• Unity3D学习笔记(二十七):MVC框架下的背包系统(2)


    Tools
    FileTools
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using System.IO;
    using System.Text;
    public static class FileTools  {
        /// <summary>
        /// 读取指定路径的json文件
        /// </summary>
        /// <param name="path"></param>
        /// <returns></returns>
        public static string ReadJson(string path)
        {
            if (!File.Exists(path))
            {
                return "";
            }
            string json = "";
            StreamReader sr = new StreamReader(path, Encoding.UTF8);
            try
            {
                json = sr.ReadToEnd();
            }
            catch (System.Exception e)
            {
                Debug.Log(e.ToString());
            }
            sr.Close();
            return json;
        }
        /// <summary>
        /// 把json写入指定的文件a
        /// </summary>
        /// <param name="path"></param>
        /// <param name="json"></param>
        public static void WriteJson(string path, string json)
        {
            if (!File.Exists(path))
            {
                FileStream fs = File.Create(path);
                fs.Close();
            }
            StreamWriter sw = new StreamWriter(path, false, Encoding.UTF8);
            try
            {
                sw.Write(json);
            }
            catch (System.Exception e)
            {
                Debug.Log(e.ToString());
            }
            sw.Close();
        }
           
           
    }

    SaveManager

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class SaveManager
    {
        #region 单例
        private static SaveManager instance;
        public static SaveManager Instance
        {
            get {
                if (null == instance)
                {
                    instance = new SaveManager();
                }
                return instance;
            }
        }
        private SaveManager() { }
        #endregion
        /// <summary>
        /// 初始化数据
        /// </summary>
        public void InitData()
        {
            //初始化人物的数据
            string playerJson = FileTools.ReadJson(Application.streamingAssetsPath + "/Json/PlayerData.txt");
            if (playerJson == "")
            {
                PlayerData.SetInstance(null);
            }
            else
            {
                PlayerData.SetInstance(JsonUtility.FromJson<PlayerData>(playerJson));         
            }
            //Debug.Log(PlayerData.Instance.Atk);
            PlayerData.Instance.Init();
            //初始化背包数据
            string bagJson = FileTools.ReadJson(Application.streamingAssetsPath + "/Json/Bag.txt");
            if (bagJson == "")
            {
                BagData.SetInstance(null);
            }
            else
            {
                BagData.SetInstance(JsonUtility.FromJson<BagData>(bagJson));
            }
            //for (int i = 0; i < BagData.Instance.Items.Count; i++)
            //{
            //    Debug.Log("");
            //}
            BagData.Instance.UpdateCurrentCapacity();//更新一次负重
        }
        /// <summary>
        /// 保存数据
        /// </summary>
        public void SaveData()
        {
            //保存玩家的数据
            string playerJson = JsonUtility.ToJson(PlayerData.Instance, true);
            FileTools.WriteJson(Application.streamingAssetsPath + "/Json/PlayerData.txt", playerJson);
            //保存背包的数据
            string bagJson = JsonUtility.ToJson(BagData.Instance, true);
            FileTools.WriteJson(Application.streamingAssetsPath + "/Json/Bag.txt", bagJson);
        }
    }

    GameManager

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class GameManager : MonoBehaviour {
           // Use this for initialization
           void Awake () {
            DontDestroyOnLoad(gameObject);
            SaveManager.Instance.InitData();
           }
           
           // Update is called once per frame
           void OnDestroy () {
            SaveManager.Instance.SaveData();
        }
    }
    Json
    PlayerData
    {
        "items": [
            {
                "id": 2,
                "itemName": "肚兜",
                "iconName": "FaShi_XiongJia_5",
                "atk": 0.0,
                "def": 999.0,
                "thump": 0.0,
                "hp": 1000.0,
                "mp": 2000.0,
                "anger": 0.0,
                "weight": 1.0,
                "type": 2
            },
            {
                "id": 1,
                "itemName": "大贱",
                "iconName": "DaJian_08",
                "atk": 999.0,
                "def": 0.0,
                "thump": 0.9900000095367432,
                "hp": 100.0,
                "mp": 100.0,
                "anger": 500.0,
                "weight": 2.0,
                "type": 0
            }
        ],
        "atk": 20.0,
        "def": 20.0,
        "thump": 0.5,
        "hp": 100.0,
        "mp": 100.0,
        "anger": 0.0
    }

    Bag

    {
        "items": [
            {
                "id": 3,
                "itemName": "肚兜",
                "iconName": "FaShi_XiongJia_4",
                "atk": 0.0,
                "def": 999.0,
                "thump": 0.0,
                "hp": 1000.0,
                "mp": 2000.0,
                "anger": 0.0,
                "weight": 1.0,
                "type": 2
            },
            {
                "id": 4,
                "itemName": "大贱",
                "iconName": "DaJian_08",
                "atk": 999.0,
                "def": 0.0,
                "thump": 0.9900000095367432,
                "hp": 100.0,
                "mp": 100.0,
                "anger": 500.0,
                "weight": 2.0,
                "type": 0
            },
            {
                "id": 5,
                "itemName": "肚兜",
                "iconName": "FaShi_XiongJia_5",
                "atk": 0.0,
                "def": 999.0,
                "thump": 0.0,
                "hp": 1000.0,
                "mp": 2000.0,
                "anger": 0.0,
                "weight": 1.0,
                "type": 2
            },
            {
                "id": 6,
                "itemName": "肚兜",
                "iconName": "FaShi_XiongJia_4",
                "atk": 0.0,
                "def": 999.0,
                "thump": 0.0,
                "hp": 1000.0,
                "mp": 2000.0,
                "anger": 0.0,
                "weight": 1.0,
                "type": 2
            },
            {
                "id": 2,
                "itemName": "肚兜",
                "iconName": "FaShi_XiongJia_5",
                "atk": 0.0,
                "def": 999.0,
                "thump": 0.0,
                "hp": 1000.0,
                "mp": 2000.0,
                "anger": 0.0,
                "weight": 1.0,
                "type": 2
            },
            {
                "id": 1,
                "itemName": "大贱",
                "iconName": "DaJian_08",
                "atk": 999.0,
                "def": 0.0,
                "thump": 0.9900000095367432,
                "hp": 100.0,
                "mp": 100.0,
                "anger": 500.0,
                "weight": 2.0,
                "type": 0
            },
            {
                "id": 7,
                "itemName": "肚兜",
                "iconName": "FaShi_XiongJia_4",
                "atk": 0.0,
                "def": 999.0,
                "thump": 0.0,
                "hp": 1000.0,
                "mp": 2000.0,
                "anger": 0.0,
                "weight": 1.0,
                "type": 2
            }
        ],
        "maxCapacity": 100.0
    }
    Model
    ItemData
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    /// <summary>
    /// 该类用于存储装备的基本属性
    /// </summary>
    [System.Serializable]//因为对于已有的数据是从文件中来的,所以需要加序列化标识
    public class ItemData
    {
        #region 私有变量
        [SerializeField]
        private int id;//作为物品的唯一标识
        [SerializeField]
        private string itemName;//物品的名字
        [SerializeField]
        private string iconName;//物品显示图片的名字
        [SerializeField]
        private float atk;//攻击力加成
        [SerializeField]
        private float def;//防御力加成
        [SerializeField]
        private float thump;//暴击率加成
        [SerializeField]
        private float hp;//血量加成
        [SerializeField]
        private float mp;//加成
        [SerializeField]
        private float anger;//怒气加成
        [SerializeField]
        private float weight;//重量
        [SerializeField]
        private ItemType type;//物品的类型
        #endregion
        #region 属性
        public int Id
        {
            get
            {
                return id;
            }
        }
        public string ItemName
        {
            get
            {
                return itemName;
            }
        }
        public string IconName
        {
            get
            {
                return iconName;
            }
        }
        public float Atk
        {
            get
            {
                return atk;
            }
        }
        public float Def
        {
            get
            {
                return def;
            }
        }
        public float Thump
        {
            get
            {
                return thump;
            }
        }
        public float Hp
        {
            get
            {
                return hp;
            }
        }
        public float Mp
        {
            get
            {
                return mp;
            }
        }
        public float Anger
        {
            get
            {
                return anger;
            }
        }
        public float Weight
        {
            get
            {
                return weight;
            }
        }
        public ItemType Type
        {
            get
            {
                return type;
            }
        }
        #endregion
        #region 构造函数
        public ItemData() { }
        public ItemData(int id, string itemName, string iconName, float atk,
            float def, float thump, float hp, float mp, float anger, float weight, ItemType type)
        {
            this.id = id;
            this.itemName = itemName;
            this.iconName = iconName;
            this.atk = atk;
            this.def = def;
            this.thump = thump;
            this.hp = hp;
            this.mp = mp;
            this.anger = anger;
            this.weight = weight;
            this.type = type;
        }
        #endregion
        public static string GetTypeName(ItemType type)
        {
            string typeName = "";
            switch (type)
            {
                case ItemType.Weapon:
                    typeName = "武器";
                    break;
                case ItemType.Cap:
                    typeName = "头盔";
                    break;
                case ItemType.Armour:
                    typeName = "铠甲";
                    break;
                case ItemType.Belt:
                    typeName = "腰带";
                    break;
                case ItemType.Ring:
                    typeName = "戒指";
                    break;
                case ItemType.Headwear:
                    typeName = "头饰";
                    break;
                case ItemType.Necklace:
                    typeName = "项链";
                    break;
                case ItemType.Shoe:
                    typeName = "靴子";
                    break;
            }
            return typeName;
        }
    }

    ItemType

    /// <summary>
    /// 物品的类型, 装备栏能装备的类型
    /// </summary>
    public enum ItemType
    {
        Weapon,//武器
        Cap,//头盔
        Armour,//铠甲
        Ring,//戒指
        Belt,//腰带
        Necklace,//项链
        Shoe,//鞋子
        Headwear,//头饰
    }
    PlayerData
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using System;
    public class PlayerData
    {
        #region 单例
        private static PlayerData instance;//这个数据类的单例,从文件中反序列化来的
        public static PlayerData Instance
        {
            get {
                return instance;
            }
        }
        private PlayerData() { }
        /// <summary>
        /// 对单例进行赋值
        /// </summary>
        /// <param name="data"></param>
        public static void SetInstance(PlayerData data)
        {
            if (null == data)
            {
                instance = new PlayerData();
            }
            else
            {
                instance = data;
            }
        }
        #endregion
        public List<ItemData> items;//人物身上穿戴的装备
        #region 私有变量
        [SerializeField]
        private float atk;//基础攻击力
        [SerializeField]
        private float def;//基础防御力
        [SerializeField]
        private float thump;//基础暴击率
        [SerializeField]
        private float hp;//基础血量
        [SerializeField]
        private float mp;//基础魔法
        [SerializeField]
        private float anger;//基础怒气
        //装备的属性加成都是装备的装备计算出来的
        private float addAtk;//装备攻击力加成
        private float addDef;//
        private float addThump;//
        private float addHp;//
        private float addMp;//
        private float addAnger;//
        #endregion
        #region 事件
        //当数据发生改变时,通过该事件通知界面
        public event Action updateEvent;
        #endregion
        #region 属性
        public float Atk
        {
            get
            {
                return atk;
            }
        }
        public float Def
        {
            get
            {
                return def;
            }
        }
        public float Thump
        {
            get
            {
                return thump;
            }
        }
        public float Hp
        {
            get
            {
                return hp;
            }
        }
        public float Mp
        {
            get
            {
                return mp;
            }
        }
        public float Anger
        {
            get
            {
                return anger;
            }
        }
        public float AddAtk
        {
            get
            {
                return addAtk;
            }
        }
        public float AddDef
        {
            get
            {
                return addDef;
            }
        }
        public float AddThump
        {
            get
            {
                return addThump;
            }
        }
        public float AddHp
        {
            get
            {
                return addHp;
            }
        }
        public float AddMp
        {
            get
            {
                return addMp;
            }
        }
        public float AddAnger
        {
            get
            {
                return addAnger;
            }
        }
        #endregion
        #region 提供一些访问或删除装备的方法
        /// <summary>
        /// 通过装备的ID来访问装备
        /// </summary>
        /// <param name="id"></param>
        /// <returns></returns>
        public ItemData GetItem(int id)
        {
            for (int i = 0; i < items.Count; i++)
            {
                if (id == items[i].Id)
                {
                    return items[i];
                }
            }
            return null;
        }
        /// <summary>
        /// 通过装备的类型来访问装备
        /// </summary>
        /// <param name="type"></param>
        /// <returns></returns>
        public ItemData GetItem(ItemType type)
        {
            for (int i = 0; i < items.Count; i++)
            {
                if (type == items[i].Type)
                {
                    return items[i];
                }
            }
            return null;
        }
        /// <summary>
        /// 添加装备
        /// </summary>
        /// <param name="data"></param>
        public void AddItem(ItemData data)
        {
            items.Add(data);
            //数据发生改变,装备的属性加成需要重新计算
            UpdateAdditionData();
            //数据发生变化,通知界面
            UpdatePanel();
        }
        /// <summary>
        /// 删除装备
        /// </summary>
        /// <param name="data"></param>
        public void RemoveItem(ItemData data)
        {
            if (items.Contains(data))
            {
                items.Remove(data);
                //数据发生改变,装备的属性加成需要重新计算
                UpdateAdditionData();
                //数据发生变化,通知界面
                UpdatePanel();
            }
        }
        /// <summary>
        /// 通过ID删除装备
        /// </summary>
        /// <param name="id"></param>
        public void RemoveItem(int id)
        {
            ItemData data = GetItem(id);
            RemoveItem(data);
        }
        /// <summary>
        /// 通过装备类型删除装备
        /// </summary>
        /// <param name="type"></param>
        public void RemoveItem(ItemType type)
        {
            ItemData data = GetItem(type);
            RemoveItem(data);
        }
        #endregion
        public void Init()
        {
            UpdateAdditionData();
        }
        /// <summary>
        /// 计算装备的加成数据, 每次当数据发生改变的时候调用
        /// </summary>
        void UpdateAdditionData()
        {
            this.addAtk = 0;
            this.addDef = 0;
            this.addThump = 0;
            this.addHp = 0;
            this.addMp = 0;
            this.addAnger = 0;
            //把每一件装备的加成数据加给实际的数据
            for (int i = 0; i < items.Count; i++)
            {
                this.addAtk += items[i].Atk;
                this.addDef += items[i].Def;
                this.addThump += items[i].Thump;
                this.addHp += items[i].Hp;
                this.addMp += items[i].Mp;
                this.addAnger += items[i].Anger;
            }
        }
        /// <summary>
        /// 通知界面改变
        /// </summary>
        void UpdatePanel()
        {
            if (updateEvent != null)
            {
                updateEvent();
            }
        }
    }

    BagData

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using System;
    public class BagData
    {
        #region 单例
        private static BagData instance;//从文件中反序列化来的
        public static BagData Instance
        {
            get {
                return instance;
            }
        }
        private BagData() { }
        public static void SetInstance(BagData data)
        {
            if (data == null)
            {
                instance = new BagData();
                instance.items = new List<ItemData>();
            }
            else
            {
                instance = data;
            }
        }
        #endregion
        #region 私有变量
        [SerializeField]
        private List<ItemData> items;//当前的所有的装备
        [SerializeField]
        private float maxCapacity;//最大容量, 从文件中读取进来的
        private float currentCapacity;//当前容量, 根据当前背包的装备计算出来的
        #endregion
        #region 事件
        public event Action updateEvent;//定义一个事件,当数据改变时,调用事件通知界面更新
        #endregion
        #region 属性
        public float MaxCapacity
        {
            get
            {
                return maxCapacity;
            }
        }
        public float CurrentCapacity
        {
            get
            {
                return currentCapacity;
            }
        }
        public List<ItemData> Items
        {
            get
            {
                return items;
            }
        }
        #endregion
        #region 提供一些操作背包装备的方法
        /// <summary>
        /// 使用ID访问背包中的装备
        /// </summary>
        /// <param name="id"></param>
        /// <returns></returns>
        public ItemData GetItem(int id)
        {
            for (int i = 0; i < items.Count; i++)
            {
                if (items[i].Id == id)
                {
                    return items[i];
                }
            }
            return null;
        }
        /// <summary>
        /// 添加装备
        /// </summary>
        /// <param name="id"></param>
        public void AddItem(ItemData data)
        {
            items.Add(data);
            //每一次数据改变,当前负重都是需要重新计算的
            UpdateCurrentCapacity();
            //数据变了,通知界面
            UpdatePanel();
        }
        /// <summary>
        /// 删除装备
        /// </summary>
        /// <param name="data"></param>
        public void RemoveItem(ItemData data)
        {
            //判断data是否在Items里
            if (items.Contains(data))
            {
                items.Remove(data);
            }
            UpdateCurrentCapacity();
            //数据变了,通知界面
            UpdatePanel();
        }
        /// <summary>
        /// 删除指定ID的装备
        /// </summary>
        /// <param name="id"></param>
        public void RemoveItem(int id)
        {
            ItemData data = GetItem(id);
            if (data != null)
            {
                RemoveItem(data);
            }
        }
        #endregion
        public void UpdateCurrentCapacity()
        {
            currentCapacity = 0;
            //把每一件装备的负重累加在一起,就是当前的负重
            for (int i = 0; i < items.Count; i++)
            {
                currentCapacity += items[i].Weight;
            }
        }
        /// <summary>
        /// 通知界面更新
        /// </summary>
        void UpdatePanel()
        {
            if (updateEvent != null)
            {
                updateEvent();
            }
        }
        public void ItemsSort()
        {
            items.Sort(ItemSort);
            //物品之间的顺序发生了改变, 通知界面更新
            UpdatePanel();
        }
        /// <summary>
        /// 物品的排序,以物品的类型排
        /// </summary>
        /// <param name="a"></param>
        /// <param name="b"></param>
        /// <returns></returns>
        int ItemSort(ItemData a, ItemData b)
        {
            int tempA = (int)a.Type;
            int tempB = (int)b.Type;
            if (tempA < tempB)
            {
                return -1;
            }
            else if (tempA > tempB)
            {
                return 1;
            }
            else
            {
                return 0;
            }
        }
    }
    View
    PlayerUI
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    public class PlayerUI : MonoBehaviour {
        private GridBase[] grids;//所有的装备栏
        //所有显示属性的Text
        private Text atkText;
        private Text defText;
        private Text thumpText;
        private Text hpText;
        private Text mpText;
        private Text angerText;
        void Awake () {
            //在子物体里获取所有的GridBase这个组件,返回的是一个数组
            grids = gameObject.GetComponentsInChildren<GridBase>();
            atkText = transform.Find("Message/AtkText").GetComponent<Text>();
            defText = transform.Find("Message/DefText").GetComponent<Text>();
            thumpText = transform.Find("Message/ThumpText").GetComponent<Text>();
            hpText = transform.Find("Message/HPText").GetComponent<Text>();
            mpText = transform.Find("Message/MPText").GetComponent<Text>();
            angerText = transform.Find("Message/AngerText").GetComponent<Text>();
            //ItemData data = new ItemData();
            //Debug.Log(JsonUtility.ToJson(data, true));
        }
        private void Start()
        {
            PlayerData.Instance.updateEvent += UpdatePanel;
            UpdatePanel();
        }
        private void OnDestroy()
        {
            PlayerData.Instance.updateEvent -= UpdatePanel;
        }
        /// <summary>
        /// 更新界面的方法
        /// </summary>
        void UpdatePanel()
        {
            //把人物身上装备的物品显示, 所有属性显示
            //先把所有的格子清空
            for (int i = 0; i < grids.Length; i++)
            {
                grids[i].UpdateItem(-1, "");
            }
            //再把人物身上装备显示在对应的格子上
            for (int i = 0; i < grids.Length; i++)
            {
                PlayerGridUI grid = grids[i] as PlayerGridUI;
                for (int j = 0; j < PlayerData.Instance.items.Count; j++)
                {
                    //当格子的装备与人物数据里的装备的类型是一致时,证明该装备应该放在这个格子上
                    if (grid.gridType == PlayerData.Instance.items[j].Type)
                    {
                        grid.UpdateItem(PlayerData.Instance.items[j].Id, PlayerData.Instance.items[j].IconName);
                    }
                }
            }
            atkText.text = "攻击力:" + PlayerData.Instance.Atk + "<color="green"> + "
                + PlayerData.Instance.AddAtk + "</color>";
            defText.text = "防御力:" + PlayerData.Instance.Def + "<color="green"> + "
                + PlayerData.Instance.AddDef + "</color>";
            thumpText.text = "暴击率:" + PlayerData.Instance.Thump + "<color="green"> + "
                + PlayerData.Instance.AddThump + "</color>";
            hpText.text = "生命值:" + PlayerData.Instance.Hp + "<color="green"> + "
                + PlayerData.Instance.AddHp + "</color>";
            mpText.text = "魔法值:" + PlayerData.Instance.Mp + "<color="green"> + "
                + PlayerData.Instance.AddMp + "</color>";
            angerText.text = "怒气值:" + PlayerData.Instance.Anger + "<color="green"> + "
                + PlayerData.Instance.AddAnger + "</color>";
        }
    }

    BagUI

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    public class BagUI : MonoBehaviour {
        private GridBase[] grids;
        private Text weightText;
        private Text numText;
        private Button rightButton;
        private Button leftButton;
        private Button clearUpButton;
        private int currentNum;
        private int maxNum;//根据背包里物品数量与当前有多少个格子比较
           void Awake () {
            //获取所有的格子
            grids = gameObject.GetComponentsInChildren<GridBase>();
            weightText = transform.Find("CapacityText").GetComponent<Text>();
            numText = transform.Find("Num/Num/Text").GetComponent<Text>();
            rightButton = transform.Find("Num/RightButton").GetComponent<Button>();
            leftButton = transform.Find("Num/LeftButton").GetComponent<Button>();
            clearUpButton = transform.Find("ClearUpButton").GetComponent<Button>();
            //按钮注册事件
            rightButton.onClick.AddListener(RightClick);
            leftButton.onClick.AddListener(LeftClick);
            clearUpButton.onClick.AddListener(ClearUpClick);
        }
        private void Start()
        {
            BagData.Instance.updateEvent += UpdatePanel;
            currentNum = 1;//界面一开始,当前页是1
            UpdatePanel();
        }
        private void OnDestroy()
        {
            BagData.Instance.updateEvent -= UpdatePanel;
        }
        /// <summary>
        /// 更新界面
        /// </summary>
        void UpdatePanel()
        {
            //更新当前页数的物品, 更新当前页数, 更新当前的负重
            //计算当前的最大页数
            maxNum = (int)Mathf.Ceil(BagData.Instance.Items.Count / (float)grids.Length);
            numText.text = currentNum + "/" + maxNum;
            weightText.text = "负重:" + BagData.Instance.CurrentCapacity + "/" +
                BagData.Instance.MaxCapacity;
           
            //显示当前的页数的物品
            //根据当前页数,确定第一个位置应该排背包数据的里的第几个索引(起始索引)
            //模拟 格子: 20   当第一页是起始索引为0, 当第二页时起始索引为20
            int startIndex = (currentNum - 1) * grids.Length;//(当前页数 - 1) * 格子数量
            //把从起始索引开始,依次的把物品放在对应的格子上
            for (int i = 0; i < grids.Length; i++)
            {
                //当i= 0时,证明是第一个格子,对应的物品索引 startIndex = startIndex + i
                //当i= 1时,证明是第二各格子,对应的物品索引 startIndex + 1 =  startIndex + i
                //....
                //当i = grids.Length - 1时, 最后一个格子, 对应的物品索引 startIndex + grids.Length - 1 =  startIndex + i
                //如果startIndex + i 超出了物品的数量, 证明这个格子没有物品
                //如果startIndex + i 没有超出物品的数量, 这个这个格子有物品
                if (startIndex + i >= BagData.Instance.Items.Count)
                {
                    //超出了物品的数量,该格子没有物品
                    grids[i].UpdateItem(-1, "");
                }
                else
                {
                    grids[i].UpdateItem(BagData.Instance.Items[startIndex + i].Id,
                        BagData.Instance.Items[startIndex + i].IconName);
                }
            }
        }
        /// <summary>
        /// 翻页的右按钮
        /// </summary>
        void RightClick()
        {
            //Debug.Log("RightClick");
            //判断是当前页是是最后一页
            if (currentNum < maxNum)
            {
                //不是最后一页
                currentNum++;
                UpdatePanel();//当前页数变了,需要更新一下界面的显示
            }
        }
        /// <summary>
        /// 翻页的左按钮
        /// </summary>
        void LeftClick()
        {
            //Debug.Log("LeftClick");
            //判断当前页数是不是第一页
            if (currentNum > 1)
            {
                currentNum--;
                UpdatePanel();//当前页数变了,需要更新一下界面的显示
            }
        }
        /// <summary>
        /// 整理按钮
        /// </summary>
        void ClearUpClick()
        {
            Debug.Log("ClearUpClick");
            BagController.Instance.ClearUp();
        }
    }

    GridBase

    using System;
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    using UnityEngine.EventSystems;
    public class GridBase : MonoBehaviour,
        IPointerEnterHandler,
        IPointerExitHandler,
        IPointerClickHandler,
        IBeginDragHandler,
        IDragHandler,
        IEndDragHandler
    {
        public int itemID = -1;// 规定-1  那么这个格子空的
        public Transform tempParent;//拖动时临时的父物体
        private Image image;//显示装备的图片
        private Vector2 outPos;//转换之后的坐标
        private Vector2 offset;//鼠标偏移量
        private RectTransform parentRT;
        protected void Init()
        {
            image = transform.Find("Item").GetComponent<Image>();
            parentRT = tempParent as RectTransform;
        }
        /// <summary>
        /// 更新自己本身的物品
        /// </summary>
        /// <param name="itemID"></param>
        /// <param name="iconName"></param>
        public virtual void UpdateItem(int itemID, string iconName)
        {
            if (this.itemID == itemID && itemID >= 0)
            {
                return;
            }
            this.itemID = itemID;
            if (itemID < 0)//没有物品
            {
                image.enabled = false;
            }
            else
            {
                image.enabled = true;
                if (image.sprite == null || image.sprite.name != iconName)
                {
                    Sprite sp = Resources.Load<Sprite>("Texture/Icon/" + iconName);
                    image.sprite = sp;
                }
            }
        }
        #region 接口的虚方法
        //开始拖动的虚方法
        protected virtual void BeginDrag(PointerEventData eventData)
        {
            if (itemID < 0) return;
            //Debug.Log("父类:BeginDrag");
            image.transform.parent = tempParent;
            if (RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRT,
                eventData.position, eventData.enterEventCamera, out outPos))
            {
                offset = outPos - new Vector2(image.transform.localPosition.x, image.transform.localPosition.y);
            }
        }
        //拖动的虚方法
        protected virtual void Drag(PointerEventData eventData)
        {
            if (itemID < 0) return;
            //Debug.Log("父类:Drag");
            if (RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRT,
                eventData.position, eventData.enterEventCamera, out outPos))
            {
                image.transform.localPosition = outPos - offset;
            }
        }
        //拖动结束时的虚方法
        protected virtual void EndDrag(PointerEventData eventData)
        {
            if (itemID < 0) return;
            //Debug.Log("父类:EndDrag");
            image.transform.parent = transform;
            image.transform.localPosition = Vector3.zero;
        }
        //点击的虚方法
        protected virtual void Click(PointerEventData eventData)
        {
            //Debug.Log("父类:Click");
        }
        //进入的虚方法
        protected virtual void Enter(PointerEventData eventData)
        {
            //Debug.Log("父类:Enter");
            //Debug.Log("显示信息");
        }
        //出去的虚方法
        protected virtual void Exit(PointerEventData eventData)
        {
            //Debug.Log("父类:Exit");
            //Debug.Log("隐藏信息");
            TipsUI.Instance.HideTips();
        }
        #endregion
        #region 实现的接口
        public void OnBeginDrag(PointerEventData eventData)
        {
            BeginDrag(eventData);
        }
        public void OnDrag(PointerEventData eventData)
        {
            Drag(eventData);
        }
        public void OnEndDrag(PointerEventData eventData)
        {
            EndDrag(eventData);
        }
        public void OnPointerClick(PointerEventData eventData)
        {
            Click(eventData);
        }
        public void OnPointerEnter(PointerEventData eventData)
        {
            Enter(eventData);
        }
        public void OnPointerExit(PointerEventData eventData)
        {
            Exit(eventData);
        }
        #endregion
    }

    PlayerGridUI

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    using UnityEngine.EventSystems;
    public class PlayerGridUI : GridBase {
        public ItemType gridType;
        private Text text;
           // Use this for initialization
           void Awake () {
            base.Init();
            text = transform.Find("Text").GetComponent<Text>();
            gameObject.tag = "PlayerGrid";
            text.text = ItemData.GetTypeName(gridType);
        }
       
        public override void UpdateItem(int itemID, string iconName)
        {
            base.UpdateItem(itemID, iconName);
            if (itemID >= 0)//有装备
            {
                text.enabled = false;//有装备时,把装备栏的文字隐藏
            }
            else
            {
                text.enabled = true;
            }
        }
        protected override void BeginDrag(PointerEventData eventData)
        {
            if (itemID < 0) return;
            base.BeginDrag(eventData);
            text.enabled = true;//开始拖动时,显示文字
        }
        protected override void Click(PointerEventData eventData)
        {
            if (itemID < 0) return;
            if (eventData.button == PointerEventData.InputButton.Right)
            {
                Debug.Log("卸下: " + itemID);
                BagController.Instance.DemountItem(itemID, CallBck);
            }
        }
        protected override void EndDrag(PointerEventData eventData)
        {
            if (itemID < 0) return;
            base.EndDrag(eventData);
            text.enabled = false;//开始拖动时,显示文字
            if (eventData.pointerCurrentRaycast.gameObject != null &&
                eventData.pointerCurrentRaycast.gameObject.CompareTag("BagGrid"))
            {
                Debug.Log("卸下装备");
                BagController.Instance.DemountItem(itemID, CallBck);
            }
        }
        protected override void Enter(PointerEventData eventData)
        {
            //eventData.dragging 是否处于拖动状态, 鼠标按下,并且再移动
            if (eventData.dragging) return;
            TipsUI.Instance.ShowTips(itemID, TipsUI.ItemGridType.Player, transform.position);
        }
        void CallBck(bool isFinish, string message)
        {
            //暂时测试使用
            if (isFinish)
            {
                Debug.Log("完成了: " + message);
            }
            else
            {
                Debug.LogError(message);
            }
        }
    }

    BagGridUI

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.EventSystems;
    public class BagGridUI : GridBase {
           void Awake () {
            base.Init();
            gameObject.tag = "BagGrid";
        }
        protected override void Click(PointerEventData eventData)
        {
            if (itemID < 0) return;
            if (eventData.button == PointerEventData.InputButton.Right)
            {
                Debug.Log("装备: " + itemID);
                BagController.Instance.EquipmentItem(itemID, BagData.Instance.GetItem(itemID).Type, CallBck);
            }
        }
        protected override void EndDrag(PointerEventData eventData)
        {
            if (itemID < 0) return;
            base.EndDrag(eventData);
            if (eventData.pointerCurrentRaycast.gameObject == null)//当拖出背包区域时
            {
                Debug.Log("卖出物品");
                BagController.Instance.SellItem(itemID, CallBck);
            }
            else if(eventData.pointerCurrentRaycast.gameObject.CompareTag("PlayerGrid"))
            {
                Debug.Log("装备物品");
                //获取到鼠标当前检测到的装备栏的类型
                PlayerGridUI grid = eventData.pointerCurrentRaycast.gameObject.GetComponent<PlayerGridUI>();
                BagController.Instance.EquipmentItem(itemID, grid.gridType, CallBck);
            }
        }
        protected override void Enter(PointerEventData eventData)
        {
            //eventData.dragging 是否处于拖动状态, 鼠标按下,并且再移动
            if (eventData.dragging) return;
            TipsUI.Instance.ShowTips(itemID, TipsUI.ItemGridType.Bag, transform.position);
        }
        void CallBck(bool isFinish, string message)
        {
            //暂时测试使用
            if (isFinish)
            {
                Debug.Log("完成了: " + message);
            }
            else
            {
                Debug.LogError(message);
            }
        }
    }

    TipsUI

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    public class TipsUI : MonoBehaviour
    {
        private Text nameText;
        private Text typeText;
        private Text atkText;
        private Text defText;
        private Text thumpText;
        private Text hpText;
        private Text mpText;
        private Text angerText;
        private Text weightText;
        private static TipsUI instance;
        public static TipsUI Instance
        {
            get
            {
                /*
                if (null == instance)
                {
                    instance = GameObject.Find("Tips").GetComponent<TipsUI>();
                }
                */
                return instance;
            }
        }
        // Use this for initialization
        void Awake()
        {
            instance = this;
            nameText = transform.Find("NameText").GetComponent<Text>();
            typeText = transform.Find("TypeText").GetComponent<Text>();
            atkText = transform.Find("AtkText").GetComponent<Text>();
            defText = transform.Find("DefText").GetComponent<Text>();
            thumpText = transform.Find("ThumpText").GetComponent<Text>();
            hpText = transform.Find("HpText").GetComponent<Text>();
            mpText = transform.Find("MpText").GetComponent<Text>();
            angerText = transform.Find("AngerText").GetComponent<Text>();
            weightText = transform.Find("WeightText").GetComponent<Text>();
        }
        // Update is called once per frame
        void Start()
        {
            gameObject.SetActive(false);
        }
        /// <summary>
        /// 显示物品信息,
        /// </summary>
        /// <param name="id">物品的id</param>
        /// <param name="type">物品在哪</param>
        /// <param name="position">物品的位置</param>
        public void ShowTips(int id, ItemGridType type, Vector3 position)
        {
            ItemData data = null;
            if (type == ItemGridType.Bag)
            {
                data = BagData.Instance.GetItem(id);
            }
            else if (type == ItemGridType.Player)
            {
                data = PlayerData.Instance.GetItem(id);
            }
            if (data != null)
            {
                gameObject.SetActive(true);
                nameText.text = "名字:" + data.ItemName;
                typeText.text = "类型:" + ItemData.GetTypeName(data.Type);
                atkText.text = "攻击力: +" + data.Atk.ToString();
                defText.text = "防御力: +" + data.Def.ToString();
                thumpText.text = "暴击率: +" + data.Thump.ToString();
                hpText.text = "生命值: +" + data.Hp.ToString();
                mpText.text = "魔法值: +" + data.Mp.ToString();
                angerText.text = "怒气值: +" + data.Anger.ToString();
                weightText.text = "负重:" + data.Weight.ToString();
                transform.position = position;
                Vector2 pivot;
                //鼠标偏右
                if (Input.mousePosition.x > Screen.width / 2f)
                {
                    pivot.x = 1;
                }
                else
                {
                    pivot.x = 0;
                }
                //鼠标偏上
                if (Input.mousePosition.y > Screen.height / 2f)
                {
                    pivot.y = 1;
                }
                else
                {
                    pivot.y = 0;
                }
                (transform as RectTransform).pivot = pivot;
            }
        }
        /// <summary>
        /// 隐藏属性显示栏
        /// </summary>
        public void HideTips()
        {
            gameObject.SetActive(false);
        }
        public enum ItemGridType
        {
            Bag,
            Player
        }
    }
    Controller
    BagController
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class BagController
    {
        #region 单例
        private static BagController instance;
        public static BagController Instance
        {
            get
            {
                if (instance == null)
                {
                    instance = new BagController();
                }
                return instance;
            }
        }
        private BagController() { }
        #endregion
        //回调信息
        //第一个参数,是是否完成, 第二个参数, 传递过去的消息
        public delegate void CallBack(bool isFinish, string message);
        #region 处理数据的方法
        /// <summary>
        /// 卖出指定的ID的物品, 规定只能从背包卖
        /// 第二个参数是:当完成或者未完成时,回调调用自己的View中的方法。
        /// </summary>
        /// <param name="id"></param>
        public void SellItem(int id, CallBack callback)
        {
            //通过ID从背包中找到物品
            ItemData data = BagData.Instance.GetItem(id);
            //如果data是null, 背包中没有这个物品,id有问题
            if (data == null)
            {
                //通知调用这个方法的View 你的ID是有问题的吧。
                //Debug.LogError("通知调用这个方法的View 你的ID是有问题的吧。");
                if (callback != null)
                {
                    callback(false, "ID有问题!");
                }
            }
            else
            {
                //删除物品
                BagData.Instance.RemoveItem(data);
                if (callback != null)
                {
                    callback(true, "卖出成功");
                }
            }
        }
        /// <summary>
        /// 装备物品
        /// </summary>
        /// 参数1: 要装备的物品的ID
        /// 参数2: 要装备的位置
        /// 参数3: View的回调函数(通知View的成功了还是失败)
        public void EquipmentItem(int id, ItemType gridType, CallBack callback)
        {
            //判断ID是否存在
            ItemData bagItem = BagData.Instance.GetItem(id);
            if (bagItem == null)
            {
                //背包里没有这个ID的物品
                if (callback != null)
                {
                    callback(false, "背包里没有该ID的物品");
                }
            }
            else
            {
                //如果背包有这个物品,
                //判断该装备类型和你要装备的格子类型是否一致
                if (bagItem.Type == gridType)//装备类型与格子类型一致,可以装备
                {
                    //1. 装备栏有物品, 替换
                    //2. 装备栏没有物品, 直接装备
                    //首先判断装备栏是否有物品
                    ItemData playerItem = PlayerData.Instance.GetItem(gridType);
                    if (playerItem == null)
                    {
                        //证明该格子上没有装备
                        //先把该装备从背包数据里删除
                        BagData.Instance.RemoveItem(bagItem);
                        //再把物品添加到人物数据里
                        PlayerData.Instance.AddItem(bagItem);
                    }
                    else
                    {
                        //证明该格子上有装备
                        //先把人物身上的装备先删除
                        PlayerData.Instance.RemoveItem(playerItem);
                        //再把背包里的装备删除
                        BagData.Instance.RemoveItem(bagItem);
                        //把人物身上的装备添加到背包里
                        BagData.Instance.AddItem(playerItem);
                        //把背包里的装备添加到人物身上
                        PlayerData.Instance.AddItem(bagItem);
                    }
                    if (callback != null)
                    {
                        callback(true, "装备成功");
                    }
                }
                else
                {
                    if (callback != null)
                    {
                        callback(false, "请把装备装到正确的位置");
                    }
                }
            }
        }
        /// <summary>
        /// 卸下指定的id的装备,数据一定在playerData里
        /// </summary>
        /// <param name="id"></param>
        /// <param name="callback"></param>
        public void DemountItem(int id, CallBack callback)
        {
            //判断playerData里是否有这个id的装备
            ItemData data = PlayerData.Instance.GetItem(id);
            if (data == null)//空的时候,身上没有这个id的物品
            {
                if (callback != null)
                {
                    callback(false, "人物身上没有该ID的物品");
                }
            }
            else
            {
                //先把该装备从人物身上删除
                PlayerData.Instance.RemoveItem(data);
                //再把该装备添加到背包数据里去
                BagData.Instance.AddItem(data);
                //通知界面成功
                if (callback != null)
                {
                    callback(true, "成功卸载装备");
                }
            }
        }
        /// <summary>
        /// 整理背包的方法
        /// </summary>
        public void ClearUp()
        {
            BagData.Instance.ItemsSort();
        }
        #endregion
    }

    LessonListSort

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    public class LessonListSort : MonoBehaviour {
        List<int> listInt = new List<int>() { 1, 9, 4, 6, 0 };
        List<Obj> listObj = new List<Obj>() { new Obj(1, "小明"), new Obj(2, "小红") };
        // Use this for initialization
        void Start () {
            listInt.Sort(ListIntSort);
            for (int i = 0; i < listInt.Count; i++)
            {
                Debug.Log(listInt[i]);
            }
            listObj.Sort(ListObjSort);
            for (int i = 0; i < listObj.Count; i++)
            {
                Debug.Log(listObj[i].name);
            }
        }
           
           // Update is called once per frame
           void Update () {
                  
           }
        int ListIntSort(int a, int b)
        {
            if (a < b)
            {
                return -1;
            }
            else if (a > b)
            {
                return 1;
            }
            else
            {
                return 0;
            }
        }
        public class Obj
        {
            public int id;
            public string name;
            public Obj(int id, string name)
            {
                this.id = id;
                this.name = name;     
            }
        }
        int ListObjSort(Obj a, Obj b)
        {
            if (a.id < b.id)
            {
                return 1;
            }
            else if (a.id > b.id)
            {
                return -1;
            }
            else
            {
                return 0;
            }
        }
    }

    改格子的枚举

    假ID报错

    无法再次装备的问题:取消格子里图片和文本的射线检测

    整理功能,即列表排序

    数值的排序
    类对象的排序
    List的自定义排序
    List.sort(有int返回值,有两个参数List存储类型的参数)
     对于这个方法
    Int Sort (T a, T b)
    如果返回值是-1,a排在b前
    如果返回值是1,b排在a前
    如果返回值是,a,b的权重是一致的
    枚举转Int,也可比较大
    关闭射线检测
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  • 原文地址:https://www.cnblogs.com/vuciao/p/10363686.html
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