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
@@ -1,8 +0,0 @@
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@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备 - 物品
/// </summary>
public class DataEquipment : DataItem {
/// <summary> 装备类型 (类型1/类型2 </summary>
public string type;
}
@@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 材料 - 物品
/// </summary>
public class DataMaterial : DataItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack;
public override int MaxStack => maxStack;
}
@@ -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;
}
}
@@ -1,11 +0,0 @@
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+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);
}
@@ -1,5 +1,5 @@
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@@ -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;
}
}
@@ -1,5 +1,5 @@
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@@ -1,35 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 物品 - 管理器
/// </summary>
public class ManagerItem : ModuleSingle<ManagerItem> {
/// <summary> 材料列表 </summary>
public List<ConstMaterial> materials;
/// <summary> 装备列表 </summary>
public List<ConstEquipment> equipments;
protected override void Awake() => NoReplace(false);
}
/// <summary>
/// 物品奖励
/// </summary>
public class ItemReward {
/// <summary> 物品列表 </summary>
public List<DataItem> items;
public void Settings<T>(List<T> list) where T : ConstItem {
items = new List<DataItem>();
list.ForEach(obj => items.Add(obj.To()));
}
public (DataItem, int) Get(int max = 1) {
int count = Random.Range(1, max + 1);
int index = Random.Range(0, items.Count);
return (items[index], count);
}
}
@@ -1,5 +1,5 @@
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@@ -1,26 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 饰品 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/饰品")]
public class ConstAccessory : ConstEquipment {
/// <summary> 饰品类型 </summary>
public AccessoryType type;
public override DataItem To() {
DataEquipment item = new DataEquipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
}
/// <summary>
/// 饰品类型
/// </summary>
public enum AccessoryType {
, ,
}
@@ -1,11 +0,0 @@
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@@ -1,26 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 护甲 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/护甲")]
public class ConstArmor : ConstEquipment {
/// <summary> 护甲类型 </summary>
public ArmorType type;
public override DataItem To() {
DataEquipment item = new DataEquipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
}
/// <summary>
/// 护甲类型
/// </summary>
public enum ArmorType {
, , , ,
}
@@ -1,11 +0,0 @@
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@@ -1,10 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备 - 物品常量
/// </summary>
public class ConstEquipment : ConstItem {
}
@@ -1,11 +0,0 @@
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@@ -1,26 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 武器 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/武器")]
public class ConstWeapon : ConstEquipment {
/// <summary> 武器类型 </summary>
public WeaponType type;
public override DataItem To() {
DataEquipment item = new DataEquipment();
item.name = name;
item.sprite = sprite;
item.type = type.ToString();
return item;
}
}
/// <summary>
/// 武器类型
/// </summary>
public enum WeaponType {
, ,
}
@@ -1,11 +0,0 @@
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@@ -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;
@@ -1,20 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 材料 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/材料")]
public class ConstMaterial : ConstItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack = 99;
public override DataItem To() {
DataMaterial item = new DataMaterial();
item.name = name;
item.sprite = sprite;
item.maxStack = maxStack;
return item;
}
}
@@ -1,11 +0,0 @@
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@@ -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;
}
}
@@ -1,11 +0,0 @@
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@@ -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);
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 3d078f2759ef3ef4bb65217dd9b2fb94
guid: ef816982615753c4c9d3ebcf38d51598
MonoImporter:
externalObjects: {}
serializedVersion: 2