Unity进阶--物品,背包,角色管理器

文章目录

  • 物品管理器
  • 背包管理器
  • 角色管理器

物品管理器

  • 物品数据 Item.json(json部分)(Resources/Data/Item)

    [{
    "id": 1,
    "name": "新手剑",
    "des": "这是一把宝剑",
    "price": 200,
    "icon": "",
    "attack": 10,
    "hp": 0
    },
    {
    "id": 2,
    "name": "新手药剂",
    "des":"这是新手药剂",
    "price": 100,
    "icon": "",
    "attack" : 0,
    "hp": 10
    }]
    
    
    • 数据类

      public class Item
      {
          public int id;
          public string name;
          public string des;
          public int price;
          public string icon;
          public int attack;
          public int hp;
      }
      
  • 物品管理类

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using LitJson;
    
    public class ItemManager
    {
        private static ItemManager instance;
    
        public static ItemManager Instance{
            get
            {
                if(instance == null) {
                    instance = new ItemManager();
                }
                return instance;
            }
        }
    
        //所有的物品信息
        private Item[] items;
        
        public ItemManager(){
            TextAsset json = Resources.Load<TextAsset>("Data/Item");
            //解析json
            items = LitJson.JsonMapper.ToObject<Item[]>(json.text);
        }
        
        //通过物品id获取物品
        public Item GetItem(int id){
            foreach (Item item in items){
                if(item.id == id) {
                    return item;
                }
            }
            return null;
        }
    }
    
    

背包管理器

  • InventoryManager

    using System.Collections;
    using System.Collections.Generic;
    
        //背包格子
        public class InventoryItem{
            //物品id
            public int ItemId;
            //个数
            public int Count = 1;
        }
    
        public class InventoryManager
       {
        //单例模式
       private static InventoryManager instance;
       public static InventoryManager Instance{
        get{
            if(instance == null){
                instance = new InventoryManager();
                return instance;
            }
            return instance;
        }
       }
    
       //背包集合
       public List<InventoryItem> Inventory = new List<InventoryItem>();
    
       //添加物品
        public void AddItem(int itemId, int count = 1){
            //查看背包中是否已经存在该物品
            foreach (InventoryItem tmpItem in Inventory){
            if (tmpItem.ItemId == itemId){
                //存在,就数量自增
                tmpItem.Count += count;
                return;
            }
            }
            //背包中不存在该物品
            InventoryItem item = new InventoryItem();
            item.ItemId = itemId;
            item.Count = count;
            Inventory.Add(item);
        }
    
        //移除物品
        public void Removeltem(int itemId, int count = 1){
        //遍历背包
        for (int i = 0; i < Inventory.Count; i++){
            InventoryItem item = Inventory[i];
            //如果存在该物品
            if (item.ItemId == itemId && item.Count > 0){
                //删除
                item.Count -= count;
                if (item.Count <= 0){
                Inventory.Remove(item);
                }  
            }
         }
        }
        
        //获取物品
        public InventoryItem GetItem(int itemId){
            foreach (InventoryItem tmpItem in Inventory){
                if (tmpItem.ItemId == itemId){
                    return tmpItem;
                }
            }
            return null;
        }
        //清空背包
        public void RemoveAllItem() {
            Inventory.Clear();
        }
    }
    
    

角色管理器

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

//角色基本信息
public class Bai_Character{
    //姓名
    public string Name ="张三";
    //等级
    public int Level = 1;
    //经验
    public int CurrentExp = 0;
    public int Hp = 0;
    //最大血量
    public int MaxHp{
        get{
            return Level * 10;
            }   
    }
    //升到下一级需要的经验
    public int GetNextLevelExp(){
            return Level * 50;
    }
    //装备 -1代表无
    public int WeaponId = -1;
    public int ClothesId = -1;
    public int ShoesId = -1;
    //技能
    public List<int> SkillList = new List<int>();

}

public class CharacterManager 
{
    private static CharacterManager instance;
    public static CharacterManager Instance{
        get{
            if(instance == null){
                instance = new CharacterManager();
                return instance;
            }
            return instance;
        }
    }
    //玩家
    public Bai_Character character = new Bai_Character();
    //金钱
    public int Money = 0;
    //当前角色是否可控
    public bool canControl = true;

    //增加/减少金钱
    public void ChangeMoney(int money){
        Money += money;
        if (Money < 0) Money = 0;
    }
    //增加经验
    public void AddExp(int exp){
        character.CurrentExp += exp;
        //判断经验是否升级
        if (character.CurrentExp >= character.GetNextLevelExp()){
            //升级
            character.Level++;
            character.CurrentExp = 0;
        }
    }
    //改变血量
    public void ChangeHp(int hp){
        character.Hp += hp;
        //限制character.Hp的范围[0, character.MaxHp]
        character.Hp = Mathf.Clamp(character.Hp, 0, character.MaxHp);
    }

#region 任务技能
    //添加技能
    public bool AddSkill(int skillld){
        if(character.SkillList.Contains(skillld)){
            return false;
        }
        character.SkillList.Add(skillld);
        return true;
    }

    //是否拥有此技能
    public bool HasSkill(int skillld){
        return character.SkillList.Contains(skillld);
    }

    //移除技能
    public void RemoveSkill(int skillld){
        if (character.SkillList.Contains(skillld)){
            character.SkillList.Remove(skillld);
        }
    }
    //所有技能
    public int[] GetSkills(){
        return character.SkillList.ToArray();
    }

#endregion

#region 人物装备
    //装备武器
    public void AddWeapon(int id){
        //如果背包有这个武器,允许装备
        InventoryItem item = InventoryManager.Instance.GetItem(id);
        if (item!= null)
        {
            InventoryManager.Instance.Removeltem(id,1);
        }
        //如果当前有武器,武器卸载下来放入背包
        if (character.WeaponId > -1){
            InventoryManager.Instance.AddItem(character.WeaponId, 1);
        }
        character.WeaponId = id;
    }
    
    //获取当前武器
    public int GetWeapon(){
        return character.WeaponId;
    }

    //移除当前武器
    public void RemoveWeapon(){
        //如果当前有武器,武器卸载下来放入背包if (character.Weaponld > -1)
        InventoryManager.Instance.AddItem(character.WeaponId,1);
    }
#endregion
}

你可能感兴趣的:(unity游戏开发,unity,游戏引擎)