修改框架

This commit is contained in:
MuHua-123
2025-09-25 17:50:28 +08:00
parent d940a18e13
commit 18c6b4387d
79 changed files with 1017 additions and 392 deletions
@@ -1,5 +1,5 @@
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@@ -0,0 +1,41 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性容器
/// </summary>
public class AttributeContainer {
/// <summary> 属性字典 </summary>
public Dictionary<string, AttributeInstance> dictionary = new Dictionary<string, AttributeInstance>();
/// <summary> 添加属性 </summary>
public void AddInstance(string attributeID, AttributeInstance instance) {
if (dictionary.ContainsKey(attributeID)) { return; }
dictionary.Add(attributeID, instance);
}
/// <summary> 添加修改器 </summary>
public void AddModifier(string attributeID, AttributeModifier mod, bool isUpdate) {
if (!dictionary.ContainsKey(attributeID)) { return; }
dictionary[attributeID].AddModifier(mod, isUpdate);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
/// <summary> 循环属性集合 </summary>
public void ForEach(Action<string, AttributeInstance> action) {
foreach (var item in dictionary) { action?.Invoke(item.Key, item.Value); }
}
/// <summary> 查询值 </summary>
public float FindValue(string attributeID) {
if (!dictionary.ContainsKey(attributeID)) { return 0; }
return dictionary[attributeID].currentValue;
}
/// <summary> 查询修改器 </summary>
public List<AttributeModifier> FindModifier(string attributeID) {
if (!dictionary.ContainsKey(attributeID)) { return new(); }
return dictionary[attributeID].modifiers;
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,45 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性实例
/// </summary>
public class AttributeInstance {
/// <summary> 属性名称 </summary>
public string name;
/// <summary> 基础值 </summary>
public float baseValue;
/// <summary> 当前值 </summary>
public float currentValue;
/// <summary> 附加值% </summary>
public float additionValue;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = float.MaxValue;
/// <summary> 属性类型 </summary>
public AttributeType type;
/// <summary> 修改器列表 </summary>
public List<AttributeModifier> modifiers = new List<AttributeModifier>();
/// <summary> 添加修改器 </summary>
public void AddModifier(AttributeModifier mod, bool isUpdate) {
modifiers.Add(mod);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 添加修改器 </summary>
public void AddModifier(List<AttributeModifier> mods, bool isUpdate) {
modifiers.AddRange(mods);
if (isUpdate) { RecalculateValue(); }
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
currentValue = baseValue;
modifiers.ForEach(mod => currentValue = mod.Fixed(currentValue));
additionValue = 1;
modifiers.ForEach(mod => additionValue = mod.Addition(additionValue));
currentValue = currentValue * additionValue;
currentValue = Mathf.Clamp(currentValue, minValue, maxValue);
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性调整
/// </summary>
public abstract class AttributeModifier {
/// <summary> 固定值 </summary>
public abstract float Fixed(float input);
/// <summary> 附加值% </summary>
public abstract float Addition(float input);
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,46 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 属性附加
/// </summary>
public class AttributeSystem : Module<AttributeSystem> {
/// <summary> 修改事件 </summary>
public static event Action<AttributeSystem> OnChange;
/// <summary> 附加字典 </summary>
public Dictionary<string, AttributeContainer> dictionary = new Dictionary<string, AttributeContainer>();
/// <summary> 应用修改 </summary>
public void Apply() => OnChange?.Invoke(this);
/// <summary> 添加容器 </summary>
public void AddInstance(string containerID, AttributeContainer container) {
if (dictionary.ContainsKey(containerID)) { return; }
dictionary.Add(containerID, container);
OnChange?.Invoke(this);
}
/// <summary> 添加修改器 </summary>
public void AddModifier(string containerID, string attributeID, AttributeModifier mod, bool isUpdate) {
if (!dictionary.ContainsKey(containerID)) { return; }
dictionary[containerID].AddModifier(attributeID, mod, isUpdate);
OnChange?.Invoke(this);
}
/// <summary> 重新计算值 </summary>
public void RecalculateValue() {
foreach (var item in dictionary) { item.Value.RecalculateValue(); }
}
/// <summary> 查询容器 </summary>
public AttributeContainer FindContainer(string containerID) {
if (!dictionary.ContainsKey(containerID)) { return new(); }
return dictionary[containerID];
}
/// <summary> 查询容器 </summary>
public bool TryContainer(string containerID, out AttributeContainer container) {
container = null;
if (!dictionary.ContainsKey(containerID)) { return false; }
container = dictionary[containerID];
return true;
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性类型
/// </summary>
public enum AttributeType {
/// <summary> 浮点数值 </summary>
Float,
/// <summary> 整数值 </summary>
Integer,
/// <summary> 布尔值 </summary>
Boolean,
/// <summary> 百分比值 </summary>
Percentage
}
@@ -0,0 +1,11 @@
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@@ -1,5 +1,5 @@
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@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性容器 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性容器")]
public class ConstAttributeContainer : ScriptableObject {
/// <summary> 属性列表 </summary>
[HideInInspector]
public List<ConstAttributeInstance> instances;
/// <summary> 转换数据 </summary>
public AttributeContainer To() {
AttributeContainer container = new AttributeContainer();
instances.ForEach(obj => container.AddInstance(obj.name, obj.To()));
return container;
}
}
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@@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 属性实例 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/属性模块/属性实例")]
public class ConstAttributeInstance : ScriptableObject {
/// <summary> 属性类型 </summary>
public AttributeType type;
/// <summary> 默认值 </summary>
public float defaultValue;
/// <summary> 最小值 </summary>
public float minValue;
/// <summary> 最大值 </summary>
public float maxValue = float.MaxValue;
/// <summary> 属性容器 </summary>
[HideInInspector]
public ConstAttributeContainer container;
/// <summary> 转换数据 </summary>
public AttributeInstance To() {
AttributeInstance instance = new AttributeInstance();
instance.type = type;
instance.name = name;
instance.baseValue = defaultValue;
instance.currentValue = defaultValue;
instance.minValue = minValue;
instance.maxValue = maxValue;
return instance;
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
/// <summary>
/// 属性容器 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(ConstAttributeContainer))]
public class ConstAttributeContainerEditor : Editor {
private ConstAttributeContainer container;
private void Awake() => container = target as ConstAttributeContainer;
public override void OnInspectorGUI() {
base.OnInspectorGUI();
if (GUILayout.Button("创建属性")) { GenerateAttribute(); }
if (GUILayout.Button("删除属性")) { DeleteInstance(); }
}
/// <summary> 创建属性实例 </summary>
private void GenerateAttribute() {
ConstAttributeInstance instance = CreateInstance<ConstAttributeInstance>();
instance.container = container;
// 加入容器
container.instances.Add(instance);
AssetDatabase.AddObjectToAsset(instance, container);
EditorUtility.SetDirty(instance);
EditorUtility.SetDirty(container);
AssetDatabase.SaveAssets();
}
/// <summary> 删除全部实例 </summary>
private void DeleteInstance() {
for (int i = container.instances.Count; i-- > 0;) {
ConstAttributeInstance instance = container.instances[i];
container.instances.Remove(instance);
Undo.DestroyObjectImmediate(instance);
}
EditorUtility.SetDirty(container);
AssetDatabase.SaveAssets();
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
/// <summary>
/// 属性实例 - 自定义编辑器
/// </summary>
[CustomEditor(typeof(ConstAttributeInstance))]
public class ConstAttributeInstanceEditor : Editor {
private ConstAttributeInstance instance;
private void Awake() => instance = target as ConstAttributeInstance;
public override void OnInspectorGUI() {
base.OnInspectorGUI();
if (instance.container == null) { return; }
EditorGUILayout.Space(20);
// 输入字段修改 name
EditorGUI.BeginChangeCheck();
string newName = EditorGUILayout.TextField("属性名称", instance.name);
if (EditorGUI.EndChangeCheck()) { ModifyName(newName); }
// 按钮功能
if (GUILayout.Button("删除属性")) { DeleteInstance(); }
}
/// <summary> 修改名字 </summary>
private void ModifyName(string newName) {
instance.name = newName;
Undo.RecordObject(instance, "修改属性名称");
EditorUtility.SetDirty(instance);
AssetDatabase.SaveAssets();
}
/// <summary> 删除实例 </summary>
private void DeleteInstance() {
ConstAttributeContainer container = instance.container;
container.instances.Remove(instance);
EditorUtility.SetDirty(container);
Undo.DestroyObjectImmediate(instance);
AssetDatabase.SaveAssets();
}
}
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@@ -3,9 +3,11 @@ using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备 - 物品
/// 装备
/// </summary>
public class DataEquipment : DataItem {
public class Equipment : InventoryItem {
/// <summary> 装备类型 (类型1/类型2 </summary>
public string type;
}
/// <summary> 词缀列表 </summary>
public List<EquipmentAffix> affixes = new List<EquipmentAffix>();
}
@@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备词缀
/// </summary>
public class EquipmentAffix {
/// <summary> 名字 </summary>
public string name;
/// <summary> 数值 </summary>
public float value;
/// <summary> 最大值 </summary>
public float minValue;
/// <summary> 最小值 </summary>
public float maxValue = float.MaxValue;
/// <summary> 属性类型 </summary>
public AttributeType attributeType;
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,56 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备栏
/// </summary>
public class EquipmentColumn {
/// <summary> 插槽字典 </summary>
public Dictionary<string, EquipmentSlot> dictionary = new Dictionary<string, EquipmentSlot>();
/// <summary> 索引器 </summary>
public EquipmentSlot this[string key] => dictionary[key];
public EquipmentColumn() {
AddSlot(new EquipmentSlot(EquipmentSlotType., VerifyWeapon));
AddSlot(new EquipmentSlot(EquipmentSlotType., VerifyDeputy));
AddSlot(new EquipmentSlot(EquipmentSlotType., (equipment) => VerifyCommon(equipment, ArmorType..ToString())));
AddSlot(new EquipmentSlot(EquipmentSlotType., (equipment) => VerifyCommon(equipment, ArmorType..ToString())));
AddSlot(new EquipmentSlot(EquipmentSlotType., (equipment) => VerifyCommon(equipment, ArmorType..ToString())));
AddSlot(new EquipmentSlot(EquipmentSlotType., (equipment) => VerifyCommon(equipment, ArmorType..ToString())));
AddSlot(new EquipmentSlot(EquipmentSlotType., (equipment) => VerifyCommon(equipment, ArmorType..ToString())));
AddSlot(new EquipmentSlot(EquipmentSlotType., (equipment) => VerifyCommon(equipment, AccessoryType..ToString())));
AddSlot(new EquipmentSlot(EquipmentSlotType.1, (equipment) => VerifyCommon(equipment, AccessoryType..ToString())));
AddSlot(new EquipmentSlot(EquipmentSlotType.2, (equipment) => VerifyCommon(equipment, AccessoryType..ToString())));
AddSlot(new EquipmentSlot(EquipmentSlotType.1, (equipment) => VerifyCommon(equipment, AccessoryType..ToString())));
AddSlot(new EquipmentSlot(EquipmentSlotType.2, (equipment) => VerifyCommon(equipment, AccessoryType..ToString())));
}
public bool ContainsKey(string key) => dictionary.ContainsKey(key);
/// <summary> 添加插槽 </summary>
public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
/// <summary> 通用校验 </summary>
public static bool VerifyCommon(Equipment equipment, string type) {
string[] types = equipment.type.Split("/");
if (types[0] == type) { return true; }
return false;
}
/// <summary> 主手校验 </summary>
public static bool VerifyWeapon(Equipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
/// <summary> 副手校验 </summary>
public static bool VerifyDeputy(Equipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
}
@@ -0,0 +1,35 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 插槽类型
/// </summary>
public enum EquipmentSlotType {
, , , ,
, , , ,
1, 2, 1, 2
}
/// <summary>
/// 装备插槽
/// </summary>
public class EquipmentSlot {
/// <summary> 名字 </summary>
public string name;
/// <summary> 物品 </summary>
public Equipment item;
/// <summary> 装备验证 </summary>
public Func<Equipment, bool> verify;
public EquipmentSlot(EquipmentSlotType slot, Func<Equipment, bool> verify) {
name = slot.ToString();
this.verify = verify;
}
/// <summary> 设置 </summary>
public void Settings(InventoryItem item) {
if (item is Equipment equipment) { this.item = equipment; }
else { this.item = null; }
}
}
@@ -0,0 +1,11 @@
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@@ -2,6 +2,12 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 饰品类型
/// </summary>
public enum AccessoryType {
, ,
}
/// <summary>
/// 饰品 - 物品常量
/// </summary>
@@ -10,17 +16,11 @@ public class ConstAccessory : ConstEquipment {
/// <summary> 饰品类型 </summary>
public AccessoryType type;
public override DataItem To() {
DataEquipment item = new DataEquipment();
public override InventoryItem To() {
Equipment item = new Equipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
}
/// <summary>
/// 饰品类型
/// </summary>
public enum AccessoryType {
, ,
}
@@ -2,6 +2,12 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 护甲类型
/// </summary>
public enum ArmorType {
, , , ,
}
/// <summary>
/// 护甲 - 物品常量
/// </summary>
@@ -10,17 +16,11 @@ public class ConstArmor : ConstEquipment {
/// <summary> 护甲类型 </summary>
public ArmorType type;
public override DataItem To() {
DataEquipment item = new DataEquipment();
public override InventoryItem To() {
Equipment item = new Equipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
}
/// <summary>
/// 护甲类型
/// </summary>
public enum ArmorType {
, , , ,
}
@@ -5,6 +5,6 @@ using UnityEngine;
/// <summary>
/// 装备 - 物品常量
/// </summary>
public class ConstEquipment : ConstItem {
public class ConstEquipment : ConstInventoryItem {
}
@@ -2,6 +2,12 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 武器类型
/// </summary>
public enum WeaponType {
, ,
}
/// <summary>
/// 武器 - 物品常量
/// </summary>
@@ -10,17 +16,11 @@ public class ConstWeapon : ConstEquipment {
/// <summary> 武器类型 </summary>
public WeaponType type;
public override DataItem To() {
DataEquipment item = new DataEquipment();
public override InventoryItem To() {
Equipment item = new Equipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
}
/// <summary>
/// 武器类型
/// </summary>
public enum WeaponType {
, ,
}
@@ -0,0 +1,8 @@
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@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConstWeaponEditor : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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@@ -0,0 +1,53 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI装备栏
/// </summary>
public class UIEquipmentColumn : ModuleUIPanel {
public EquipmentColumn equipment;
/// <summary> 插槽字典 </summary>
public Dictionary<string, UIEquipmentSlot> dictionary = new Dictionary<string, UIEquipmentSlot>();
public UIEquipmentColumn(VisualElement element) : base(element) {
InitialSlot(1, EquipmentSlotType.);
InitialSlot(2, EquipmentSlotType.);
InitialSlot(3, EquipmentSlotType.);
InitialSlot(4, EquipmentSlotType.);
InitialSlot(5, EquipmentSlotType.1);
InitialSlot(6, EquipmentSlotType.2);
InitialSlot(7, EquipmentSlotType.1);
InitialSlot(8, EquipmentSlotType.2);
InitialSlot(9, EquipmentSlotType.);
InitialSlot(10, EquipmentSlotType.);
InitialSlot(11, EquipmentSlotType.);
InitialSlot(12, EquipmentSlotType.);
}
public void Dispose() {
}
public void Settings(EquipmentColumn equipment) {
if (this.equipment != null) { Dispose(); }
this.equipment = equipment;
if (equipment == null) { return; }
foreach (var item in dictionary) { Settings(item.Key, item.Value); }
}
public void Settings(string key, UIEquipmentSlot uISlot) {
if (!equipment.ContainsKey(key)) { return; }
EquipmentSlot slot = equipment[key];
uISlot.Settings(slot);
}
private void InitialSlot(int index, EquipmentSlotType type) {
VisualElement element = Q<VisualElement>($"EquipmentSlot{index}");
UIEquipmentSlot uiSlot = new UIEquipmentSlot(element);
dictionary.Add(type.ToString(), uiSlot);
}
}
@@ -0,0 +1,64 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI装备插槽
/// </summary>
public class UIEquipmentSlot : ModuleUIPanel, InventoryDrag {
public EquipmentSlot value;
public Label CountLabel => Q<Label>("Count");
public VisualElement Image => Q<VisualElement>("Image");
public int Count => 1;
public InventoryItem Item => value.item;
public VisualElement Anchor => element;
public UIEquipmentSlot(VisualElement element) : base(element) {
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseOverEvent>(MouseOverEvent);
element.RegisterCallback<MouseLeaveEvent>(MouseLeaveEvent);
element.RegisterCallback<ClickEvent>(ClickEvent);
}
private void MouseDownEvent(MouseDownEvent evt) {
UIPopupManager.I.inventoryDrag.Settings(this);
Image.EnableInClassList("equipment-image-drag", true);
}
private void MouseOverEvent(MouseOverEvent evt) {
if (!Verify()) { return; }
UIPopupManager.I.inventoryDrag.EnterContainer(this);
}
private void MouseLeaveEvent(MouseLeaveEvent evt) {
UIPopupManager.I.inventoryDrag.ExitContainer(this);
}
private void ClickEvent(ClickEvent evt) {
// Debug.Log("sss");
}
public void Settings(EquipmentSlot value) {
this.value = value;
UpdatePreview();
}
public void Settings(InventoryItem item, int count) {
value.Settings(item);
UpdatePreview();
}
public void Cancel() {
Image.EnableInClassList("equipment-image-drag", false);
}
private void UpdatePreview() {
Sprite sprite = value == null || value.item == null ? null : value.item.sprite;
Image.style.backgroundImage = new StyleBackground(sprite);
}
private bool Verify() {
InventoryDrag container = UIPopupManager.I.inventoryDrag.container;
if (container == null) { return false; }
if (container.Item is Equipment equipment) { return value.verify.Invoke(equipment); }
return false;
}
}
@@ -0,0 +1,11 @@
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guid: 99dc774aaeb03bc44b6607bd012c0e6e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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+8
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: ccf9ef6e831628349a83b354e196e98d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -5,7 +5,7 @@ using UnityEngine;
/// <summary>
/// 材料 - 物品
/// </summary>
public class DataMaterial : DataItem {
public class DataMaterial : InventoryItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack;
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9871787cca5a9e54fab450c7d3674d69
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -6,11 +6,11 @@ using UnityEngine;
/// 材料 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/材料")]
public class ConstMaterial : ConstItem {
public class ConstMaterial : ConstInventoryItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack = 99;
public override DataItem To() {
public override InventoryItem To() {
DataMaterial item = new DataMaterial();
item.name = name;
item.sprite = sprite;
@@ -1,104 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备栏
/// </summary>
public class Equipment {
/// <summary> 插槽字典 </summary>
public Dictionary<string, EquipmentSlot> dictionary = new Dictionary<string, EquipmentSlot>();
/// <summary> 索引器 </summary>
public EquipmentSlot this[string key] => dictionary[key];
public bool ContainsKey(string key) => dictionary.ContainsKey(key);
/// <summary> 添加插槽 </summary>
public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
}
/// <summary>
/// 插槽类型
/// </summary>
public enum SlotType {
, , , , , , , , , 1, 2, 1, 2
}
/// <summary>
/// 装备插槽
/// </summary>
public abstract class EquipmentSlot {
/// <summary> 名字 </summary>
public string name;
/// <summary> 物品 </summary>
public DataEquipment item;
public EquipmentSlot(SlotType slot) => name = slot.ToString();
/// <summary> 设置 </summary>
public void Settings(DataItem item, int count) {
if (item is DataEquipment equipment) { this.item = equipment; }
else { this.item = null; }
}
public abstract bool Verify(DataEquipment equipment);
}
/// <summary>
/// 武器 - 装备插槽
/// </summary>
public class WeaponSlot : EquipmentSlot {
/// <summary> 副手插槽 </summary>
public DeputySlot deputy;
public WeaponSlot(SlotType slot) : base(slot) { }
public override bool Verify(DataEquipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
}
/// <summary>
/// 副手 - 装备插槽
/// </summary>
public class DeputySlot : EquipmentSlot {
/// <summary> 主手插槽 </summary>
public WeaponSlot weapon;
public DeputySlot(SlotType slot) : base(slot) { }
public override bool Verify(DataEquipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == WeaponType..ToString()) { return true; }
return false;
}
}
/// <summary>
/// 护甲 - 装备插槽
/// </summary>
public class ArmorSlot : EquipmentSlot {
/// <summary> 护甲类型 </summary>
public string armorType;
public ArmorSlot(SlotType slot, ArmorType armor) : base(slot) => armorType = armor.ToString();
public override bool Verify(DataEquipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == armorType) { return true; }
return false;
}
}
/// <summary>
/// 饰品 - 装备插槽
/// </summary>
public class AccessorySlot : EquipmentSlot {
/// <summary> 饰品类型 </summary>
public string accessoryType;
public AccessorySlot(SlotType slot, AccessoryType accessory) : base(slot) => accessoryType = accessory.ToString();
public override bool Verify(DataEquipment equipment) {
string[] type = equipment.type.Split("/");
if (type[0] == accessoryType) { return true; }
return false;
}
}
+4 -34
View File
@@ -28,7 +28,7 @@ public class Inventory {
public void ForEach(Action<InventorySlot> action) => slots.ForEach(action);
/// <summary> 添加物品 </summary>
public void AddItem(DataItem item, int count) {
public void AddItem(InventoryItem item, int count) {
int remain = MergeToSlots(item, count);
// 如果还有剩余,按照MaxStack分批放入空位
if (remain > 0) { AddToSlots(item, remain, true); }
@@ -36,13 +36,13 @@ public class Inventory {
}
/// <summary> 添加物品 </summary>
public void AddToSlots(DataItem item, int count, bool isWhile) {
public void AddToSlots(InventoryItem item, int count, bool isWhile) {
(bool isComplete, int remain) = AddToSlots(item, count);
if (!isComplete || remain == 0 || !isWhile) { return; }
AddToSlots(item, remain, isWhile);
}
/// <summary> 添加到插槽 bool = 是否添加成功,int = 余量 </summary>
public (bool, int) AddToSlots(DataItem item, int count) {
public (bool, int) AddToSlots(InventoryItem item, int count) {
InventorySlot emptySlot = slots.FirstOrDefault(s => s.item == null);
if (emptySlot == null) { return (false, count); }
int addCount = Mathf.Min(count, item.MaxStack);
@@ -51,7 +51,7 @@ public class Inventory {
}
/// <summary> 合并到插槽 </summary>
public int MergeToSlots(DataItem item, int count) {
public int MergeToSlots(InventoryItem item, int count) {
// 查询所有可合并的插槽
List<InventorySlot> sameSlots = slots.Where(slot => slot.Same(item)).ToList();
// 合并到已有插槽
@@ -66,33 +66,3 @@ public class Inventory {
count -= addCount;
}
}
/// <summary>
/// 库存插槽
/// </summary>
public class InventorySlot {
/// <summary> 数量 </summary>
public int count;
/// <summary> 物品 </summary>
public DataItem item;
// /// <summary> 图片 </summary>
public Sprite Sprite => item != null ? item.sprite : null;
// /// <summary> 堆叠数量 </summary>
public int MaxStack => item != null ? item.MaxStack : 0;
public InventorySlot() { }
public InventorySlot(DataItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 设置 </summary>
public void Settings(DataItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 是否相同 </summary>
public bool Same(DataItem obj) {
return item != null && item.name == obj.name && count < MaxStack;
}
}
@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// 项目拖拽
/// </summary>
public interface InventoryDrag {
/// <summary> 数量 </summary>
public int Count { get; }
/// <summary> 物品 </summary>
public InventoryItem Item { get; }
/// <summary> 锚点 </summary>
public VisualElement Anchor { get; }
/// <summary> 取消拖拽 </summary>
public void Cancel();
/// <summary> 设置物品 </summary>
public void Settings(InventoryItem item, int count);
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cc8dab09130da0a43bcd57ddecde2332
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -5,7 +5,7 @@ using UnityEngine;
/// <summary>
/// 物品
/// </summary>
public class DataItem {
public class InventoryItem {
/// <summary> 名字 </summary>
public string name;
/// <summary> 图片 </summary>
@@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 库存插槽
/// </summary>
public class InventorySlot {
/// <summary> 数量 </summary>
public int count;
/// <summary> 物品 </summary>
public InventoryItem item;
// /// <summary> 图片 </summary>
public Sprite Sprite => item != null ? item.sprite : null;
// /// <summary> 堆叠数量 </summary>
public int MaxStack => item != null ? item.MaxStack : 0;
public InventorySlot() { }
public InventorySlot(InventoryItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 设置 </summary>
public void Settings(InventoryItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 是否相同 </summary>
public bool Same(InventoryItem obj) {
return item != null && item.name == obj.name && count < MaxStack;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ddb28431ab55e034386cfe8f66c0d9f5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 9871787cca5a9e54fab450c7d3674d69
guid: 48193b9c6d7c6af4088a00876ccaa1c3
folderAsset: yes
DefaultImporter:
externalObjects: {}
@@ -6,13 +6,13 @@ using UnityEngine;
/// 物品 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/物品")]
public class ConstItem : ScriptableObject {
public class ConstInventoryItem : ScriptableObject {
/// <summary> 图片 </summary>
public Sprite sprite;
/// <summary> 数据转换 </summary>
public virtual DataItem To() {
DataItem item = new DataItem();
public virtual InventoryItem To() {
InventoryItem item = new InventoryItem();
item.name = name;
item.sprite = sprite;
return item;
@@ -1,110 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI装备栏
/// </summary>
public class UIEquipment : ModuleUIPanel {
public Equipment equipment;
/// <summary> 插槽字典 </summary>
public Dictionary<string, UIEquipmentSlot> dictionary = new Dictionary<string, UIEquipmentSlot>();
public UIEquipment(VisualElement element) : base(element) {
InitialSlot(1, SlotType.);
InitialSlot(2, SlotType.);
InitialSlot(3, SlotType.);
InitialSlot(4, SlotType.);
InitialSlot(4, SlotType.1);
InitialSlot(4, SlotType.2);
InitialSlot(4, SlotType.1);
InitialSlot(4, SlotType.2);
InitialSlot(4, SlotType.);
InitialSlot(4, SlotType.);
InitialSlot(4, SlotType.);
InitialSlot(4, SlotType.);
}
public void Dispose() {
}
public void Settings(Equipment equipment) {
if (this.equipment != null) { Dispose(); }
this.equipment = equipment;
if (equipment == null) { return; }
foreach (var item in dictionary) {
if (!equipment.ContainsKey(item.Key)) { continue; }
EquipmentSlot slot = equipment[item.Key];
item.Value.Settings(slot);
}
}
private void InitialSlot(int index, SlotType type) {
VisualElement element = Q<VisualElement>($"EquipmentSlot{index}");
UIEquipmentSlot uiSlot = new UIEquipmentSlot(element);
dictionary.Add(type.ToString(), uiSlot);
}
}
/// <summary>
/// UI装备插槽
/// </summary>
public class UIEquipmentSlot : ModuleUIPanel, DragContainer {
public EquipmentSlot value;
public Label CountLabel => Q<Label>("Count");
public VisualElement Image => Q<VisualElement>("Image");
public int Count => 1;
public DataItem Item => value.item;
public VisualElement Anchor => element;
public UIEquipmentSlot(VisualElement element) : base(element) {
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseOverEvent>(MouseOverEvent);
element.RegisterCallback<MouseLeaveEvent>(MouseLeaveEvent);
element.RegisterCallback<ClickEvent>(ClickEvent);
}
private void MouseDownEvent(MouseDownEvent evt) {
UIPopupManager.I.dragItem.Settings(this);
Image.EnableInClassList("equipment-image-drag", true);
}
private void MouseOverEvent(MouseOverEvent evt) {
if (!Verify()) { return; }
UIPopupManager.I.dragItem.EnterContainer(this);
}
private void MouseLeaveEvent(MouseLeaveEvent evt) {
UIPopupManager.I.dragItem.ExitContainer(this);
}
private void ClickEvent(ClickEvent evt) {
// Debug.Log("sss");
}
public void Settings(EquipmentSlot value) {
this.value = value;
UpdatePreview();
}
public void Settings(DataItem item, int count) {
value.Settings(item, count);
UpdatePreview();
}
public void Cancel() {
Image.EnableInClassList("equipment-image-drag", false);
}
private void UpdatePreview() {
Sprite sprite = value == null || value.item == null ? null : value.item.sprite;
Image.style.backgroundImage = new StyleBackground(sprite);
}
private bool Verify() {
DragContainer container = UIPopupManager.I.dragItem.container;
if (container == null) { return false; }
if (container.Item is DataEquipment equipment) { return value.Verify(equipment); }
return false;
}
}
@@ -36,50 +36,3 @@ public class UIInventory : ModuleUIPanel {
items.Create(inventory.slots);
}
}
/// <summary>
/// UI库存插槽
/// </summary>
public class UIInventorySlot : ModuleUIItem<InventorySlot>, DragContainer {
public Label CountLabel => Q<Label>("Count");
public VisualElement Image => Q<VisualElement>("Image");
public int Count => value.count;
public DataItem Item => value.item;
public VisualElement Anchor => element;
public UIInventorySlot(InventorySlot value, VisualElement element) : base(value, element) {
UpdatePreview();
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseOverEvent>(MouseOverEvent);
element.RegisterCallback<MouseLeaveEvent>(MouseLeaveEvent);
element.RegisterCallback<ClickEvent>(ClickEvent);
}
private void MouseDownEvent(MouseDownEvent evt) {
UIPopupManager.I.dragItem.Settings(this);
Image.EnableInClassList("inventory-image-drag", true);
}
private void MouseOverEvent(MouseOverEvent evt) {
UIPopupManager.I.dragItem.EnterContainer(this);
}
private void MouseLeaveEvent(MouseLeaveEvent evt) {
UIPopupManager.I.dragItem.ExitContainer(this);
}
private void ClickEvent(ClickEvent evt) {
// Debug.Log("sss");
}
public void Settings(DataItem item, int count) {
value.Settings(item, count);
UpdatePreview();
}
public void Cancel() {
Image.EnableInClassList("inventory-image-drag", false);
}
private void UpdatePreview() {
CountLabel.text = value.count.ToString();
CountLabel.EnableInClassList("inventory-count-hide", value.count <= 1);
Image.style.backgroundImage = new StyleBackground(value.Sprite);
}
}
@@ -7,7 +7,7 @@ using MuHua;
/// <summary>
/// UI拖拽物品
/// </summary>
public class UIDragItem : ModuleUIPanel, UIControl {
public class UIInventoryDrag : ModuleUIPanel, UIControl {
/// <summary> 画布 </summary>
public VisualElement canvas;
/// <summary> 是否启用 </summary>
@@ -17,15 +17,15 @@ public class UIDragItem : ModuleUIPanel, UIControl {
/// <summary> 偏移位置 </summary>
public Vector2 offsetPosition;
/// <summary> 物品容器 </summary>
public DragContainer container;
public InventoryDrag container;
/// <summary> 目标容器 </summary>
public DragContainer targetContainer;
public InventoryDrag targetContainer;
public Label Count => Q<Label>("Count");
public VisualElement Image => Q<VisualElement>("Image");
public VisualElement Preview => Q<VisualElement>("Preview");
public UIDragItem(VisualElement element, VisualElement canvas) : base(element) {
public UIInventoryDrag(VisualElement element, VisualElement canvas) : base(element) {
this.canvas = canvas;
ModuleUI.AddControl(this);
canvas.RegisterCallback<MouseUpEvent>(MouseUpEvent);
@@ -39,7 +39,7 @@ public class UIDragItem : ModuleUIPanel, UIControl {
// 交换物品
if (container == null || targetContainer == null) { return; }
int count = targetContainer.Count;
DataItem item = targetContainer.Item;
InventoryItem item = targetContainer.Item;
targetContainer.Settings(container.Item, container.Count);
container.Settings(item, count);
}
@@ -57,7 +57,7 @@ public class UIDragItem : ModuleUIPanel, UIControl {
}
/// <summary> 设置容器 </summary>
public void Settings(DragContainer container) {
public void Settings(InventoryDrag container) {
this.container = container;
isEnable = container.Item != null;
@@ -65,11 +65,11 @@ public class UIDragItem : ModuleUIPanel, UIControl {
if (isEnable) { UpdatePreview(); }
}
/// <summary> 进入容器 </summary>
public void EnterContainer(DragContainer container) {
public void EnterContainer(InventoryDrag container) {
targetContainer = container;
}
/// <summary> 退出容器 </summary>
public void ExitContainer(DragContainer container) {
public void ExitContainer(InventoryDrag container) {
if (targetContainer == container) { targetContainer = null; }
}
@@ -81,19 +81,3 @@ public class UIDragItem : ModuleUIPanel, UIControl {
Image.style.backgroundImage = new StyleBackground(container.Item.sprite);
}
}
/// <summary>
/// 项目拖拽
/// </summary>
public interface DragContainer {
/// <summary> 数量 </summary>
public int Count { get; }
/// <summary> 物品 </summary>
public DataItem Item { get; }
/// <summary> 锚点 </summary>
public VisualElement Anchor { get; }
/// <summary> 取消拖拽 </summary>
public void Cancel();
/// <summary> 设置物品 </summary>
public void Settings(DataItem item, int count);
}
@@ -0,0 +1,53 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
/// <summary>
/// UI库存插槽
/// </summary>
public class UIInventorySlot : ModuleUIItem<InventorySlot>, InventoryDrag {
public Label CountLabel => Q<Label>("Count");
public VisualElement Image => Q<VisualElement>("Image");
public int Count => value.count;
public InventoryItem Item => value.item;
public VisualElement Anchor => element;
public UIInventorySlot(InventorySlot value, VisualElement element) : base(value, element) {
UpdatePreview();
element.RegisterCallback<MouseDownEvent>(MouseDownEvent);
element.RegisterCallback<MouseOverEvent>(MouseOverEvent);
element.RegisterCallback<MouseLeaveEvent>(MouseLeaveEvent);
element.RegisterCallback<ClickEvent>(ClickEvent);
}
private void MouseDownEvent(MouseDownEvent evt) {
UIPopupManager.I.inventoryDrag.Settings(this);
Image.EnableInClassList("inventory-image-drag", true);
}
private void MouseOverEvent(MouseOverEvent evt) {
UIPopupManager.I.inventoryDrag.EnterContainer(this);
}
private void MouseLeaveEvent(MouseLeaveEvent evt) {
UIPopupManager.I.inventoryDrag.ExitContainer(this);
}
private void ClickEvent(ClickEvent evt) {
// Debug.Log("sss");
}
public void Settings(InventoryItem item, int count) {
value.Settings(item, count);
UpdatePreview();
}
public void Cancel() {
Image.EnableInClassList("inventory-image-drag", false);
}
private void UpdatePreview() {
CountLabel.text = value.count.ToString();
CountLabel.EnableInClassList("inventory-count-hide", value.count <= 1);
Image.style.backgroundImage = new StyleBackground(value.Sprite);
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ef816982615753c4c9d3ebcf38d51598
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -8,7 +8,7 @@ using MuHua;
/// </summary>
public class AssetsManager : ModuleSingle<AssetsManager> {
public List<ConstItem> items;
public List<ConstInventoryItem> items;
protected override void Awake() => NoReplace(false);
@@ -20,14 +20,14 @@ public class ManagerItem : ModuleSingle<ManagerItem> {
/// </summary>
public class ItemReward {
/// <summary> 物品列表 </summary>
public List<DataItem> items;
public List<InventoryItem> items;
public void Settings<T>(List<T> list) where T : ConstItem {
items = new List<DataItem>();
public void Settings<T>(List<T> list) where T : ConstInventoryItem {
items = new List<InventoryItem>();
list.ForEach(obj => items.Add(obj.To()));
}
public (DataItem, int) Get(int max = 1) {
public (InventoryItem, int) Get(int max = 1) {
int count = Random.Range(1, max + 1);
int index = Random.Range(0, items.Count);
return (items[index], count);
@@ -9,7 +9,7 @@ using MuHua;
public class SingleManager : ModuleSingle<SingleManager> {
public Inventory inventory;
public Equipment equipment;
public EquipmentColumn equipment;
public ItemReward materialReward;
public ItemReward equipmentReward;
@@ -18,27 +18,7 @@ public class SingleManager : ModuleSingle<SingleManager> {
private void Start() {
inventory = new Inventory(40);
equipment = new Equipment();
WeaponSlot weaponSlot = new WeaponSlot(SlotType.);
DeputySlot deputySlot = new DeputySlot(SlotType.);
weaponSlot.deputy = deputySlot;
deputySlot.weapon = weaponSlot;
equipment.AddSlot(weaponSlot);
equipment.AddSlot(deputySlot);
equipment.AddSlot(new ArmorSlot(SlotType., ArmorType.));
equipment.AddSlot(new ArmorSlot(SlotType., ArmorType.));
equipment.AddSlot(new ArmorSlot(SlotType., ArmorType.));
equipment.AddSlot(new ArmorSlot(SlotType., ArmorType.));
equipment.AddSlot(new ArmorSlot(SlotType., ArmorType.));
equipment.AddSlot(new AccessorySlot(SlotType., AccessoryType.));
equipment.AddSlot(new AccessorySlot(SlotType.1, AccessoryType.));
equipment.AddSlot(new AccessorySlot(SlotType.2, AccessoryType.));
equipment.AddSlot(new AccessorySlot(SlotType.1, AccessoryType.));
equipment.AddSlot(new AccessorySlot(SlotType.2, AccessoryType.));
equipment = new EquipmentColumn();
materialReward = new ItemReward();
materialReward.Settings(ManagerItem.I.materials);
@@ -53,11 +33,11 @@ public class SingleManager : ModuleSingle<SingleManager> {
private void RewardMaterial() {
(DataItem item, int count) = materialReward.Get(10);
(InventoryItem item, int count) = materialReward.Get(10);
inventory.AddItem(item, count);
}
private void RewardEquipment() {
(DataItem item, int count) = equipmentReward.Get(1);
(InventoryItem item, int count) = equipmentReward.Get(1);
inventory.AddItem(item, count);
}
}
@@ -10,8 +10,8 @@ using MuHua;
public class UIBackpackPage : ModuleUIPage {
public VisualTreeAsset inventorySlot;
private UIEquipment equipment;
private UIInventory inventory;
private UIEquipmentColumn equipment;
public override VisualElement Element => root.Q<VisualElement>("BackpackPage");
@@ -19,7 +19,7 @@ public class UIBackpackPage : ModuleUIPage {
public VisualElement Inventory => Q<VisualElement>("Inventory");
protected void Awake() {
equipment = new UIEquipment(Equipment);
equipment = new UIEquipmentColumn(Equipment);
inventory = new UIInventory(Inventory, inventorySlot);
ModuleUI.OnJumpPage += ModuleUI_OnJumpPage;
@@ -13,7 +13,7 @@ public class UIPopupManager : ModuleUISingle<UIPopupManager> {
/// <summary> 项目模板 </summary>
public VisualTreeAsset itemTreeAsset;
public UIDragItem dragItem;
public UIInventoryDrag inventoryDrag;
public UIShortcutMenu shortcutMenu;
public override VisualElement Element => root.Q<VisualElement>("Popup");
@@ -23,7 +23,7 @@ public class UIPopupManager : ModuleUISingle<UIPopupManager> {
protected override void Awake() {
NoReplace(false);
dragItem = new UIDragItem(DragItem, root);
inventoryDrag = new UIInventoryDrag(DragItem, root);
shortcutMenu = new UIShortcutMenu(ShortcutMenu, menuTreeAsset, itemTreeAsset);
}
}