unity MVC背包系统 源码,演示详解视频
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项目上传至Github,下面是链接
https://github.com/Kinzca/3D_Base_System
视频部分:b站链接
unity 背包系统
源码部分:
1、PickupItem:
using System;
using System.Collections.Generic;
using C_.Package;
using UnityEngine;
using UnityEngine.UI;
namespace C_.PlayerController
{
public class PickupItem : MonoBehaviour
{
public GameObject packageCanvas;
private readonly Dictionary<string, (int id, string name,string path, int num)> _itemData =
new Dictionary<string, (int id, string name, string path, int num)>
{
{ "Cube", (1, "Cube","Icons/Cube", 1) },
{ "Sphere", (2, "Sphere","Icons/Sphere", 1) }
};
//玩家碰撞管理
private void OnCollisionEnter(Collision other)
{
if (_itemData.ContainsKey(other.gameObject.tag))
{
var data = _itemData[other.gameObject.tag];
AddItem(data.id, data.name, data.path, data.num, SelectFirstEmptySlot());
other.gameObject.SetActive(false);
}
}
private void AddItem(int id, string nam,string path, int num ,int sid)
{
Sprite icon = Resources.Load<Sprite>(path);
InventoryItem item = new InventoryItem(icon, nam,id, num, sid);
C_.EventManager.EventManager.OnPackageEvent(item);
}
//获取第一个空槽位的索引值
private int SelectFirstEmptySlot()
{
for (int i = 0; i < packageCanvas.transform.childCount; i++)
{
Transform child = packageCanvas.transform.GetChild(i);
Image image = child.GetComponent<Image>();
if (image != null && image.sprite == null)
{
return i;
}
}
return -1;
}
}
}
2、InventorySlot
using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace C_.Package
{
public class InventorySlot :MonoBehaviour,IPointerEnterHandler,IPointerExitHandler,IDragHandler,IEndDragHandler,IPointerClickHandler
{
public Sprite sprite;
public Text mark;
public int index;
public event Action<InventorySlot,PointerEventData> PointerEnterEvent;
public event Action PointerExitEvent;
public event Action<InventorySlot,PointerEventData> OnDragEvent;
public event Action<InventorySlot> EndDragEvent;
public event Action<InventorySlot,PointerEventData> SingleDragEvent;
private void Awake()
{
//初始化组件的一些元素
var image = GetComponent<Image>();
if (image != null)
{
sprite = image.sprite;
}
index = transform.GetSiblingIndex();
}
public void OnPointerEnter(PointerEventData eventData)
{
var image = eventData.pointerEnter.GetComponent<Image>();
if (image.sprite != null)
{
PointerEnterEvent?.Invoke(this,eventData); //触发进入时的事件
}
}
public void OnPointerExit(PointerEventData eventData)
{
var image = eventData.pointerEnter.GetComponent<Image>();
if (image.sprite != null)
{
PointerExitEvent?.Invoke(); //鼠标离开时触发的事件
}
}
public void OnDrag(PointerEventData eventData)
{
var image = eventData.pointerDrag.GetComponent<Image>();
//格子内存在物品才处理拖动逻辑
if (image.sprite != null && eventData.button==PointerEventData.InputButton.Left)
{
OnDragEvent?.Invoke(this, eventData);
}
}
public void OnEndDrag(PointerEventData eventData)
{
//获取结束时鼠标停留的位置
var endSlot = eventData.pointerEnter;
InventorySlot slot = endSlot.GetComponent<InventorySlot>();
EndDragEvent?.Invoke(slot); //结束拖拽时触发,将结束时停留在的slot位置传递给订阅的方法
}
//鼠标右键响应更新
public void OnPointerClick(PointerEventData eventData)
{
if (eventData.button == PointerEventData.InputButton.Right)
{
SingleDragEvent?.Invoke(this,eventData);
}
}
}
}
3、InventoryItem
using UnityEngine;
namespace C_.Package
{
public class InventoryItem
{
public Sprite ItemIcon;
public int ItemID;
public string ItemName;
public int Number;
public int SlotID;
//构造函数,初始化物品属性
public InventoryItem(Sprite icon, string name,int id, int number, int sid)
{
ItemIcon = icon;
ItemID = id;
ItemName = name;
Number = number;
SlotID = sid;
}
public void AddQuantity(int amount)
{
Number += amount;
}
}
}
4、InventoryManager
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace C_.Package
{
public class InventoryManager : MonoBehaviour
{
public GameObject packageUI;
public InventoryView inventoryView;
public Transform packageCanvas; // 背包界面视图
public Transform textCanvas; // 下标视图
private List<InventoryItem> _items = new List<InventoryItem>(); // 定义一个新物品链表存储
//物品列表
public List<GameObject> cubes = new List<GameObject>();
public List<GameObject> spheres = new List<GameObject>();
InventorySlot _originalSlot; //开始拖动时鼠标所在的槽位
InventorySlot _endSlot; //结束时鼠标所在槽位
private int _originalSid;
private int _endSid;
private bool _isDragSingleItem = false;// 标记是否拖拽单个物体
private bool _isFirstDragSingleItem = false;
//背包物品拖动时的元素数据
private InventoryItem _draggedItem;
private Sprite _draggedItemIcon;
private string _draggedItemName;
private int _draggedItemID;
private int _draggedItemNum;
private int _draggedItemSid;
private void Start()
{
// 订阅PackageEvent背包事件
C_.EventManager.EventManager.PackageEvent += AddItem;
//订阅鼠标拖动的事件
foreach (Transform child in inventoryView.transform)
{
var slot = child.GetComponent<InventorySlot>();
if (slot != null)
{
slot.PointerEnterEvent += PointerEnter;
slot.PointerExitEvent += PointerExit;
slot.OnDragEvent += OnDrag;
slot.EndDragEvent += EndDrag;
slot.SingleDragEvent += SingleDrag;
}
}
}
private void Update()
{
PackageManager();
IconFollow();
}
private void AddItem(InventoryItem item)
{
if (item == null)
{
Debug.LogError("itemToAdd is null");
return;
}
//查找是否存在相同ID的物品
InventoryItem existItem = _items.Find(i => i.ItemID == item.ItemID);
if (existItem == null) //不存在添加新的物品
{
_items.Add(item);
}
else //如果存在则叠加数量
{
existItem.AddQuantity(item.Number);
}
//更新视图
inventoryView.UpdateInventory(_items);
Debug.Log("更新后的物品列表:");
foreach (var inventoryItem in _items)
{
Debug.Log($"ID: {inventoryItem.ItemID}, 数量: {inventoryItem.Number}, SID: {inventoryItem.SlotID}");
}
}
//移动后对链表进行再排列,传递物品和将要移动的位置索引
private void MoveItem(InventoryItem item, int newSlotID)
{
if (item == null)
{
Debug.LogError("itemToMove is null");
return;
}
//获取鼠标结束时所在槽位的物体
InventoryItem targetItem = _items.Find(i => i.SlotID == newSlotID);
//槽位存在物体
if (targetItem != null)
{
Debug.Log("槽位内存在物体");
//物品数量++
if (targetItem.ItemID == item.ItemID)
{
targetItem.AddQuantity(item.Number); //槽位物体数量增加
RemoveItem(item);
}
else
{
//交换物品索引
SwapIndex(item,targetItem);
}
}
else//直接移动至该槽位
{
Debug.Log("槽位内不存在物体");
//直接修改物体的索引值
item.SlotID = newSlotID;
}
}
private void RemoveItem(InventoryItem item)
{
if (item == null)
{
Debug.LogError("将移除的物品为空");
return;
}
if (_items.Contains(item))
{
_items.Remove(item);
}
else
{
Debug.LogWarning("列表中不存在该物品!");
}
inventoryView.UpdateInventory(_items);
Debug.Log("移除的物品名: " + item.ItemName);
Debug.Log("更新后的列表长度: " + _items.Count);
// 输出当前物品列表中的所有物品
foreach (var invItem in _items)
{
Debug.Log($"物品名: {invItem.ItemName}, 物品的SID: {invItem.SlotID}");
}
}
//处理鼠标进入
private void PointerEnter(InventorySlot slot, PointerEventData pointerEventData)
{
if (slot != null)
{
var sid = slot.index;
foreach (var item in _items) //查找是否存在与当前槽位索引值相同的InventoryItem的sid值
{
if (item.SlotID == sid)
{
var itemName = item.ItemName;
inventoryView.ShowItemName(itemName, pointerEventData.position);
break;
}
}
}
else
{
Debug.LogWarning("inventorySlot does not exist");
}
}
//处理鼠标离开
private void PointerExit()
{
inventoryView.HideItemName();
}
//拖动地初始化工作
private void BeginDrag(InventorySlot slot)
{
//获取当前格子的索引值sid,获取被拖拽物体的数据
var sid = slot.index;
InitializeDraggedItem(sid);
inventoryView.HideItem(slot);
}
private void InitializeDraggedItem(int sid)
{
//能查找到对应的sid值,将其赋值
_draggedItem = _items.FirstOrDefault(item => item.SlotID == sid);
if (_draggedItem != null)
{
_draggedItemIcon = _draggedItem.ItemIcon;
_draggedItemNum = _draggedItem.Number;
_draggedItemSid = _draggedItem.SlotID;
}
else
{
Debug.LogError("找不到对应拖拽物体");
}
}
private void InitializeSingleItem()
{
if (_draggedItem != null && _draggedItem.Number > 0)
{
_draggedItemIcon = _draggedItem.ItemIcon;
_draggedItemSid = _draggedItem.SlotID;
_draggedItemName = _draggedItem.ItemName;
_draggedItemID = _draggedItem.ItemID;
if (_isFirstDragSingleItem) //第一次拖拽
{
_draggedItemNum = 1;
_draggedItem.Number--;
if (_draggedItem.Number == 0)
{
RemoveItem(_draggedItem);
Debug.Log("_draggedItem数量为0,清除该图标");
}
else
{
inventoryView.UpdateInventory(_items);
}
_isFirstDragSingleItem = false;
}
}
}
private void HandleSameSlot()
{
if (_originalSlot.mark != null) //原槽位有标记
{
_draggedItemNum++;
_draggedItem.Number--;
if (_draggedItem.Number == 0)
{
RemoveItem(_draggedItem);
}
else
{
inventoryView.UpdateInventory(_items);
}
}
else //原槽位无标记
{
_draggedItem.Number = _draggedItemNum;
ResetDragState();
}
Debug.Log($"结束位置等于原位置,拖拽物品名:{_draggedItem?.ItemName}, 拖拽物品数量:{_draggedItemNum}");
}
private void ResetDragState()
{
_draggedItem = null;
_isDragSingleItem = false;
_isFirstDragSingleItem = false;
}
//拖拽事件
private void OnDrag(InventorySlot slot, PointerEventData eventData)
{
//如果定义的临时变量为空,将开始时鼠标停留的位置传入给开始时的初始化函数
if (_draggedItem == null)
{
BeginDrag(slot);
_originalSlot = slot; //开始时的槽位
}
Vector2 position = eventData.position;
inventoryView.HandleDrag(_draggedItemIcon, _draggedItemNum, position);
}
private void EndDrag(InventorySlot slot)
{
if (_draggedItem == null)
{
Debug.LogError("EndDrag: _draggedItem is null!");
return;
}
if (slot != null)
{
// 结束时的槽位索引sid
var index = slot.index;
// 物品的索引与结束时的索引不同
if (_draggedItem.SlotID != index)
{
// 处理移动逻辑
MoveItem(_draggedItem, index);
inventoryView.HandleEndDrag(_items);
Debug.Log($"物品已移动到槽位: {index}");
ClearDraggedItem();
}
else //物品索引与开始时的索引相同
{
// 重置开始时的槽位图标,处理结束拖拽逻辑,清除被拖拽物体数据
inventoryView.ResetItem(_originalSlot);
inventoryView.HandleEndDrag(_items);
ClearDraggedItem();
}
}
else // 不在槽位内,丢弃物品
{
if (_draggedItem != null)
{
DiscardItem(_draggedItem, _draggedItemNum);
Debug.Log($"丢弃的物品为:{_draggedItem.ItemID},数量是:{_draggedItemNum}");
}
else
{
Debug.LogWarning("未找到将被丢弃的物体");
}
inventoryView.HandleEndDrag(_items);
ClearDraggedItem();
}
}
//实现单个物品拖拽
private void SingleDrag(InventorySlot slot, PointerEventData eventData)
{
var pointerEnter = eventData.pointerEnter; //获取鼠标进入时的物体
if (pointerEnter == null)
{
Debug.LogWarning("pointerEnter为空");
return;
}
var pointerEnterSlot = pointerEnter.GetComponent<InventorySlot>(); //获取该物体的inventorySlot值
if (pointerEnterSlot == null)
{
Debug.LogWarning("pointerEnterSlot为空");
return;
}
int enterIndex = pointerEnterSlot.index; //获取鼠标进入槽位的索引
InventoryItem tempItem = _items.FirstOrDefault(item => item.SlotID == enterIndex); //根据索引查找列表中是否存在相匹配的物体
//如果能鼠标所在位置查找sid得到的物体不为空,同时不在拖动状态,开始拖拽
if (tempItem != null && !_isDragSingleItem)
{
StartSingleDrag(tempItem, slot); //传入鼠标停留的槽位的物体,和鼠标进入的槽位
}
else if(_isDragSingleItem)
{
_endSlot = pointerEnterSlot; //结束时的槽位
_endSid = _endSlot.index; //结束时的物品索引
InventoryItem endItem = _items.FirstOrDefault(i => i.SlotID == _endSid); //获取结束时的位置
if (_draggedItem == null)
{
Debug.LogError("_draggedItem is null in SingleDrag!"); //!!!
return;
}
if (endItem != null && _draggedItem.ItemID != endItem.ItemID) //鼠标结束时的,该槽位的物体不为空,且与拖拽物品的id值不同
{
SwapItems(endItem); //将该槽位的物体传入该函数
}
else if(endItem != null && _draggedItem.ItemID == endItem.ItemID) //鼠标结束时,物品槽位存在物品,且与拖拽物品的id相同
{
_draggedItem = endItem; //将endItem作为新的拖拽物品传入
HandleSameSlot();
}
else if (endItem == null) //鼠标结束时,该槽位的物体为空,直接把拖拽的物品索引修改为结束位置的索引
{
MoveToEmptySlot();
}
}
}
private void StartSingleDrag(InventoryItem tempItem, InventorySlot slot)
{
_draggedItem = tempItem; //被拖拽物体
_originalSlot = slot;
_originalSid = _originalSlot.index;
_isDragSingleItem = true;
_isFirstDragSingleItem = true;
InitializeSingleItem();
Debug.Log("第一次拖拽");
}
//交换被拖拽物体,item的值是在鼠标原指向的物体
private void SwapItems(InventoryItem item)
{
Debug.Log("移动物体到此槽位,交换此物体和被拖拽物体的数量");
CreateNewItem(_endSid);//创建一个新物体,并添加至俩表
UpdateDraggedItem(item);//将原物体的数据传入被拖拽物体的图标
_items.Remove(item);
inventoryView.UpdateInventory(_items);
}
//移动至空槽位
private void MoveToEmptySlot()
{
Debug.Log("移动物体到此槽位,添加一个新物体");
CreateNewItem(_endSid);
if (_draggedItem.Number == 0)
{
_items.Remove(_draggedItem);
}
inventoryView.HandleEndDrag(_items);
ResetDragState();
}
private void CreateNewItem(int slotID)
{
InventoryItem newItem = new InventoryItem(_draggedItemIcon, _draggedItemName, _draggedItemID,
_draggedItemNum, slotID);
_items.Add(newItem);//将这个新的物体添加到列表中
}
private void UpdateDraggedItem(InventoryItem item)
{
_draggedItem = item;
_draggedItemNum = item.Number;
_draggedItemIcon = item.ItemIcon;
_draggedItemSid = item.SlotID;
_draggedItemName = item.ItemName;
_draggedItemID = item.ItemID;
}
//交换item和targetItem的索引
private void SwapIndex(InventoryItem item, InventoryItem targetItem)
{
int tempSlotID = targetItem.SlotID;
targetItem.SlotID = item.SlotID;
item.SlotID = tempSlotID;
}
private void IconFollow()
{
if (_isDragSingleItem && _draggedItem != null)
{
Vector2 position = Input.mousePosition;
inventoryView.HandleSingleDrag(_draggedItemIcon,_draggedItemNum,position);
}
}
private void ClearDraggedItem()
{
_draggedItem = null;
_draggedItemNum = 0;
_draggedItemSid = 0;
_draggedItemIcon = null;
_originalSlot = null;
_endSlot = null;
}
private void DiscardItem(InventoryItem item, int num)
{
// 从列表中将该物体删除
RemoveItem(item);
switch (item.ItemID)
{
case 1:
inventoryView.InstantiateGameObject(cubes, _draggedItemNum);
break;
case 2:
inventoryView.InstantiateGameObject(spheres, _draggedItemNum);
break;
}
}
// 管理背包UI开启关闭
private void PackageManager()
{
if (Input.GetButtonDown("Package"))
{
bool isActive = packageUI.activeSelf;
packageUI.SetActive(!isActive);
Cursor.visible = !isActive;
Cursor.lockState = isActive ? CursorLockMode.Locked : CursorLockMode.None;
}
}
private void OnDestroy()
{
// 取消订阅PackageEvent背包事件
C_.EventManager.EventManager.PackageEvent -= AddItem;
if (inventoryView != null)
{
foreach (Transform child in inventoryView.transform)
{
var slot = child.GetComponent<InventorySlot>();
if (slot != null)
{
slot.PointerEnterEvent -= PointerEnter;
slot.PointerExitEvent -= PointerExit;
slot.OnDragEvent -= OnDrag;
slot.EndDragEvent -= EndDrag;
slot.SingleDragEvent -= SingleDrag;
}
}
}
}
}
}
5、InventoryView
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace C_.Package
{
public class InventoryView : MonoBehaviour
{
public Transform inventoryPanel;
public Transform cornerMarks;
public Transform tipCanvas; // 提示文字的画布
public GameObject tipName; // 提示文字组件
public Transform itemCanvas; // 显示图标的画布
public GameObject itemIcon;
public GameObject itemNum;
public GameObject itemParent;
//物品抛投距离
public float distance;
private List<Image> _slots = new List<Image>(); // 图片列表
private List<Text> _marks = new List<Text>(); // 角标列表
private bool _isInitialized = false; // 标记是否已经初始化
// 初始化方法
private void Initialize()
{
if (_isInitialized) return;
InitializeComponents();
_isInitialized = true;
}
private void InitializeComponents()
{
foreach (Transform child in inventoryPanel)
{
var image = child.GetComponent<Image>();
if (image != null)
{
_slots.Add(image);
}
}
foreach (Transform child in cornerMarks)
{
var text = child.GetComponent<Text>();
if (text != null)
{
_marks.Add(text);
text.text = null; // 重置角标
}
}
}
// 显示物品的方法,接受物品列表作为参数
public void UpdateInventory(List<InventoryItem> items)
{
Initialize();
ClearSlotsAndMarks();
foreach (var item in items)
{
DisplayItem(item.SlotID, item);
DisplayMark(item.SlotID, item);
}
Debug.Log("更新后的物品列表:");
foreach (var inventoryItem in items)
{
Debug.Log($"ID: {inventoryItem.ItemID}, 数量: {inventoryItem.Number}, SID: {inventoryItem.SlotID}");
}
}
// 清空所有槽位和角标
private void ClearSlotsAndMarks()
{
foreach (var slot in _slots)
{
ClearSlot(slot);
}
foreach (var mark in _marks)
{
mark.text = null;
}
}
// 清空单个槽位
private void ClearSlot(Image slot)
{
slot.sprite = null;
SetImageAlpha(slot, 0);
}
// 设置图片透明度
private void SetImageAlpha(Image image, float alpha)
{
var color = image.color;
color.a = alpha;
image.color = color;
}
private void DisplayItem(int sid, InventoryItem item)
{
if (sid < 0 || sid >= _slots.Count)
{
Debug.LogWarning("Invalid SID: " + sid);
return;
}
var image = _slots[sid]; // 根据sid选择槽位
image.sprite = item.ItemIcon; // 设置图标
SetImageAlpha(image, 1);
}
private void DisplayMark(int sid, InventoryItem item)
{
if (sid < 0 || sid >= _marks.Count)
{
Debug.LogWarning("Invalid SID: " + sid);
return;
}
var text = _marks[sid]; // 根据sid选择槽位
text.text = item.Number.ToString();
}
// 鼠标进入时
public void ShowItemName(string itemName, Vector2 position)
{
var textComponent = tipName.GetComponent<Text>();
textComponent.text = itemName;
// 设置Text对象的位置为鼠标位置
SetTipPosition(position);
tipName.SetActive(true);
}
// 鼠标离开时
public void HideItemName()
{
tipName.SetActive(false);
}
// 设置提示文字的位置
private void SetTipPosition(Vector2 position)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(tipCanvas as RectTransform, position, null,
out var localPoint);
tipName.GetComponent<RectTransform>().anchoredPosition = localPoint;
}
//隐藏物品
public void HideItem(InventorySlot slot)
{
var image = slot.GetComponent<Image>();
if (image != null)
{
slot.mark.text = null;
SetImageAlpha(image, 0);
}
}
//重置物品图标
public void ResetItem(InventorySlot slot)
{
var image = slot.GetComponent<Image>();
if (image != null)
{
slot.mark.text = slot.mark.text;
SetImageAlpha(image, 1);
}
}
// 拖拽过程
public void HandleDrag(Sprite icon, int num, Vector2 position)
{
//获取临时组件
var iconImage = itemIcon.GetComponent<Image>();
var numText = itemNum.GetComponent<Text>();
var parentRectTransform = itemParent.GetComponent<RectTransform>();
//将临时组件赋值并移动位置
iconImage.sprite = icon;
numText.text = num.ToString();
SetItemPosition(position, parentRectTransform);
itemParent.SetActive(true);
}
//处理单个物品的拖拽
public void HandleSingleDrag(Sprite icon, int num, Vector2 position)
{
//获取临时组件
var iconImage = itemIcon.GetComponent<Image>();
var numText = itemNum.GetComponent<Text>();
var parentRectTransform = itemParent.GetComponent<RectTransform>();
//将临时组件赋值并移动位置
iconImage.sprite = icon;
numText.text = num.ToString();
SetItemPosition(position, parentRectTransform);
itemParent.SetActive(true);
}
// 设置物品图标的位置
private void SetItemPosition(Vector2 position, RectTransform parentRectTransform)
{
RectTransformUtility.ScreenPointToLocalPointInRectangle(itemCanvas as RectTransform, position, null, out var localPoint);
parentRectTransform.anchoredPosition = localPoint;
}
// 拖拽结束
public void HandleEndDrag(List<InventoryItem> items)
{
itemParent.SetActive(false);
UpdateInventory(items);
Debug.Log("拖拽结束,更新背包视图。");
}
//实例化物体
public void InstantiateGameObject(List<GameObject> obj, int num)
{
Transform playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
int instantiatedCount = 0; // 记录成功实例化的物体数量
for (int i = 0; i < obj.Count && instantiatedCount < num; i++)
{
if (!obj[i].activeSelf)
{
obj[i].SetActive(true);
Vector3 newPosition = playerTransform.position + playerTransform.forward * distance;
newPosition.y += 2;
obj[i].transform.position = newPosition;
instantiatedCount++;
}
}
if (instantiatedCount < num)
{
Debug.LogWarning($"只实例化了 {instantiatedCount} 个物体,目标数量为 {num}。可能没有足够的未激活物体可用。");
}
}
}
}
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