我這次只實現了一個相當簡單的揹包系統。就是點擊裝備欄,裝備欄上的貼圖會跟着鼠標走,如果有貼圖的鼠標點擊揹包欄,貼圖就會粘到揹包裏。就是一個簡單的揹包裝備。實現過程也不是很複雜,代碼不是很多,主要是佈置場景。
(而且拖入揹包上的時候圖片無法顯示…至今不知道爲何
代碼如下:
equip.cs
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using Game_Manager;
public class equip : MonoBehaviour {
private Game_Scene_Manager gsm;
private Image equip_image;
public int mouse_type;
public Sprite weapon;
public Sprite UISprite;
public Color weapon_color;
public Color UISprite_color;
void Awake()
{
Debug.Log ("awake...");
gsm = Game_Scene_Manager.GetInstance();
equip_image = GetComponent<Image>();
}
public void On_equip_Button() {
int MouseType = gsm.GetMouse().GetMouseType();
if (equip_image.sprite == weapon && (MouseType == 0 || MouseType == mouse_type))
{
equip_image.sprite = UISprite;
equip_image.color = UISprite_color;
gsm.GetMouse().SetMouseType(mouse_type);
// Debug.Log ("SetMouseType : " + gsm.GetMouse().GetMouseType());//test
}
else
{
if (MouseType == mouse_type) {
equip_image.sprite = weapon;
equip_image.color = weapon_color;
gsm.GetMouse().SetMouseType(0);
}
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
// On_equip_Button ();//test
if (mouse_type == 1 && gsm.GetHair() == 1)
{
gsm.SetHair(0);
equip_image.sprite = weapon;
equip_image.color = weapon_color;
} else if (mouse_type == 2 && gsm.GetWeapon() == 1)
{
gsm.SetWeapon(0);
equip_image.sprite = weapon;
equip_image.color = weapon_color;
} else if (mouse_type == 3 && gsm.GetFoot() == 1)
{
gsm.SetFoot(0);
equip_image.sprite = weapon;
equip_image.color = weapon_color;
}
}
}
Mouse.cs
using UnityEngine;
using System.Collections;
using Game_Manager;
namespace Game_Manager {
public class Game_Scene_Manager : System.Object {
private static Game_Scene_Manager _instance;
private static Mouse_Image _Mouse;
private int IsHair = 0;
private int IsWeapon = 0;
private int IsFoot = 0;
public static Game_Scene_Manager GetInstance() {
if (_instance == null) {
_instance = new Game_Scene_Manager();
}
return _instance;
}
public void SetMouse(Mouse_Image _mouse) {
if (_Mouse == null) {
_Mouse = _mouse;
}
}
public Mouse_Image GetMouse() {
return _Mouse;
}
public void GenAll() {
IsFoot = 1;
IsHair = 1;
IsWeapon = 1;
}
public int GetHair() { return IsHair; }
public int GetWeapon() { return IsWeapon; }
public int GetFoot() { return IsFoot; }
public void SetHair(int a) { IsHair = a; }
public void SetWeapon(int a) { IsWeapon = a; }
public void SetFoot(int a) { IsFoot = a; }
}
}
public class Mouse : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
Mouse_Image.cs
using UnityEngine;
using System.Collections;
using Game_Manager;
using UnityEngine.UI;
public class Mouse_Image : MonoBehaviour {
private Game_Scene_Manager gsm;
private Image mouse_image;
private int mouse_type = 0;
public Sprite none;
public Sprite hair;
public Sprite weapon;
public Sprite foot;
public Color None;
public Color NotNone;
public Camera cam;
void Awake() {
gsm = Game_Scene_Manager.GetInstance();
gsm.SetMouse(this);
mouse_image = GetComponent<Image>();
}
public int GetMouseType() {
return mouse_type;
}
public void SetMouseType(int Mouse_type) {
mouse_type = Mouse_type;
}
void Update () {
if (mouse_type == 0)
{
Debug.Log ("mouse_type = " + mouse_type);
mouse_image.sprite = none;
mouse_image.color = None;
}
else
{
Debug.Log ("mouse_type = " + mouse_type);
mouse_image.color = NotNone;
if (mouse_type == 1) mouse_image.sprite = hair;
else if (mouse_type == 2) mouse_image.sprite = weapon;
else if (mouse_type == 3) mouse_image.sprite = foot;
// Debug.Log (mouse_image.sprite);//test
}
transform.position = new Vector3 (Input.mousePosition.x-250, Input.mousePosition.y-55, 0);
// transform.position = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, 0);
}
}
MyBag.cs
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using Game_Manager;
public class MyBag : MonoBehaviour {
private Game_Scene_Manager gsm;
private Image bag_image;
public int mouse_type = 0;
public Sprite hair;
public Sprite weapon;
public Sprite foot;
public Sprite UISprite;
public Color weapon_color;
public Color UISprite_color;
void Awake()
{
gsm = Game_Scene_Manager.GetInstance();
bag_image = GetComponent<Image>();
}
public void On_equip_Button()
{
int MouseType = gsm.GetMouse().GetMouseType();
if (bag_image.sprite != UISprite && (MouseType == 0 || MouseType == mouse_type))
{
bag_image.sprite = UISprite;
bag_image.color = UISprite_color;
gsm.GetMouse().SetMouseType(mouse_type);
mouse_type = 0;
}
else
{
if (MouseType == 1) bag_image.sprite = hair;
else if (MouseType == 2) bag_image.sprite = weapon;
else if (MouseType == 3) bag_image.sprite = foot;
Debug.Log ("MouseTpye = " + MouseType);//test
mouse_type = MouseType;
bag_image.color = weapon_color;
gsm.GetMouse().SetMouseType(0);
}
}
}
TiltWindow.cs(Canvas跟着鼠標動,看起來舒服)
using UnityEngine;
public class TiltWindow : MonoBehaviour
{
public Vector2 range = new Vector2(5f, 3f);
Transform mTrans;
Quaternion mStart;
Vector2 mRot = Vector2.zero;
void Start ()
{
mTrans = transform;
mStart = mTrans.localRotation;
}
void Update ()
{
Vector3 pos = Input.mousePosition;
float halfWidth = Screen.width * 0.5f;
float halfHeight = Screen.height * 0.5f;
float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth, -1f, 1f);
float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight, -1f, 1f);
mRot = Vector2.Lerp(mRot, new Vector2(x, y), Time.deltaTime * 5f);
mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * range.y, mRot.x * range.x, 0f);
}
}
這裏的格子我都使用了button,比較方便