重做物品系统

This commit is contained in:
MuHua-123
2025-10-11 17:02:18 +08:00
parent dd690d871c
commit 21b7cbcef5
145 changed files with 1177 additions and 2219 deletions
@@ -0,0 +1,44 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备栏
/// 装备类型:稀有度/装备类型/次级类型/种类
/// <br/>稀有度:普通,精良,稀有,史诗,传奇,神话
/// <br/>装备类型:武器,护甲,饰品
/// <br/>次级类型:单手,副手,双手,上衣,头盔,手套,腰带,鞋子,项链,戒指,手镯
/// <br/>装备种类:剑,锤,枪,弓,斧头,盾牌,法杖,魔杖
/// </summary>
public class Equipment {
/// <summary> 插槽字典 </summary>
public Dictionary<string, InventorySlot> dictionary = new Dictionary<string, InventorySlot>();
/// <summary> 索引器 </summary>
public InventorySlot this[string key] => dictionary[key];
/// <summary> 索引器(枚举) </summary>
public InventorySlot this[Enum key] => dictionary[key.ToString()];
/// <summary> 遍历数组 </summary>
public void ForEach(Action<string, InventorySlot> action) {
foreach (var item in dictionary) { action?.Invoke(item.Key, item.Value); }
}
/// <summary> 添加插槽 </summary>
public void AddSlot(Enum name, string type) {
AddSlot(name.ToString(), type);
}
/// <summary> 添加插槽 </summary>
public void AddSlot(string name, string type) {
var slot = new InventorySlot();
slot.name = name;
slot.limits = new List<string>(type.Split("/"));
AddSlot(slot);
}
/// <summary> 添加插槽 </summary>
public void AddSlot(InventorySlot slot) {
if (dictionary.ContainsKey(slot.name)) { return; }
dictionary.Add(slot.name, slot);
}
}
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@@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备物品
/// </summary>
public class EquipmentItem : InventoryItem {
}
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@@ -0,0 +1,39 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 装备插槽
/// </summary>
public class EquipmentSlot {
/// <summary> 数量 </summary>
public int count;
/// <summary> 名字 </summary>
public string name;
/// <summary> 物品 </summary>
public InventoryItem item;
/// <summary> 限制类型 </summary>
public List<string> limits = new List<string>();
/// <summary> 堆叠数量 </summary>
public int MaxStack => item != null ? item.stack : 0;
/// <summary> 图片 </summary>
public Sprite Sprite => item != null ? item.sprite : null;
/// <summary> 验证类型 </summary>
public bool Verify(InventoryItem item) {
string[] types = item.type.Split("/");
return limits.All(item => types.Contains(item));
}
/// <summary> 替换 </summary>
public (InventoryItem, int) Replace(InventoryItem newItem, int count) {
int remain = this.count;
InventoryItem old = item;
item = newItem;
this.count = count;
return (old, remain);
}
}
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