This commit is contained in:
MuHua-123
2025-09-18 16:56:00 +08:00
parent 5d8f76b3e6
commit 7324361948
385 changed files with 22988 additions and 198 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 => 1;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 装备 - 物品
/// </summary>
public class DataItemEquipment : DataItem {
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 材料 - 物品
/// </summary>
public class DataItemMaterial : DataItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack;
public override int MaxStack => maxStack;
}
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using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物品库存
/// </summary>
public class Inventory {
/// <summary> 背包容量 </summary>
public int capacity;
/// <summary> 插槽列表 </summary>
public List<InventorySlot> slots;
/// <summary> 改变事件 </summary>
public event Action<Inventory> OnChange;
/// <summary> 物品库存 </summary>
public Inventory(int capacity) {
this.capacity = capacity;
slots = new List<InventorySlot>();
for (int i = 0; i < capacity; i++) { slots.Add(new InventorySlot()); }
}
/// <summary> 应用修改 </summary>
public void Apply() => OnChange?.Invoke(this);
/// <summary> 遍历数组 </summary>
public void ForEach(Action<InventorySlot> action) => slots.ForEach(action);
/// <summary> 添加物品 </summary>
public void AddItem(DataItem item, int count) {
int remain = MergeToSlots(item, count);
// 如果还有剩余,按照MaxStack分批放入空位
if (remain > 0) { AddToSlots(item, remain, true); }
OnChange?.Invoke(this);
}
/// <summary> 添加物品 </summary>
public void AddToSlots(DataItem item, int count, bool isWhile) {
(bool isComplete, int remain) = AddToSlots(item, count);
if (!isComplete || remain == 0 || !isWhile) { return; }
AddToSlots(item, remain, isWhile);
}
/// <summary> 添加到插槽 bool = 是否添加成功,int = 余量 </summary>
public (bool, int) AddToSlots(DataItem item, int count) {
InventorySlot emptySlot = slots.FirstOrDefault(s => s.item == null);
if (emptySlot == null) { return (false, count); }
int addCount = Mathf.Min(count, item.MaxStack);
emptySlot.Settings(item, addCount);
return (true, count - addCount);
}
/// <summary> 合并到插槽 </summary>
public int MergeToSlots(DataItem item, int count) {
// 查询所有可合并的插槽
List<InventorySlot> sameSlots = slots.Where(slot => slot.Same(item)).ToList();
// 合并到已有插槽
sameSlots.ForEach(obj => MergeToSlots(obj, ref count));
return count;
}
/// <summary> 合并到插槽 </summary>
public void MergeToSlots(InventorySlot slot, ref int count) {
int canAdd = slot.MaxStack - slot.count;
int addCount = Mathf.Min(canAdd, count);
slot.count += addCount;
count -= addCount;
}
}
/// <summary>
/// 库存插槽
/// </summary>
public class InventorySlot {
/// <summary> 数量 </summary>
public int count;
/// <summary> 物品 </summary>
public DataItem item;
// /// <summary> 图片 </summary>
public Sprite Sprite => item != null ? item.sprite : null;
// /// <summary> 堆叠数量 </summary>
public int MaxStack => item != null ? item.MaxStack : 0;
public InventorySlot() { }
public InventorySlot(DataItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 设置 </summary>
public void Settings(DataItem item, int count) {
this.item = item;
this.count = count;
}
/// <summary> 是否相同 </summary>
public bool Same(DataItem obj) {
return item != null && item.name == obj.name && count < MaxStack;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 物品 - 管理器
/// </summary>
public class ManagerItem : ModuleSingle<ManagerItem> {
/// <summary> 材料列表 </summary>
public List<ConstItemMaterial> materials;
/// <summary> 装备列表 </summary>
public List<ConstItemEquipment> equipments;
protected override void Awake() => NoReplace(false);
}
/// <summary>
/// 物品奖励
/// </summary>
public class ItemReward {
/// <summary> 物品列表 </summary>
public List<DataItem> items;
public void Settings<T>(List<T> list) where T : ConstItem {
items = new List<DataItem>();
list.ForEach(obj => items.Add(obj.To()));
}
public (DataItem, int) Get(int max = 1) {
int count = Random.Range(1, max + 1);
int index = Random.Range(0, items.Count);
return (items[index], count);
}
}
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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 virtual DataItem To() {
DataItem item = new DataItem();
item.name = name;
item.sprite = sprite;
return item;
}
}
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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 {
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 材料 - 物品常量
/// </summary>
[CreateAssetMenu(menuName = "MuHua/物品系统/材料")]
public class ConstItemMaterial : ConstItem {
/// <summary> 最大堆叠数 </summary>
public int maxStack = 99;
public override DataItem To() {
DataItemMaterial item = new DataItemMaterial();
item.name = name;
item.sprite = sprite;
item.maxStack = maxStack;
return item;
}
}
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