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@@ -0,0 +1,12 @@
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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>
|
||||
/// 饰品类型
|
||||
/// </summary>
|
||||
public enum AccessoryType {
|
||||
项链 = 0,
|
||||
戒指 = 1,
|
||||
手镯 = 2
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}
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||||
@@ -0,0 +1,11 @@
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@@ -0,0 +1,14 @@
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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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||||
/// 护甲类型
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||||
/// </summary>
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public enum ArmorType {
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上衣 = 0,
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头盔 = 1,
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手套 = 2,
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腰带 = 3,
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||||
鞋子 = 4
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||||
}
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||||
@@ -0,0 +1,11 @@
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@@ -0,0 +1,23 @@
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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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||||
/// 插槽类型
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/// </summary>
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public enum EquipmentSlotType {
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主手 = 0,
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副手 = 1,
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上衣 = 10,
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头盔 = 11,
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手套 = 12,
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腰带 = 13,
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鞋子 = 14,
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项链 = 20,
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戒指1 = 21,
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戒指2 = 22,
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手镯1 = 23,
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手镯2 = 24
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,12 @@
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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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/// 装备类型
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/// </summary>
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public enum EquipmentType {
|
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武器 = 0,
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护甲 = 1,
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饰品 = 2
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}
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||||
@@ -0,0 +1,11 @@
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@@ -0,0 +1,12 @@
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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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/// 武器类型
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/// </summary>
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public enum WeaponType {
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单手 = 0,
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副手 = 1,
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双手 = 2
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,18 @@
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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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|
||||
public class Accessory : MonoBehaviour
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{
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||||
// Start is called before the first frame update
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void Start()
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{
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||||
|
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}
|
||||
|
||||
// Update is called once per frame
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void Update()
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||||
{
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||||
|
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}
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||||
}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,18 @@
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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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|
||||
public class Armor : MonoBehaviour
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{
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||||
// Start is called before the first frame update
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void Start()
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{
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||||
|
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}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
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||||
{
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||||
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,13 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 装备
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||||
/// </summary>
|
||||
public class Equipment : InventoryItem {
|
||||
/// <summary> 装备类型 (类型1/类型2) </summary>
|
||||
public string type;
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||||
/// <summary> 词缀列表 </summary>
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||||
public List<EquipmentAffix> affixes = new List<EquipmentAffix>();
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||||
}
|
||||
@@ -0,0 +1,11 @@
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@@ -0,0 +1,18 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Weapon : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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@@ -0,0 +1,19 @@
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
|
||||
/// <summary>
|
||||
/// 装备词缀
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||||
/// </summary>
|
||||
public class EquipmentAffix {
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||||
/// <summary> 名字 </summary>
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||||
public string name;
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||||
/// <summary> 数值 </summary>
|
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public float value;
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||||
/// <summary> 最大值 </summary>
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||||
public float minValue;
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||||
/// <summary> 最小值 </summary>
|
||||
public float maxValue = float.MaxValue;
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||||
/// <summary> 属性类型 </summary>
|
||||
public AttributeType attributeType;
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||||
}
|
||||
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@@ -0,0 +1,73 @@
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||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 装备栏
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||||
/// </summary>
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||||
public class EquipmentColumn {
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||||
/// <summary> 插槽字典 </summary>
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||||
public Dictionary<string, EquipmentSlot> dictionary = new Dictionary<string, EquipmentSlot>();
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||||
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||||
/// <summary> 索引器 </summary>
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||||
public EquipmentSlot this[string key] => dictionary[key];
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||||
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||||
public EquipmentColumn() {
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||||
AddSlot(WeaponSlot());
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||||
AddSlot(DeputySlot());
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||||
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||||
AddSlot(ArmorSlot(EquipmentSlotType.上衣, ArmorType.上衣));
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||||
AddSlot(ArmorSlot(EquipmentSlotType.头盔, ArmorType.头盔));
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||||
AddSlot(ArmorSlot(EquipmentSlotType.手套, ArmorType.手套));
|
||||
AddSlot(ArmorSlot(EquipmentSlotType.腰带, ArmorType.腰带));
|
||||
AddSlot(ArmorSlot(EquipmentSlotType.鞋子, ArmorType.鞋子));
|
||||
|
||||
AddSlot(AccessorySlot(EquipmentSlotType.项链, AccessoryType.项链));
|
||||
AddSlot(AccessorySlot(EquipmentSlotType.戒指1, AccessoryType.戒指));
|
||||
AddSlot(AccessorySlot(EquipmentSlotType.戒指2, AccessoryType.戒指));
|
||||
AddSlot(AccessorySlot(EquipmentSlotType.手镯1, AccessoryType.手镯));
|
||||
AddSlot(AccessorySlot(EquipmentSlotType.手镯2, AccessoryType.手镯));
|
||||
}
|
||||
|
||||
public bool ContainsKey(string key) => dictionary.ContainsKey(key);
|
||||
/// <summary> 添加插槽 </summary>
|
||||
public void AddSlot(EquipmentSlot slot) => dictionary.Add(slot.name, slot);
|
||||
|
||||
/// <summary> 武器插槽 </summary>
|
||||
public EquipmentSlot WeaponSlot() {
|
||||
return new EquipmentSlot(EquipmentSlotType.主手, VerifyWeapon);
|
||||
}
|
||||
/// <summary> 副手插槽 </summary>
|
||||
public EquipmentSlot DeputySlot() {
|
||||
return new EquipmentSlot(EquipmentSlotType.副手, VerifyDeputy);
|
||||
}
|
||||
/// <summary> 护甲插槽 </summary>
|
||||
public EquipmentSlot ArmorSlot(EquipmentSlotType type, ArmorType armor) {
|
||||
return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, armor.ToString()));
|
||||
}
|
||||
/// <summary> 饰品插槽 </summary>
|
||||
public EquipmentSlot AccessorySlot(EquipmentSlotType type, AccessoryType accessory) {
|
||||
return new EquipmentSlot(type, (equipment) => VerifyCommon(equipment, accessory.ToString()));
|
||||
}
|
||||
|
||||
/// <summary> 通用校验 </summary>
|
||||
public static bool VerifyCommon(Equipment equipment, string type) {
|
||||
string[] types = equipment.type.Split("/");
|
||||
if (types[0] == type) { return true; }
|
||||
return false;
|
||||
}
|
||||
/// <summary> 主手校验 </summary>
|
||||
public static bool VerifyWeapon(Equipment equipment) {
|
||||
string[] type = equipment.type.Split("/");
|
||||
if (type[0] == WeaponType.单手.ToString()) { return true; }
|
||||
if (type[0] == WeaponType.双手.ToString()) { return true; }
|
||||
return false;
|
||||
}
|
||||
/// <summary> 副手校验 </summary>
|
||||
public static bool VerifyDeputy(Equipment equipment) {
|
||||
string[] type = equipment.type.Split("/");
|
||||
if (type[0] == WeaponType.副手.ToString()) { return true; }
|
||||
return false;
|
||||
}
|
||||
}
|
||||
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@@ -0,0 +1,20 @@
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||||
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 AccessoryConst : EquipmentConst {
|
||||
/// <summary> 饰品类型 </summary>
|
||||
public AccessoryType type;
|
||||
|
||||
public override InventoryItem To() {
|
||||
Equipment item = new Equipment();
|
||||
item.name = name;
|
||||
item.sprite = sprite;
|
||||
item.type = type.ToString();
|
||||
return item;
|
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}
|
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}
|
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@@ -0,0 +1,21 @@
|
||||
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 ArmorConst : EquipmentConst {
|
||||
/// <summary> 护甲类型 </summary>
|
||||
public ArmorType type;
|
||||
|
||||
public override InventoryItem To() {
|
||||
Equipment item = new Equipment();
|
||||
item.name = name;
|
||||
item.sprite = sprite;
|
||||
item.type = type.ToString();
|
||||
return item;
|
||||
}
|
||||
}
|
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@@ -0,0 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 装备 - 物品常量
|
||||
/// </summary>
|
||||
public class EquipmentConst : InventoryItemConst {
|
||||
|
||||
}
|
||||
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@@ -0,0 +1,22 @@
|
||||
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 WeaponConst : EquipmentConst {
|
||||
/// <summary> 武器类型 </summary>
|
||||
public WeaponType type;
|
||||
/// <summary> 武器类别 </summary>
|
||||
public string category;
|
||||
|
||||
public override InventoryItem To() {
|
||||
Equipment item = new Equipment();
|
||||
item.name = name;
|
||||
item.sprite = sprite;
|
||||
item.type = $"{type}/{category}";
|
||||
return item;
|
||||
}
|
||||
}
|
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assetBundleVariant:
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||||
@@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 装备插槽
|
||||
/// </summary>
|
||||
public class EquipmentSlot {
|
||||
/// <summary> 名字 </summary>
|
||||
public string name;
|
||||
/// <summary> 物品 </summary>
|
||||
public Equipment item;
|
||||
/// <summary> 装备验证 </summary>
|
||||
public Func<Equipment, bool> verify;
|
||||
|
||||
public EquipmentSlot(EquipmentSlotType slot, Func<Equipment, bool> verify) {
|
||||
name = slot.ToString();
|
||||
this.verify = verify;
|
||||
}
|
||||
|
||||
/// <summary> 设置 </summary>
|
||||
public void Settings(InventoryItem item) {
|
||||
if (item is Equipment equipment) { this.item = equipment; }
|
||||
else { this.item = null; }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1d68199e9959734e85efd7a39d4d78c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user