This commit is contained in:
MuHua-123
2025-09-19 17:12:46 +08:00
parent 7324361948
commit 473e4ffbe4
103 changed files with 3926 additions and 44 deletions
@@ -5,6 +5,7 @@ using UnityEngine;
/// <summary>
/// 装备 - 物品
/// </summary>
public class DataItemEquipment : DataItem {
public class DataEquipment : DataItem {
/// <summary> 装备类型 </summary>
public string type;
}
@@ -5,7 +5,7 @@ using UnityEngine;
/// <summary>
/// 材料 - 物品
/// </summary>
public class DataItemMaterial : DataItem {
public class DataMaterial : DataItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack;
@@ -0,0 +1,62 @@
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];
/// <summary> 添加插槽 </summary>
public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
}
/// <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(string name) => this.name = name;
}
/// <summary>
/// 武器 - 装备插槽
/// </summary>
public class WeaponSlot : EquipmentSlot {
/// <summary> 副手插槽 </summary>
public DeputySlot deputy;
public WeaponSlot(string name) : base(name) { }
}
/// <summary>
/// 副手 - 装备插槽
/// </summary>
public class DeputySlot : EquipmentSlot {
/// <summary> 主手插槽 </summary>
public WeaponSlot weapon;
public DeputySlot(string name) : base(name) { }
}
/// <summary>
/// 护甲 - 装备插槽
/// </summary>
public class ArmorSlot : EquipmentSlot {
public ArmorSlot(string name) : base(name) { }
}
/// <summary>
/// 饰品 - 装备插槽
/// </summary>
public class AccessorySlot : EquipmentSlot {
public AccessorySlot(string name) : base(name) { }
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 13afb37aea13dc94b97e8e85af77b5b8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -8,9 +8,9 @@ using MuHua;
/// </summary>
public class ManagerItem : ModuleSingle<ManagerItem> {
/// <summary> 材料列表 </summary>
public List<ConstItemMaterial> materials;
public List<ConstMaterial> materials;
/// <summary> 装备列表 </summary>
public List<ConstItemEquipment> equipments;
public List<ConstEquipment> equipments;
protected override void Awake() => NoReplace(false);
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 681e43f413713dd46914cb6348821756
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,26 @@
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 : ConstItem {
/// <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 {
, ,
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fe5fcaac3685ff2408432feaa1d0999a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,26 @@
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 : ConstItem {
/// <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 {
, , , ,
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 33876f23eac24b14e8ba9cca9d545a4a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/装备")]
public class ConstEquipment : ConstItem {
/// <summary> 装备类型 </summary>
public string type;
public override DataItem To() {
DataEquipment item = new DataEquipment();
item.name = name;
item.sprite = sprite;
item.type = type;
return item;
}
}
@@ -0,0 +1,26 @@
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 : ConstItem {
/// <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 {
, ,
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 45818eb64c9b04441b20b29f0230edb7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/装备")]
public class ConstItemEquipment : ConstItem {
}
@@ -6,12 +6,12 @@ using UnityEngine;
/// 材料 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/材料")]
public class ConstItemMaterial : ConstItem {
public class ConstMaterial : ConstItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack = 99;
public override DataItem To() {
DataItemMaterial item = new DataItemMaterial();
DataMaterial item = new DataMaterial();
item.name = name;
item.sprite = sprite;
item.maxStack = maxStack;
@@ -9,6 +9,7 @@ using MuHua;
public class SingleManager : ModuleSingle<SingleManager> {
public Inventory inventory;
public Equipment equipment;
public ItemReward materialReward;
public ItemReward equipmentReward;
@@ -17,6 +18,22 @@ public class SingleManager : ModuleSingle<SingleManager> {
private void Start() {
inventory = new Inventory(40);
equipment = new Equipment();
equipment.AddSlot(new WeaponSlot("主手"));
equipment.AddSlot(new DeputySlot("副手"));
equipment.AddSlot(new ArmorSlot("上衣"));
equipment.AddSlot(new ArmorSlot("头盔"));
equipment.AddSlot(new ArmorSlot("手套"));
equipment.AddSlot(new ArmorSlot("腰带"));
equipment.AddSlot(new ArmorSlot("鞋子"));
equipment.AddSlot(new AccessorySlot("项链"));
equipment.AddSlot(new AccessorySlot("戒指1"));
equipment.AddSlot(new AccessorySlot("戒指2"));
equipment.AddSlot(new AccessorySlot("手镯1"));
equipment.AddSlot(new AccessorySlot("手镯2"));
materialReward = new ItemReward();
materialReward.Settings(ManagerItem.I.materials);
equipmentReward = new ItemReward();
@@ -38,23 +38,48 @@ public class UIInventory : ModuleUIPanel {
}
/// <summary> UI项目 </summary>
public class UIItem : ModuleUIItem<InventorySlot> {
public class UIItem : ModuleUIItem<InventorySlot>, DragContainer {
public Label Count => Q<Label>("Count");
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 UIItem(InventorySlot value, VisualElement element) : base(value, element) {
Count.text = value.count.ToString();
Count.EnableInClassList("inventory-count-hide", value.count <= 1);
Image.style.backgroundImage = new StyleBackground(value.Sprite);
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.Open(value.item, value.count);
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");
// Debug.Log("sss");
}
public void Cancel() {
Image.EnableInClassList("inventory-image-drag", false);
}
public void Exchange(DataItem item, int count) {
value.Settings(item, count);
UpdatePreview();
}
private void UpdatePreview() {
CountLabel.text = value.count.ToString();
CountLabel.EnableInClassList("inventory-count-hide", value.count <= 1);
Image.style.backgroundImage = new StyleBackground(value.Sprite);
}
}
}
@@ -8,37 +8,92 @@ using MuHua;
/// UI拖拽物品
/// </summary>
public class UIDragItem : ModuleUIPanel, UIControl {
/// <summary> 数量 </summary>
private int count;
/// <summary> 物品 </summary>
private DataItem item;
/// <summary> 画布 </summary>
private VisualElement canvas;
/// <summary> 是否启用 </summary>
private bool isEnable;
/// <summary> 鼠标位置 </summary>
private Vector2 mousePosition;
/// <summary> 偏移位置 </summary>
private Vector2 offsetPosition;
/// <summary> 物品容器 </summary>
private DragContainer container;
/// <summary> 目标容器 </summary>
private DragContainer 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) {
this.canvas = canvas;
ModuleUI.AddControl(this);
canvas.RegisterCallback<MouseUpEvent>(MouseUpEvent);
canvas.RegisterCallback<MouseMoveEvent>(FloatingFunc);
}
private void MouseUpEvent(MouseUpEvent evt) {
if (!isEnable) { return; }
isEnable = false;
container?.Cancel();
element.EnableInClassList("document-page-hide", !isEnable);
if (container == null || targetContainer == null) { return; }
int count = container.Count;
DataItem item = container.Item;
container.Exchange(targetContainer.Item, targetContainer.Count);
targetContainer.Exchange(item, count);
}
private void FloatingFunc(MouseMoveEvent evt) {
Preview.transform.position = evt.mousePosition;
mousePosition = evt.mousePosition;
}
public void Update() {
Preview.transform.position = mousePosition + offsetPosition;
// if (targetContainer == null) { return; }
// Preview.transform.position = targetContainer.Anchor.worldBound.position;
}
public void Dispose() {
// throw new System.NotImplementedException();
canvas.UnregisterCallback<MouseUpEvent>(MouseUpEvent);
canvas.UnregisterCallback<MouseMoveEvent>(FloatingFunc);
}
/// <summary> 打开菜单 </summary>
public void Open(DataItem item, int count) {
this.item = item;
this.count = count;
Count.text = count.ToString();
Count.EnableInClassList("dragitem-count-hide", count <= 1);
Image.style.backgroundImage = new StyleBackground(item.sprite);
element.EnableInClassList("document-page-hide", item == null);
/// <summary> 设置容器 </summary>
public void Settings(DragContainer container) {
this.container = container;
isEnable = container.Item != null;
element.EnableInClassList("document-page-hide", !isEnable);
if (isEnable) { UpdatePreview(); }
}
/// <summary> 进入容器 </summary>
public void EnterContainer(DragContainer container) {
targetContainer = container;
}
/// <summary> 退出容器 </summary>
public void ExitContainer(DragContainer container) {
if (targetContainer == container) { targetContainer = null; }
}
private void UpdatePreview() {
offsetPosition = container.Anchor.worldBound.position - mousePosition;
Count.text = container.Count.ToString();
Count.EnableInClassList("dragitem-count-hide", container.Count <= 1);
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> 交换物品 </summary>
public void Exchange(DataItem item, int count);
}