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 @@
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@@ -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 @@
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@@ -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 @@
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@@ -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 @@
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@@ -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 @@
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@@ -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;