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国内顶级网站设计,建站为应用技术,河池公司做网站,东莞整站排名1、目标 当从道具栏中拖出一个道具到地面的时候&#xff0c;光标区域会显示是否可放置物体的可视化显示。绿色表示可以放置物体&#xff0c;红色表示不可以放置物体。 2、优化InventoryManager脚本 添加2个方法&#xff1a; /// <summary>/// Returns the itemDetails&…

1、目标

当从道具栏中拖出一个道具到地面的时候,光标区域会显示是否可放置物体的可视化显示。绿色表示可以放置物体,红色表示不可以放置物体。

2、优化InventoryManager脚本

添加2个方法:

    /// <summary>/// Returns the itemDetails(from the SO_ItemList)for the currently selected item in the inventoryLocation,/// or null if an item isn't selected/// </summary>/// <param name="inventoryLocation"></param>/// <returns></returns>public ItemDetails GetSelectedInventoryItemDetails(InventoryLocation inventoryLocation){int itemCode = GetSelectedInventoryItem(inventoryLocation);if(itemCode == -1){return null;}else{return GetItemDetails(itemCode);}}/// <summary>/// Set the selected inventory item for inventoryLocation to itemCode/// </summary>/// <param name="inventoryLocation"></param>/// <param name="itemCode"></param>public void SetSelectedInventoryItem(InventoryLocation inventoryLocation, int itemCode){selectedInventoryItem[(int)inventoryLocation] = itemCode;  }

完整的代码如下:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class InventoryManager : SingletonMonobehaviour<InventoryManager>
{private Dictionary<int, ItemDetails> itemDetailsDictionary;private int[] selectedInventoryItem; // the index of the array is the inventory list, and the value is the item code,表明每个位置对应被选中物品的codepublic List<InventoryItem>[] inventoryLists; // 每个位置的库存清单// 每个位置的库存数。 The index of the array is the inventory list(from the// InventoryLocation enum), and the value is the capacity of that inventory list[HideInInspector] public int[] inventoryListCapacityIntArray; [SerializeField] private SO_ItemList itemList = null;protected override void Awake(){base.Awake();// Create Inventory listsCreateInventoryLists();// Create item details dictionaryCreateItemDetailsDictionary();// Initialize selected inventory item arrayselectedInventoryItem = new int[(int)InventoryLocation.count];for(int i = 0; i < selectedInventoryItem.Length; i++){selectedInventoryItem[i] = -1;}}private void CreateInventoryLists(){inventoryLists = new List<InventoryItem>[(int)InventoryLocation.count];for (int i = 0; i < (int)InventoryLocation.count; i++){inventoryLists[i] = new List<InventoryItem>();}// initialize inventory list capacity arrayinventoryListCapacityIntArray = new int[(int)InventoryLocation.count];// initialize player inventory list capacityinventoryListCapacityIntArray[(int)InventoryLocation.player] = Settings.playerInitialInventoryCapacity;}/// <summary>/// Populates the itemDetailsDictionary from the scriptable object items list/// </summary>private void CreateItemDetailsDictionary(){itemDetailsDictionary = new Dictionary<int, ItemDetails>();foreach (ItemDetails itemDetails in itemList.itemDetails) {itemDetailsDictionary.Add(itemDetails.itemCode, itemDetails);}}/// <summary>/// Add an item to the inventory list for the inventoryLocation and then destroy the gameObjectToDelete/// 角色拾取到物品后,物品需要消失掉/// </summary>/// <param name="inventoryLocation"></param>/// <param name="item"></param>/// <param name="gameObjectToDelete"></param>public void AddItem(InventoryLocation inventoryLocation, Item item, GameObject gameObjectToDelete){AddItem(inventoryLocation, item);Destroy(gameObjectToDelete);}/// <summary>/// Add an item to the inventory list for the inventoryLocation/// </summary>/// <param name="inventoryLocation"></param>/// <param name="item"></param>public void AddItem(InventoryLocation inventoryLocation, Item item){int itemCode = item.ItemCode;List<InventoryItem> inventoryList = inventoryLists[(int)inventoryLocation];// Check if inventory already contains the itemint itemPosition = FindItemInInventory(inventoryLocation, itemCode);if(itemPosition != -1){AddItemPosition(inventoryList, itemCode, itemPosition);}else{AddItemPosition(inventoryList, itemCode);}// Send event that inventory has been updatedEventHandler.CallInventoryUpdatedEvent(inventoryLocation, inventoryLists[(int)inventoryLocation]);  }/// <summary>/// Add item to position in the inventory/// </summary>/// <param name="inventoryList"></param>/// <param name="itemCode"></param>/// <param name="position"></param>/// <exception cref="NotImplementedException"></exception>private void AddItemPosition(List<InventoryItem> inventoryList, int itemCode, int position){InventoryItem inventoryItem = new InventoryItem();int quantity = inventoryList[position].itemQuantity + 1;inventoryItem.itemQuantity = quantity;inventoryItem.itemCode = itemCode;inventoryList[position] = inventoryItem;Debug.ClearDeveloperConsole();//DebugPrintInventoryList(inventoryList);}/// <summary>/// Get the item type description for an item type - returns the item type description as a string for a given ItemType/// </summary>/// <param name="itemType"></param>/// <returns></returns>public string GetItemTypeDescription(ItemType itemType){string itemTypeDescription;switch (itemType){case ItemType.Breaking_tool:itemTypeDescription = Settings.BreakingTool;break;case ItemType.Chopping_tool:itemTypeDescription = Settings.ChoppingTool;break;case ItemType.Hoeing_tool:itemTypeDescription = Settings.HoeingTool;break;case ItemType.Reaping_tool:itemTypeDescription = Settings.ReapingTool;break;case ItemType.Watering_tool:itemTypeDescription = Settings.WateringTool;break;case ItemType.Collecting_tool:itemTypeDescription = Settings.CollectingTool;break;default:itemTypeDescription = itemType.ToString();break;}return itemTypeDescription;}/// <summary>/// Remove an item from the inventory, and create a game object at the position it was dropped/// </summary>/// <param name="inventoryLocation"></param>/// <param name="itemCode"></param>public void RemoveItem(InventoryLocation inventoryLocation, int itemCode){List<InventoryItem> inventoryList = inventoryLists[(int)inventoryLocation];// Check if inventory already contains the itemint itemPosition = FindItemInInventory(inventoryLocation, itemCode);if(itemPosition != -1){RemoveItemAtPosition(inventoryList, itemCode, itemPosition);}// Send event that inventory has been updatedEventHandler.CallInventoryUpdatedEvent(inventoryLocation, inventoryLists[(int)inventoryLocation]);}private void RemoveItemAtPosition(List<InventoryItem> inventoryList, int itemCode, int position){InventoryItem inventoryItem = new InventoryItem();int quantity = inventoryList[position].itemQuantity - 1;if(quantity > 0){inventoryItem.itemQuantity = quantity;inventoryItem.itemCode = itemCode;inventoryList[position] = inventoryItem;}else{inventoryList.RemoveAt(position);   }}/// <summary>/// Swap item at fromItem index with item at toItem index in inventoryLocation inventory list/// </summary>/// <param name="inventoryLocation"></param>/// <param name="fromItem"></param>/// <param name="toItem"></param>public void SwapInventoryItems(InventoryLocation inventoryLocation, int fromItem, int toItem){// if fromItem index and toItemIndex are within the bounds of the list, not the same, and greater than or equal to zeroif(fromItem < inventoryLists[(int)inventoryLocation].Count && toItem < inventoryLists[(int)inventoryLocation].Count&& fromItem != toItem && fromItem >= 0 && toItem >= 0){InventoryItem fromInventoryItem = inventoryLists[(int)inventoryLocation][fromItem];InventoryItem toInventoryItem = inventoryLists[(int)inventoryLocation][toItem];inventoryLists[(int)inventoryLocation][toItem] = fromInventoryItem;inventoryLists[(int)inventoryLocation][fromItem] = toInventoryItem;// Send event that inventory has been updatedEventHandler.CallInventoryUpdatedEvent(inventoryLocation, inventoryLists[(int)inventoryLocation]);}}private void DebugPrintInventoryList(List<InventoryItem> inventoryList){foreach(InventoryItem inventoryItem in inventoryList){Debug.Log("Item Description:" + InventoryManager.Instance.GetItemDetails(inventoryItem.itemCode).itemDescription + "    Item Quantity:" + inventoryItem.itemQuantity);}Debug.Log("*******************************************************************************");}/// <summary>/// Add item to the end of the inventory /// </summary>/// <param name="inventoryList"></param>/// <param name="itemCode"></param>/// <exception cref="NotImplementedException"></exception>private void AddItemPosition(List<InventoryItem> inventoryList, int itemCode){InventoryItem inventoryItem = new InventoryItem(); inventoryItem.itemCode = itemCode;inventoryItem.itemQuantity = 1;inventoryList.Add(inventoryItem);//DebugPrintInventoryList(inventoryList);}/// <summary>/// Find if an itemCode is already in the inventory. Returns the item position/// in the inventory list, or -1 if the item is not in the inventory/// </summary>/// <param name="inventoryLocation"></param>/// <param name="itemCode"></param>/// <returns></returns>/// <exception cref="NotImplementedException"></exception>public int FindItemInInventory(InventoryLocation inventoryLocation, int itemCode){List<InventoryItem> inventoryList = inventoryLists[(int)inventoryLocation];for (int i = 0; i < inventoryList.Count; i++){if(inventoryList[i].itemCode == itemCode){return i;}}return -1;}/// <summary>/// Returns the itemDetails (from the SO_ItemList) for the itemCode, or null if the item doesn't exist/// </summary>/// <param name="itemCode"></param>/// <returns></returns>public ItemDetails GetItemDetails(int itemCode) {ItemDetails itemDetails;if(itemDetailsDictionary.TryGetValue(itemCode, out itemDetails)){return itemDetails;}else{return null;}}/// <summary>/// Get the selected item for inventoryLocation -- returns itemCode for -1 if nothing is selected/// </summary>/// <param name="inventoryLocation"></param>/// <returns></returns>private int GetSelectedInventoryItem(InventoryLocation inventoryLocation){return selectedInventoryItem[(int)inventoryLocation];}/// <summary>/// Returns the itemDetails(from the SO_ItemList)for the currently selected item in the inventoryLocation,/// or null if an item isn't selected/// </summary>/// <param name="inventoryLocation"></param>/// <returns></returns>public ItemDetails GetSelectedInventoryItemDetails(InventoryLocation inventoryLocation){int itemCode = GetSelectedInventoryItem(inventoryLocation);if(itemCode == -1){return null;}else{return GetItemDetails(itemCode);}}/// <summary>/// Set the selected inventory item for inventoryLocation to itemCode/// </summary>/// <param name="inventoryLocation"></param>/// <param name="itemCode"></param>public void SetSelectedInventoryItem(InventoryLocation inventoryLocation, int itemCode){selectedInventoryItem[(int)inventoryLocation] = itemCode;  }/// <summary>/// Clear the selected inventory item for inventoryLocation/// </summary>/// <param name="inventoryLocation"></param>public void ClearSelectedInventoryItem(InventoryLocation inventoryLocation){selectedInventoryItem[(int)inventoryLocation] = -1;}
}

3、创建GridCursor脚本

在Assets -> Scripts -> UI 下创建脚本命名为GridCursor。

完整代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;public class GridCursor : MonoBehaviour
{private Canvas canvas; // 存储白色画布,UI光标位于其中private Grid grid;  // tilemap地图private Camera mainCamera; // 对主相机的引用[SerializeField] private Image cursorImage = null;[SerializeField] private RectTransform cursorRectTransform = null;  // 光标对象的引用[SerializeField] private Sprite greenCursorSprite = null;[SerializeField] private Sprite redCursorSprite = null;private bool _cursorPositionIsValid = false;public bool CursorPositionIsValid { get => _cursorPositionIsValid; set => _cursorPositionIsValid = value; }private int _itemUseGridRadius = 0;public int ItemUseGridRadius { get => _itemUseGridRadius; set => _itemUseGridRadius = value; }private ItemType _selectedItemType;public ItemType SelectedItemType { get => _selectedItemType; set => _selectedItemType = value; }private bool _cursorIsEnabled = false;public bool CursorIsEnabled { get => _cursorIsEnabled; set => _cursorIsEnabled = value; }private void OnDisable(){EventHandler.AfterSceneLoadEvent -= SceneLoaded;}private void OnEnable(){EventHandler.AfterSceneLoadEvent += SceneLoaded;}// Start is called before the first frame updatevoid Start(){mainCamera = Camera.main;canvas = GetComponentInParent<Canvas>();}// Update is called once per framevoid Update(){if (CursorIsEnabled){DisplayCursor();}}private Vector3Int DisplayCursor(){if (grid != null){   // 之所以需要Grid是因为某些定位是基于grid的// Get grid position for cursorVector3Int gridPosition = GetGridPositionForCursor();// Get grid position for playerVector3Int playerGridPosition = GetGridPositionForPlayer();// Set cursor sprite,基于gridPosition和playerGridPosition设置光标的有效性SetCursorValidity(gridPosition, playerGridPosition);// Get rect transform position for cursorcursorRectTransform.position = GetRectTransformPositionForCursor(gridPosition);return gridPosition;}else{return Vector3Int.zero;}}public Vector3Int GetGridPositionForCursor(){// z is how far the objects are in front of the camera - camera is at -10 so objects are(-)-10 in front = 10Vector3 worldPosition = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -mainCamera.transform.position.z));return grid.WorldToCell(worldPosition);}public Vector3Int GetGridPositionForPlayer(){return grid.WorldToCell(Player.Instance.transform.position);}public Vector2 GetRectTransformPositionForCursor(Vector3Int gridPosition){Vector3 gridWorldPosition = grid.CellToWorld(gridPosition);Vector2 gridScreenPosition = mainCamera.WorldToScreenPoint(gridWorldPosition);return RectTransformUtility.PixelAdjustPoint(gridScreenPosition, cursorRectTransform, canvas);}private void SceneLoaded(){grid = GameObject.FindObjectOfType<Grid>();}private void SetCursorValidity(Vector3Int cursorGridPosition, Vector3Int playerGridPosition){SetCursorToValid();// Check item use radius is validif(Mathf.Abs(cursorGridPosition.x -  playerGridPosition.x) > ItemUseGridRadius|| Mathf.Abs(cursorGridPosition.y - playerGridPosition.y) > ItemUseGridRadius){SetCursorToInvalid();return;}// Get selected item details ItemDetails itemDetails = InventoryManager.Instance.GetSelectedInventoryItemDetails(InventoryLocation.player);if(itemDetails == null){SetCursorToInvalid();return;}// Get grid property details at cursor positionGridPropertyDetails gridPropertyDetails = GridPropertiesManager.Instance.GetGridPropertyDetails(cursorGridPosition.x, cursorGridPosition.y);if(gridPropertyDetails != null){// Determine cursor validity based on inventory item selected and grid property detailsswitch (itemDetails.itemType){case ItemType.Seed:if (!IsCursorValidForSeed(gridPropertyDetails)){SetCursorToInvalid();return;}break;case ItemType.Commodity:if (!IsCursorValidForCommodity(gridPropertyDetails)){SetCursorToInvalid();return;}break;case ItemType.none:break;case ItemType.count:break;default:break;}}else{SetCursorToInvalid();return;}}private bool IsCursorValidForSeed(GridPropertyDetails gridPropertyDetails){return gridPropertyDetails.canDropItem;}private bool IsCursorValidForCommodity(GridPropertyDetails gridPropertyDetails){return gridPropertyDetails.canDropItem;}private void SetCursorToValid(){cursorImage.sprite = greenCursorSprite;CursorPositionIsValid = true;}private void SetCursorToInvalid(){cursorImage.sprite = redCursorSprite;CursorPositionIsValid = false;}/// <summary>/// DisableCursor is called in the UIInventorySlot.ClearCursors() method when an inventory slot item is no longer selected/// </summary>public void DisableCursor(){cursorImage.color = Color.clear;CursorIsEnabled = false;}/// <summary>/// EnableCursor is called in the UIInventorySlot.SetSelectedItem() method when an inventory slot item is selected and its itemUseGrid radius>0/// </summary>public void EnableCursor(){cursorImage.color = new Color(1f, 1f, 1f, 1f);CursorIsEnabled = true;}}

4、优化UIInventorySlot脚本

增加如下变量:

private GridCursor gridCursor;

在Start()中添加:

gridCursor = FindObjectOfType<GridCursor>();

添加如下方法:

private void ClearCursors()
{// Disable cursorgridCursor.DisableCursor();// Set item type to nonegridCursor.SelectedItemType = ItemType.none;
}

在SetSelectedItem方法中添加如下方法:

        // Set use radius for cursors gridCursor.ItemUseGridRadius = itemDetails.itemUseGridRadius;// If item requires a grid cursor then enable cursorif(itemDetails.itemUseGridRadius > 0){gridCursor.EnableCursor();}else{gridCursor.DisableCursor();}// Set item typegridCursor.SelectedItemType = itemDetails.itemType;

在ClearSelectedItem方法中添加:

ClearCursors();

在DropSelectedItemAtMousePosition方法中,删除如下3行代码:

替换为:

if (gridCursor.CursorPositionIsValid) {Vector3 worldPosition = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -mainCamera.transform.position.z));

5、创建Panel

在Hierarchy -> PersistentScene -> UI -> MainGameUICanves -> UICanvasGroup下创建新的Panel命令为UIPanel。

并且移到第一个位置。

设置UIPanel的Image组件,其Source Image为None,Color的值全为0。

添加Canvas Group组件,反勾选Blocks Raycasts。

添加Grid Cursor组件:

在UIPanel下创建空物体命名为GridCursor。

给GridCursor添加Image组件,Source Image选择“GreenGridCursor”图形,并且设置Color的透明度为0。

设置GridCursor的其他属性如上。

回到UIPanel物体,设置属性如下:

6、运行程序

不能放置的情况:

可以放置的情况:

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