Unity——可复用背包工具
阅读原文时间:2023年07月11日阅读:2

Unity可复用背包工具


游戏中有非常多的背包样式,比如玩家道具背包,商城,装备栏,技能栏等;每个形式的背包都单独写一份逻辑会非常繁琐,所以需要有一套好用的背包工具;

这些背包有几个共同的特点:

1.有多个排列好的方格子;

2.每个方格子中有内容时,可被拖动且拖动逻辑相同;

3.可添加使用删除格子中的物品;

因此根据这些特点,使用ScrollView等组件,提取两个类,分别负责数据管理和拖动逻辑;


1.界面设置

制作三个界面,一个滚动背包面板,一个丢弃面板,一个单独物品的预制体;

关键组件:ScrollView,content中添加GridLayoutGroup;

2.物品配表

1.使用Excel配置物品属性表,同时创建字段和excel标签相同的类,用于json序列化;

2.Excel转Json,最简单方式;

之后将转成功的Json内容存到txt文本中,并导入项目;

3.LitJson库

我这里使用的LitJson,一个非常简单轻量的库;https://litjson.net/

直接导入项目或者打包成dll放进项目;

使用时只需要读取Txt文本,转成string,直接调用Api即可,支持数组;


1.Item

物品属性基类,规定物品属性,需要字段名和json中的关键字相同才能被json序列化;

Clone方法用来深拷贝,需要重写,因为我深拷贝使用的内存拷贝,所以必须加[Serializable];

ItemKind类,单纯是为了不用每次判断时手动打“string",个人觉得麻烦Orz;

2.InventoryItem

挂在物品的预制体模板上,负责拖拽和刷新逻辑;

该类继承拖拽相关的三个接口;

IBeginDragHandler    //开始拖拽
IDragHandler        //拖拽中
IEndDragHandler        //拖拽结束

字段:

private Transform parentTf;            //开始拖动前,Item的父节点;
private Transform canvasTf;            //画布uiRoot;
private CanvasGroup blockRaycast;    //该组件可以禁用该UI的射线检测,这样在拖拽过程中可以识别下面ui
public GameObject panelDrop;        //丢弃物品叛变;

方法:

Start:其中给canvasTf和blockRaycast赋值;

OnBeginDrag:拖拽开始,记录Item的父节点后,将Item的父节点改为canvsTf(避免拖拽过程中遮挡),屏蔽item射线检测;

OnDrag:Item位置和鼠标位置一致;

OnEndDrag:

  1. 检测拖拽结束时,Item下方的UI是什么类型;我这里设置了三个Tag;
  2. item—下方为有物品的格子,两个互换位置;
  3. box—为空的格子,Item移位;
  4. background—弹出丢弃物品面板,同时隐藏当前Item;
  5. 其他—返回原位置;
  6. 判断结束后将位置归零,关闭射线屏蔽;

RefreshItem:根据数据更新Item的icon,名称,数量之类,需要重写;

ReturnPos:丢弃面板中点击取消,返回原位置;

GetNumber(string str):提取字符串中的数字,正则表达式;

全部代码如下:

using System;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.EventSystems;

public class InventoryItem : MonoBehaviour,IBeginDragHandler,IEndDragHandler,IDragHandler
{
    private Transform parentTf;
    private Transform canvasTf;
    private CanvasGroup blockRaycast;
    public GameObject panelDrop;

    private void Start()
    {
        canvasTf = GameObject.FindGameObjectWithTag("UiRoot").transform;
        blockRaycast = GetComponent<CanvasGroup>();
    }

    public void OnBeginDrag(PointerEventData eventData)
    {
        parentTf = transform.parent;
        transform.SetParent(canvasTf);
        blockRaycast.blocksRaycasts = false;
    }

    public void OnDrag(PointerEventData eventData)
    {
        transform.position = Input.mousePosition;
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        GameObject go = eventData.pointerEnter;
        Debug.Log(go.tag);
        //Debug.Log(go.transform.parent.gameObject.name);
        if (go.CompareTag("item"))
        {
            int pos1 = GetNumber(parentTf.gameObject.name);
            int pos2 = GetNumber(go.transform.parent.gameObject.name);
            transform.SetParent(go.transform.parent);
            go.transform.SetParent(parentTf);
            go.transform.localPosition = new Vector3(0, 0, 0);
            //交换数据
            BagPanel.I.bagData.SwitchItem(pos1, pos2);
        }
        else if (go.CompareTag("box"))
        {
            int pos1 = GetNumber(parentTf.gameObject.name);
            int pos2 = GetNumber(go.name);
            transform.SetParent(go.transform);
            BagPanel.I.bagData.SwitchItem(pos1, pos2);
        }
        else if (go.CompareTag("background"))
        {
            Debug.Log("丢弃物品");
            gameObject.SetActive(false);
            //弹出新UI是否丢弃
            //panelDrop.gameObject.SetActive(true);
            GameObject temp = Instantiate<GameObject>(panelDrop, UIMa.I.uiRoot);

            int pos = GetNumber(parentTf.gameObject.name);
            temp.GetComponent<PanDrop>().SetInventoryItem(this, pos);
        }
        else
        {
            transform.SetParent(parentTf);
        }

        transform.localPosition = new Vector3(0, 0, 0);
        blockRaycast.blocksRaycasts = true;
    }

    public virtual void RefreshItem(Item data)
    {

    }

    public void ReturnPos()
    {
        gameObject.SetActive(true);
        transform.SetParent(parentTf);
        transform.localPosition = new Vector3(0, 0, 0);
        blockRaycast.blocksRaycasts = true;
    }

    private int GetNumber(string str)
    {
        return int.Parse(Regex.Replace(str, @"[^0-9]+", ""));
    }
}

3.InventoryData

数据管理类,负责背包信息管理,增删查改,泛型可复用不同Item类,入物品,技能等;

字段:

protected InventoryPanel mPanel:数据控制的哪个背包面板;

protected GameObject itemGo:物品模板;

protected int count = 0 :背包格子使用数;

protected Dictionary allItemData :游戏中所有物品key是id,T为存放的物品实例;

private int capacity :背包容量,我这里设置了默认25,初始化时可修改;

protected List itemList :背包中存放的物品实例,index代表在背包中的位置;

方法:

1.public void InitData(string path, InventoryPanel panel, GameObject itemgo, int capacity);

初始化数据,path为之前jsonTxt的路径;

根据容量,将背包格子实例化满空对象;

2.private void LoadAllData(string path);

根据路径加载所有物品数据到allItemData;

我这里是假设资源都存放在Resources中,实际情况自行替换这段读取代码;

这里的json序列化有个坑,如果类中字段为string,excel中为纯数字会报错;

3.public void AddItem(int id, int num);

根据物品id添加物品;

这里分多种情况,背包中是否存在该物品,该物品种类是否为装备,装备是不能叠加存放的;

添加物品时,必须从allItemData中深拷贝,否则会导致该一个数据所有都变;

4.public void UseItem(int index, int num);

根据物品在背包中的位置,使用物品;

使用后判断数量是否为0,为0删除;

5.public void SwitchItem(int pos1, int pos2);

交换物品位置,简单的交换赋值;

6.public void DropItem(int index);

根据物品位置删除;

7.public void RefreshPanel();

刷新背包面板;

8.public void LoadPanel();

加载背包数据,第一次加载背包时调用;

全部代码如下:

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Runtime.Serialization.Formatters.Binary;
using LitJson;
using UnityEngine;

public class InventoryData<T> where T : Item
{
    protected InventoryPanel mPanel;
    protected GameObject itemGo;
    protected int count = 0;

    protected Dictionary<int, T> allItemData = new Dictionary<int, T>();
    private int capacity = 25;
    protected List<T> itemList = new List<T>();

    //初始化接口继承后调用
    public void InitData(string path, InventoryPanel panel, GameObject itemgo, int capacity)
    {
        this.capacity = capacity;
        this.itemGo = itemgo;
        LoadAllData(path);
        for (int i = 0; i < capacity; ++i)
        {
            T temp = null;
            itemList.Add(temp);
        }

        mPanel = panel;
    }

    //初始化所有物品信息
    private void LoadAllData(string path)
    {
        //假设资源都存放在Resources中,实际情况自行替换这段读取代码
        //string str = File.ReadAllText(path);
        TextAsset data = Resources.Load<TextAsset>(path);
        if (data == null)
            return;
        string str = data.ToString();
        Debug.Log(typeof(T).Name);
        //坑点:纯数字无法转为string;
        List<T> itDa = JsonMapper.ToObject<List<T>>(str);
        foreach (var it in itDa)
        {
            allItemData.Add(it.id, it);
        }

        Debug.Log("初始化物品信息成功");
    }

    //添加物品
    public void AddItem(int id, int num)
    {
        //背包已有
        foreach (T it in itemList)
        {
            if (it == null)
                continue;

            if (it.id == id)
            {
                if (it.kind != ItemKind.equip)
                {
                    it.num += num;
                    RefreshPanel();
                    return;
                }
                else if (it.kind == ItemKind.equip)
                {
                    for (int i = 0; i < capacity; i++)
                    {
                        if (itemList[i] == null)
                        {
                            //T t = ObjectDeepCopy(it);
                            //T t = (T)it.Clone();

                            T t = DeepCopy(it);

                            itemList[i] = t;
                            RefreshPanel();
                            return;
                        }
                    }
                }
            }
        }

        //背包中无
        int index = -1;
        for (int i = 0; i < itemList.Count; ++i)
        {
            if (itemList[i] == null)
                index = i;
        }

        if (index == -1)
        {
            Debug.Log("背包已满!");
            return;
        }

        T t1 = (T) allItemData[id].Clone();
        //T t1 = DeepCopy(allItemData[id]);
        t1.num = num;
        itemList[index] = t1;
        count++;
        //更新界面
        RefreshPanel();
    }

    //使用物品
    public void UseItem(int index, int num)
    {
        if (itemList[index] == null)
            return;

        T item = itemList[index];

        item.num -= num;
        if (item.num <= 0)
        {
            itemList[index] = null;
        }

        //更新界面
        RefreshPanel();
    }

    public void DropItem(int index)
    {
        itemList[index] = null;
        RefreshPanel();
    }

    //掉换位置
    public void SwitchItem(int pos1, int pos2)
    {
        T item = itemList[pos1];
        itemList[pos1] = itemList[pos2];
        itemList[pos2] = item;

        //更新界面
        RefreshPanel();
    }

    //更新背包面板
    public void RefreshPanel()
    {
        Transform tf = mPanel.content;
        int count = tf.childCount;

        for (int i = 0; i < capacity; ++i)
        {
            Transform boxTf = tf.GetChild(i);
            if (itemList[i] != null)
            {
                if (boxTf.childCount > 0)
                {
                    boxTf.GetChild(0).GetComponent<InventoryItem>().RefreshItem(itemList[i]);
                }
                else if (boxTf.childCount <= 0)
                {
                    GameObject it = GameObject.Instantiate(itemGo, boxTf);
                    it.GetComponent<InventoryItem>().RefreshItem(itemList[i]);
                    break;
                }
            }
            else
            {
                if (boxTf.childCount > 0)
                {
                    GameObject.Destroy(boxTf.GetChild(0).gameObject);
                }
            }
        }
    }

    public void LoadPanel()
    {
        Transform tf = mPanel.content;
        int count = tf.childCount;
        for (int i = 0; i < capacity; ++i)
        {
            if (itemList[i] != null)
            {
                int tempIndex = 0;
                for (int j = 0; j < count; ++j)
                {
                    Transform boxTf = tf.GetChild(j);
                    if (boxTf.childCount <= 0)
                    {
                        GameObject it = GameObject.Instantiate(itemGo, boxTf);
                        it.GetComponent<InventoryItem>().RefreshItem(itemList[i]);
                        break;
                    }

                    tempIndex = j;
                }

                if (tempIndex == count)
                {
                    Debug.Log("背包已满");
                    break;
                }
            }
        }
    }
}

4.InventoryPanel

使用这个父类,单纯为了让InventoryData中的字段有父类指向,content为所有box格子的父节点;

继承后的子类,需要在改面板中添加打开,关闭,数量显示,金钱等其他逻辑;

如果有UI框架,该类需要继承UI基类;

public class InventoryPanel : MonoBehaviour
{
    public Transform content;
}

四个类分别继承四个关键基类;

GoodInfo:

继承自Item可添加需要字段,比如gold,cost等;

重写深拷贝方法;

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;

[Serializable]
public class GoodsInfo : Item
{
    public string xxx;

    public override object Clone()
    {
        MemoryStream stream = new MemoryStream();
        BinaryFormatter formatter = new BinaryFormatter();
        formatter.Serialize(stream, this);
        stream.Position = 0;
        var obj = formatter.Deserialize(stream);
        return obj;
    }
}

BagItem:

继承自InventoryItem;重写了刷新方法;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class BagItem : InventoryItem
{
    public Image icon;
    public Text num;

    public override void RefreshItem(Item data)
    {
        GoodsInfo itData = (GoodsInfo) data;
        string path = $"icon/{itData.id}";
        Sprite spTemplate = Resources.Load(path, typeof(Sprite)) as Sprite;
        Sprite sp = Instantiate<Sprite>(spTemplate);
        icon.sprite = sp;
        num.text = data.num.ToString();
    }
}

BagData:

继承了InventroyData,同时泛型替换成GoodsInfo;

添加了两个测试方法,初始化背包数据;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BagData : InventoryData<GoodsInfo>
{
    public void TestInit()
    {
        addTestData(8, 1,ItemKind.equip);
        addTestData(5, 1,ItemKind.equip);
        addTestData(0, 5,ItemKind.material);
        addTestData(1, 21,ItemKind.drug);
    }

    private void addTestData(int id, int num,string kind)
    {
       GoodsInfo it = new GoodsInfo();
       it.num = num;
       it.id = id;
       it.kind = kind;
       itemList[count] = it;
       count++;
    }
}

BagPanel:

继承InventroyPanel,单例;

与bagData组合,存放bagData数据的实例;

添加了两个测试按钮,添加物品,和使用物品;

Start中,初始化BagData数据;加载背包;根据index修改content中box的名称(上面我改成正则表达式提取数字,这里可以不用改了);

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class BagPanel : InventoryPanel
{
    private static BagPanel instance;
    public static BagPanel I {
        get
        {
            if (instance == null)
            {
                instance = new BagPanel();
            }

            return instance;
        }
    }

    private BagPanel() { }

    public GameObject itemGo;
    public BagData bagData = new BagData();
    public Button btnAdd;
    public Button btnUse;

    private void Start()
    {
        instance = this;
        bagData.InitData("ItemData", this, itemGo, 25);
        bagData.TestInit();
        bagData.LoadPanel();
        btnAdd.onClick.AddListener(OnAddItem);
        btnUse.onClick.AddListener(OnUseItem);

        for (int i = 0; i < content.childCount; ++i)
        {
            content.GetChild(i).gameObject.name = i.ToString();
        }
    }

    public void OnAddItem()
    {
        bagData.AddItem(9,1);
    }

    public void OnUseItem()
    {
        bagData.UseItem(3,1);
    }
}

DropPanel:

丢弃面板,是否丢弃;是:删除数据,否:物品取消隐藏返回父节点;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PanDrop : MonoBehaviour
{
    public Button btnYes;
    public Button btnNo;
    private InventoryItem it;
    private int pos;

    void Start()
    {
        btnYes.onClick.AddListener(OnBtnYes);
        btnNo.onClick.AddListener(OnBtnNo);
    }

    private void OnBtnYes()
    {
        //数据删除
        BagPanel.I.bagData.DropItem(pos);
        Destroy(it.gameObject);
        gameObject.SetActive(false);
    }

    private void OnBtnNo()
    {
        it.ReturnPos();
        gameObject.SetActive(false);
    }

    public void SetInventoryItem(InventoryItem it,int pos)
    {
        this.it = it;
        this.pos = pos;
    }
}

UIMa:

初始化,提供canvasTf节点;

UI框架部分,用于存储各个背包面板的对象,由于之前写过UI框架所以这里没有展开写;

有需求可以看之前的文章《Unity——基于UGUI的UI框架》;


泛型对象创建

泛型对象T是不能被new 出来的,这里就需要使用反射或内存拷贝;

反射:有时候会失效,原因未知;

public T ObjectDeepCopy(T inM)
{
    Type t = inM.GetType();
    T outM = (T)Activator.CreateInstance(t);
    foreach (PropertyInfo p in t.GetProperties())
    {
        t.GetProperty(p.Name).SetValue(outM, p.GetValue(inM));
    }
    return outM;
}

内存拷贝:序列化的类必须有[Serializable]

public static T DeepCopy(T obj)
{
    object retval;
    using (MemoryStream ms = new MemoryStream())
    {
        BinaryFormatter bf = new BinaryFormatter();
        //序列化成流
        bf.Serialize(ms, obj);
        ms.Seek(0, SeekOrigin.Begin);
        //反序列化成对象
        retval = bf.Deserialize(ms);
        ms.Close();
    }

    return (T) retval;
}

以上是我对背包工具的总结,如果有更好的意见,欢迎给作者评论留言;