此章节相对较难理解,有时间单独出一章讲一下
Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
InventoryItem.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class InventoryItem
{
public ItemData data;//保存实打实的Item数据
public int stackSize;//记录相同Item的数量
public InventoryItem(ItemData _newItemData)//创建时就传入要保存的Item
{
data = _newItemData;
AddStack();//由初始时由于没有相同类型的物体,为了使刚开始初始化便拥有值,此处必须调用一次此函数
}
public void AddStack() => stackSize++;
public void RemoveStack() => stackSize--;
}
Inventory.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
public static Inventory instance;
public List<InventoryItem> inventoryItems;//inventoryItems类型的列表
public Dictionary<ItemData, InventoryItem> inventoryDictianory;//以ItemData为Key寻找InventoryItem的字典
private void Awake()
{
if (instance == null)
instance = this;
else
Destroy(gameObject);
//防止多次创建Inventory
}
public void Start()
{
inventoryItems = new List<InventoryItem>();
inventoryDictianory = new Dictionary<ItemData, InventoryItem>();
}
public void AddItem(ItemData _item)//将物体存入Inventory的函数
{
if(inventoryDictianory.TryGetValue(_item,out InventoryItem value))
{
value.AddStack();
}//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
{
InventoryItem newItem = new InventoryItem(_item);
inventoryItems.Add(newItem);//填进列表里只有一次
inventoryDictianory.Add(_item, newItem);//同上
}
}
public void RemoveItem(ItemData _item)//将物体剔除Inventory的函数
{
if(inventoryDictianory.TryGetValue(_item,out InventoryItem value))
{
if (value.stackSize <= 1)
{
inventoryItems.Remove(value);
inventoryDictianory.Remove(_item);
}
else
value.RemoveStack();
}
}
private void Update()
{
if(Input.GetKeyDown(KeyCode.L))
{
ItemData newItem = inventoryItems[inventoryItems.Count - 1].data;
RemoveItem(newItem);
}
}
}
ItemObject.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemObject : MonoBehaviour
{
private SpriteRenderer sr;
[SerializeField] private ItemData ItemData;
private void Start()
{
sr = GetComponent<SpriteRenderer>();
sr.sprite = ItemData.icon;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.GetComponent<Player>()!= null)
{
Inventory.instance.AddItem(ItemData);
Destroy(gameObject);
}
}
}