搭建框架

This commit is contained in:
MuHua-123
2025-09-17 17:44:00 +08:00
parent c17af4d74b
commit 5d8f76b3e6
11 changed files with 182 additions and 0 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物品
/// </summary>
public class DataItem {
/// <summary> 名字 </summary>
public string name;
/// <summary> 图片 </summary>
public Sprite sprite;
/// <summary> 堆叠数量 </summary>
public virtual int MaxStack => 999;
}
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using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物品库存
/// </summary>
public class Inventory {
/// <summary> 插槽列表 </summary>
public List<InventorySlot> slots = new List<InventorySlot>();
/// <summary> 添加物品 </summary>
public void AddItem(InventorySlot slot) {
if (MergeToSlots(slot)) { return; }
// 如果还有剩余,按照MaxStack分批放入空位
while (slot.count > 0) { slot.count = AddToSlots(slot); }
}
/// <summary> 添加到插槽 </summary>
public int AddToSlots(InventorySlot slot) {
InventorySlot emptySlot = slots.FirstOrDefault(s => s.item == null);
if (emptySlot == null) { Debug.Log("库存没有空位了!"); return 0; }
// 填充插槽
int addCount = Mathf.Min(slot.count, slot.MaxStack);
emptySlot.Settings(slot.item, addCount);
// 计算余量
return slot.count - addCount;
}
/// <summary> 合并到插槽 </summary>
public bool MergeToSlots(InventorySlot slot) {
int remain = slot.count;
// 查询所有可合并的插槽
var sameSlots = slots.Where(slot => slot.Merge(slot)).ToList();
// 合并到已有插槽
sameSlots.ForEach(obj => MergeToSlots(obj, ref remain));
slot.count = remain;
return remain == 0;
}
/// <summary> 合并到插槽 </summary>
public void MergeToSlots(InventorySlot slot, ref int remain) {
int canAdd = slot.MaxStack - slot.count;
int add = Mathf.Min(canAdd, remain);
slot.count += add;
remain -= add;
}
}
/// <summary>
/// 库存插槽
/// </summary>
public class InventorySlot {
/// <summary> 数量 </summary>
public int count;
/// <summary> 物品 </summary>
public DataItem item;
/// <summary> 堆叠数量 </summary>
public virtual int MaxStack => item != null ? item.MaxStack : 0;
public InventorySlot() { }
public InventorySlot(DataItem item, int count) {
this.item = item;
this.count = count;
}
public void Settings(DataItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 是否允许合并 </summary>
public bool Merge(InventorySlot slot) {
if (item == null || slot == null || slot.item == null) { return false; }
if (count >= item.MaxStack) { return false; }
return slot.item.name == item.name;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物品 - 常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/物品")]
public class ConstItem : ScriptableObject {
/// <summary> 图片 </summary>
public Sprite sprite;
/// <summary> 数据转换 </summary>
public DataItem To() {
DataItem item = new DataItem { name = name, sprite = sprite };
return item;
}
}
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