搭建框架
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 物品库存
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/// </summary>
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public class Inventory {
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/// <summary> 插槽列表 </summary>
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public List<InventorySlot> slots = new List<InventorySlot>();
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/// <summary> 添加物品 </summary>
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public void AddItem(InventorySlot slot) {
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if (MergeToSlots(slot)) { return; }
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// 如果还有剩余,按照MaxStack分批放入空位
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while (slot.count > 0) { slot.count = AddToSlots(slot); }
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}
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/// <summary> 添加到插槽 </summary>
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public int AddToSlots(InventorySlot slot) {
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InventorySlot emptySlot = slots.FirstOrDefault(s => s.item == null);
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if (emptySlot == null) { Debug.Log("库存没有空位了!"); return 0; }
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// 填充插槽
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int addCount = Mathf.Min(slot.count, slot.MaxStack);
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emptySlot.Settings(slot.item, addCount);
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// 计算余量
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return slot.count - addCount;
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}
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/// <summary> 合并到插槽 </summary>
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public bool MergeToSlots(InventorySlot slot) {
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int remain = slot.count;
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// 查询所有可合并的插槽
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var sameSlots = slots.Where(slot => slot.Merge(slot)).ToList();
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// 合并到已有插槽
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sameSlots.ForEach(obj => MergeToSlots(obj, ref remain));
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slot.count = remain;
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return remain == 0;
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}
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/// <summary> 合并到插槽 </summary>
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public void MergeToSlots(InventorySlot slot, ref int remain) {
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int canAdd = slot.MaxStack - slot.count;
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int add = Mathf.Min(canAdd, remain);
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slot.count += add;
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remain -= add;
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}
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}
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/// <summary>
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/// 库存插槽
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/// </summary>
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public class InventorySlot {
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/// <summary> 数量 </summary>
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public int count;
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/// <summary> 物品 </summary>
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public DataItem item;
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/// <summary> 堆叠数量 </summary>
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public virtual int MaxStack => item != null ? item.MaxStack : 0;
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public InventorySlot() { }
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public InventorySlot(DataItem item, int count) {
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this.item = item;
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this.count = count;
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}
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public void Settings(DataItem item, int count) {
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this.item = item;
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this.count = count;
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}
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/// <summary> 是否允许合并 </summary>
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public bool Merge(InventorySlot slot) {
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if (item == null || slot == null || slot.item == null) { return false; }
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if (count >= item.MaxStack) { return false; }
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return slot.item.name == item.name;
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}
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}
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