory.instance.CanCraft(_data, _data.craftingMaterials));}
}
UI_CraftList.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;public class UI_CraftList : MonoBehaviour,IPointerDownHandler
{[SerializeField] private GameObject craftSlotPrefab;//创建craftSlot的预制体[SerializeField] private List<ItemData_Equipment> craftEquipment;//一个将要导进craftList的data类型组[SerializeField] private Transform craftSlotParent;//便于寻找将要删除的craftSlot的父组件//[SerializeField] private UI_CraftSlot[] craftSlots;//暂时保存将要删除的craftSlotprivate void Start(){//AssignCraftSlots();transform.parent.GetChild(0).GetComponent<UI_CraftList>().SetupCraftList();SetupDefaultCraftWindow();}//private void AssignCraftSlots()//获得当前所有的craftSlot函数//主要用来为清空做准备//{// craftSlots = craftSlotParent.GetComponentsInChildren<UI_CraftSlot>();//}public void SetupCraftList()//将所有保存在其中的装备类型实例化craftslot并存入CraftList的函数{//AssignCraftSlots();for (int i = 0; i < craftSlotParent.childCount;i++)//删除所有原来存在于其list里的slot{Destroy(craftSlotParent.GetChild(i).gameObject);}//craftSlots = null;//清空此槽,方便下一次装其他的装备for(int i = 0;i < craftEquipment.Count;i++){GameObject newSlot = Instantiate(craftSlotPrefab, craftSlotParent);//创建的实例往craftPartent里塞newSlot.GetComponent<UI_CraftSlot>().SetUpCraftSlot(craftEquipment[i]);}}public void OnPointerDown(PointerEventData eventData){SetupCraftList();}public void SetupDefaultCraftWindow(){if (craftEquipment[0] != null){GetComponentInParent<UI>().craftWindow.SetUpCraftWIndow(craftEquipment[0]);}}
}
UI_CraftSlot.cs
using UnityEngine.EventSystems;public class UI_CraftSlot : UI_itemSlot
{protected override void Start(){base.Start();}public void SetUpCraftSlot(ItemData_Equipment _data)//设置CraftSlot的公开函数{if (_data == null)return;item.data = _data;itemImage.sprite = _data.icon;itemText.text = _data.name;if(itemText.text.Length > 12){itemText.fontSize = 24 * .7f;}else{itemText.fontSize = 24;}}private void OnValidate(){//UpdateSlots(item);}public override void OnPointerDown(PointerEventData eventData){ui.craftWindow.SetUpCraftWIndow(item.data as ItemData_Equipment);}
}
UI.cs
using UnityEngine;public class UI : MonoBehaviour
{[SerializeField] private GameObject characterUI;[SerializeField] private GameObject skillTreeUI;[SerializeField] private GameObject craftUI;[SerializeField] private GameObject optionsUI;public UI_itemTooltip itemToolTip;public UI_statToolTip statToopTip;public UI_CraftWindow craftWindow;public void Start(){SwitchTo(null);itemToolTip.gameObject.SetActive(false);statToopTip.gameObject.SetActive(false);}private void Update(){if(Input.GetKeyDown(KeyCode.C)){SwitchWithKeyTo(characterUI);}if(Input.GetKeyDown(KeyCode.B)){SwitchWithKeyTo(craftUI);}if(Input.GetKeyDown(KeyCode.K)){SwitchWithKeyTo(skillTreeUI);}if(Input.GetKeyDown(KeyCode.O)){SwitchWithKeyTo(optionsUI);} }public void SwitchTo(GameObject _menu)//切换窗口函数{for (int i = 0; i < transform.childCount; i++){transform.GetChild(i).gameObject.SetActive(false);}if (_menu != null){_menu.SetActive(true);}}public void SwitchWithKeyTo(GameObject _menu)//键盘切换窗口函数{if (_menu != null && _menu.activeSelf)//通过判断是否传入mune和mune是否激活来决定使设置为可视或不可使{_menu.SetActive(false);return;}SwitchTo(_menu);}
}
UI_itemSlot.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.EventSystems;public class UI_itemSlot : MonoBehaviour ,IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler
{[SerializeField] protected Image itemImage;[SerializeField] protected TextMeshProUGUI itemText;protected UI ui;public InventoryItem item;protected virtual void Start(){ui = GetComponentInParent<UI>();}public void UpdateSlots(InventoryItem _newItem){item = _newItem;itemImage.color = Color.white;if (item != null){itemImage.sprite = item.data.icon;if (item.stackSize > 1){itemText.text = item.stackSize.ToString();}else{itemText.text = "";}}}public void CleanUpSlot()//解决出现UI没有跟着Inventory变化的bug{item = null;itemImage.sprite = null;itemImage.color = Color.clear;itemText.text = "";}public virtual void OnPointerDown(PointerEventData eventData){if(item == null)//修复点击空白处会报错的bug{return;}if(Input.GetKey(KeyCode.LeftControl)){Inventory.instance.RemoveItem(item.data);ui.itemToolTip.HideToolTip();return;}if (item.data.itemType == ItemType.Equipment)Inventory.instance.EquipItem(item.data);ui.itemToolTip.HideToolTip();//修复已经装备了装备还会出现详细信息栏的bug}public void OnPointerEnter(PointerEventData eventData){if (item == null || item.data == null)return;ui.itemToolTip.ShowToolTip(item.data as ItemData_Equipment);}public void OnPointerExit(PointerEventData eventData){if (item == null || item.data == null)return;ui.itemToolTip.HideToolTip();}
}
UI_equipementSlots.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;public class UI_equipementSlots : UI_itemSlot
{public EquipmentType slotType;//这怎么拿到的private void OnValidate(){gameObject.name = "Equipment slot -" + slotType.ToString();}public override void OnPointerDown(PointerEventData eventData){if (item == null || item.data == null)//修复点击空白处会报错的bugreturn;//点击装备槽后卸下装备Inventory.instance.AddItem(item.data as ItemData_Equipment);Inventory.instance.Unequipment(item.data as ItemData_Equipment);ui.itemToolTip.HideToolTip();//修复已经装备了装备还会出现详细信息栏的bugCleanUpSlot();}
}