Unity3D RPG实现 8

目录

实现点按任务显示信息

检测和更新任务进度

 接受任务时检查任务物品

 控制任务对话显示

拿到任务奖励

保存任务数据


实现点按任务显示信息

  • 按照逻辑去写每一个需要的函数方法
  • 设置任务按钮显示对应任务名字
  • 实现点击名字按钮能显示任务详情以及任务需求
  • 调整 UI 布局

添加按钮点击事件显示任务信息:

添加显示需求:

在点击事件中调用该函数:

这样即可显示:

但是任务信息和需求重叠在了一起。

在这里可以使得它强制布局:

这样显示就正常了

  • SetupRewardList的 方法实现
  • 创建 ShowTooltip 实现鼠标滑入显示信息
  • 创建多个任务并修复重复显示任务奖励的问题

对于任务信息的显示,除了之前的那种方法:

回顾一下之前的方法:

在QuestNameButton这个预制体的脚本里面给每个任务对应的text里声明该变量:

然后在设定任务时,将任务的需求的那个text赋值给它。

然后根据按钮更新数据的时候,再从任务的SO中获取任务内容再赋值:

这样的过程比较冗余。

现在删去其中在另外一个脚本QuestNameButton中声明变量并且传值然后修改的过程,直接在QuestUI中修改:

接下来实现展现需求的代码:

在questUI中,调用之前写的slotItem的方法:

这样即可实现

注意布局

接下来实现鼠标放到上面时显示信息的功能:

脚本并非挂在那个tooltip上,否则因为初始它是不可见的所以没法调用,应该放在reward item slot上。

那么和之前一样,需要实现接口即可:

然后放到上面时就显示设置active为true然后显示信息。

然后设置setupTooltip:

但是有个问题在于:

这个东西返回的是背包里的数据:

而不是实际存在的值。

所以此处需要添加新的变量:

将原来那个函数修改成这样:

这样即可实现,但是发现会出现遮挡现象:

将其放在最下方,就不会被遮挡了:

然后还有个问题在于背包关闭再次打开时,这个还是存在:这是因为即使关闭面板栏,tooltip依然是Active状态。

这样即可解决。

接下来实现多个任务时,出现了这样的问题:

任务来回切换会导致item Slot变多:

更新时清除奖励:

 

检测和更新任务进度

  • 创建函数在 敌人死亡 和 拾取物品时 更新任务进度
  • 使用 Linq 语句中的 Where 找到匹配的任务需求并检查是否满足
  • 修改特殊情况使用任务物品消耗后更新进度

任务进度:检查背包中的物品数量和任务所需的物品数量是否相同,

敌人死亡时进行调用

代码中如果出现两个任务,则两个任务中的都要对应减少。

书写检查任务的函数

拾取物品时也进行调用:

这样即可实现完成任务。

但是我们发现使用物品后,任务不会更新。

在此处进行修改:

 接受任务时检查任务物品

  • 考虑可能存在的情况在接受任务的时候检查背包是否有任务物品
  • 在 QuestData_SO 中创建 RequireTargetName 拿到需求的名字列表
  • 循环列表中每一项在 Inventory 中检查是否存在并更新数据

有个问题在于如果接任务前背包就有两个蘑菇了,此时并不会任务面板并不会更新;
 

检查任务物品:

由于一个questRequire中有多个物品:

因此需要一个包含其名字的list,循环时要判断每一个是否有

创建一个包含名字的链表:

这样就可以实现接受任务时就检查是否完成。

在questGiver里获取当前任务的任务状态:


 

 控制任务对话显示

根据任务完成的状态,需要给予npc不同的对话,所以给npc创建一个脚本:

然后有QuestGiver去修改Dialogue Controller里面的数据

[RequireComponent(typeof(DialogueController))]
public class QuestGiver : MonoBehaviour
{
    DialogueController controller;
    QuestData_SO currentQuest;

    public DialougeData_SO startDialogue;
    public DialougeData_SO progressDialogue;
    public DialougeData_SO completeDialogue;
    public DialougeData_SO finishDialogue;

    private void Awake()
    {
        controller = GetComponent<DialogueController>(); 
    }
}

对于发布任务的人,我们需要让它拿到任务的完成状态,才能根据不同状态执行不同对话:

然后赋值给当前任务:

在questGiver的update函数中则根据不同的状态进行切换。

然后自行设定四个对话的内容并传入:

有个bug会产生,问题在于不要出现这种情况

这样就实现了任务不同状态时的不同对话。

添加一个功能:

当玩家远离时则自动关闭对话:

拿到任务奖励

拿到任务奖励需扣除报酬,那么可以这样,将奖励设置为-2:

接受完任务后,背包和栏里面的物品会更新,因此需要写一个根据任务里的物品判断背包是否有该物品的函数 

在任务数据里书写给予奖励的函数:

public void GiveRewards()
    {
        foreach(var reward in rewards)
        {
            if (reward.amount < 0)
            {
                int requireCount = Mathf.Abs(reward.amount);

                //优先在背包里找是否有该物品,
                if (InventoryManager.Instance.QuestItemInBag(reward.itemData) != null)
                {
                    //这种情况是背包里的东西不够,那就先在背包里扣除一部分,
                    if (InventoryManager.Instance.QuestItemInBag(reward.itemData).amount <= requireCount)
                    {
                        requireCount -= InventoryManager.Instance.QuestItemInBag(reward.itemData).amount;//所需的数量减少
                        InventoryManager.Instance.QuestItemInBag(reward.itemData).amount = 0;//背包里的商品扣除为0

                        //背包里东西不够,剩下的部分从行动栏里扣除
                        if (InventoryManager.Instance.QuestItemInAction(reward.itemData) != null)
                        {
                            InventoryManager.Instance.QuestItemInAction(reward.itemData).amount -= requireCount;
                        }

                    }
                    //这种情况就是背包里的东西直接够,那直接扣除就好
                    else
                    {
                        InventoryManager.Instance.QuestItemInBag(reward.itemData).amount -= requireCount;
                    }

                }
                //这种情况是背包里一点东西都没有,那就直接扣除行动栏里的物品
                else
                {
                    InventoryManager.Instance.QuestItemInAction(reward.itemData).amount -= requireCount;
                }
            }
            else
            {
                InventoryManager.Instance.inventoryData.AddItem(reward.itemData, reward.amount);
            }

            InventoryManager.Instance.inventoryUI.RefreshUI();
            InventoryManager.Instance.actionUI.RefreshUI();
        }
    }

在OptionUI中执行给与奖励:

这里做的时候出现了一个bug,问题在于之前的对话中没添加quest

这样即可实现交付任务和扣除东西。

但是有个问题在于:

蘑菇会显示负数。

改动如下:

接下来还有一个小小问题,在于任务完成了,继续拾取蘑菇,任务进度还是会更新,解决方法:

然后在执行更新需求的代码里:

如果完成了则执行完成的设定 

在对话时,我们希望保持鼠标是固定的样式:

为了避免已完成的任务再次受到数据更新的影响: 

保存任务数据

QuestManager里面保存的数据以List类型保存,而里面的数据不是SO类型的,所以不能用之前那样的方法保存 

以前的保存都是通过Object来保存的:

因此此处实现一个非SO类型的保存方法:

虽然也可以通过将其改成SO的方式来实现,但此处换种方式:

注意到tasks虽然不是SO,但是task里面的QuestData是SO类型的,我们可以保存它

书写保存和Load的方法:

public void SaveQuestManager()
    {
        PlayerPrefs.SetInt("QuestCount", tasks.Count);
        for(int i = 0; i < tasks.Count; i++)
        {
            SaveManager.Instance.Save(tasks[i].questData, "task" + i);
        }
    }


    //加载数据的方式是通过重新新创建一个SO,然后让SO读取数据,然后再加入到tasks链表当中
    public void LoadQuestManager()
    {
        var quesCount = PlayerPrefs.GetInt("QuestCount");
        for(int i = 0; i < quesCount; i++)
        {
            var newQuest = ScriptableObject.CreateInstance<QuestData_SO>();//
            SaveManager.Instance.Load(newQuest, "task" + i);
            tasks.Add(new QuestTask { questData = newQuest });
        }
    }

读取数据的方法可以放在初始时:

在QuestManager中添加

 这样即可实现切换场景保存任务:

代码汇总

背包部分

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

public enum ItemType { Useable,Weapon,Armor}
[CreateAssetMenu(fileName ="New Item",menuName ="Inventory/Item Data")]
public class ItemData_SO : ScriptableObject
{
    public ItemType itemType;
    public string itemName;
    public Sprite itemIcon;
    public int itemAmount;//这个物品有多少数量

    [TextArea]
    public string description = "";

    public bool stackable;//是否可堆叠


    [Header("Weapon")]
    public GameObject WeaponPrefab;

    public AttackData_SO weaponData;
    public AnimatorOverrideController weaponAnimator;

    [Header("Useable Item")]
    public UseableItemData_SO useableData;
}

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

public class ItemPickUp : MonoBehaviour
{
    public ItemData_SO itemData;

    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            Debug.Log("OnTrigger");
            //GameManager.Instance.playerStats.EquipWeapon(itemData);
            InventoryManager.Instance.inventoryData.AddItem(itemData, itemData.itemAmount);
            InventoryManager.Instance.inventoryUI.RefreshUI();

            QuestManager.Instance.UpdateQuestProgress(itemData.itemName, itemData.itemAmount);
            //装备武器
            Destroy(gameObject);
        }
    }
}

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

public class InventoryManager : Singleton<InventoryManager>
{

    public class DragData
    {
        public SlotHolder orginalHolder;
        public RectTransform originalParent;
    }
    [Header("Inventory Data")]
    //使用类似之前那样的模板,游戏新开始时复制一份的操作
    //TODO:最后添加模板用于保存数据
    public InventoryData_SO inventoryTemplate;
    public InventoryData_SO inventoryData;

    public InventoryData_SO actionTemplate;
    public InventoryData_SO actionData;

    public InventoryData_SO equipmentTemplate;
    public InventoryData_SO equipmentData;

    [Header("Containers")]
    public ContainerUI inventoryUI;
    public ContainerUI actionUI;
    public ContainerUI equipmentUI;

    [Header("Drag Canvas")]
    public Canvas dragCanvas;

    public DragData currentDrag;
    protected override void Awake()
    {
        base.Awake();
        if (inventoryTemplate != null)
            inventoryData = Instantiate(inventoryTemplate);
        if (actionTemplate != null)
            actionData = Instantiate(actionTemplate);
        if (equipmentTemplate != null)
            equipmentData = Instantiate(equipmentTemplate);
    }
    private void Start()
    {
        LoadData();
        inventoryUI.RefreshUI();
        actionUI.RefreshUI();
        equipmentUI.RefreshUI();
    }

    [Header("UI Panel")]
    public GameObject bagPanel;
    public GameObject statsPanel;
    bool isOpen;

    [Header("Stats Text")]
    public Text healthText;
    public Text attackText;

    [Header("Tooltip")]
    public ItemToolTip tooltip;
    
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.B))
        {
            isOpen = !isOpen;
            bagPanel.SetActive(isOpen);
            statsPanel.SetActive(isOpen);
        }

        UpdateStatsText(GameManager.Instance.playerStats.MaxHealth, GameManager.Instance.playerStats.attackData.minDamage,
            GameManager.Instance.playerStats.attackData.maxDamage);
    }

    public void UpdateStatsText(int health,int min,int max)
    {
        healthText.text = health.ToString();
        attackText.text = min + " - " + max;
    }

    #region 检查拖拽物品是否在每一个slot范围内
    public bool CheckInInventoryUI(Vector3 position)//此处这个位置是要传输进来的位置
    {
        for(int i = 0; i < inventoryUI.slotHolders.Length; i++)
        {
            RectTransform t = inventoryUI.slotHolders[i].transform as RectTransform;
            if (RectTransformUtility.RectangleContainsScreenPoint(t, position))//判断当前位置是否物品栏里
            {
                return true;
            }
            
        }
        return false;
    }

    public bool CheckInActionUI(Vector3 position)//此处这个位置是要传输进来的位置
    {
        for (int i = 0; i < actionUI.slotHolders.Length; i++)
        {
            RectTransform t = actionUI.slotHolders[i].transform as RectTransform;
            if (RectTransformUtility.RectangleContainsScreenPoint(t, position))//判断当前位置是否物品栏里
            {
                return true;
            }

        }
        return false;
    }

    public bool CheckInEquipmentUI(Vector3 position)//此处这个位置是要传输进来的位置
    {
        for (int i = 0; i < equipmentUI.slotHolders.Length; i++)
        {
            RectTransform t = equipmentUI.slotHolders[i].transform as RectTransform;
            if (RectTransformUtility.RectangleContainsScreenPoint(t, position))//判断当前位置是否物品栏里
            {
                return true;
            }

        }
        return false;
    }
    #endregion


    public void SaveData()  
    {
        SaveManager.Instance.Save(inventoryData, inventoryData.name);
        SaveManager.Instance.Save(actionData, actionData.name);
        SaveManager.Instance.Save(equipmentData, equipmentData.name);

    }

    public void LoadData()
    {
        SaveManager.Instance.Load(inventoryData, inventoryData.name);
        SaveManager.Instance.Load(actionData, actionData.name);
        SaveManager.Instance.Load(equipmentData, equipmentData.name);
    }

    #region 检测任务物品
    public void CheckQuestItemInBag(string questItemName)
    {
        foreach(var item in inventoryData.items)
        {
            if (item.itemData != null)
            {
                if (item.itemData.itemName == questItemName)
                    QuestManager.Instance.UpdateQuestProgress(item.itemData.itemName, item.amount);
            }
        }

        foreach (var item in actionData .items)
        {
            if (item.itemData != null)
            {
                if (item.itemData.itemName == questItemName)
                    QuestManager.Instance.UpdateQuestProgress(item.itemData.itemName, item.amount);
            }
        }

    }
    #endregion


    //检测背包和快捷栏里的物体是否有和任务相同的
    public InventoryItem QuestItemInBag(ItemData_SO questItem)
    {
        return inventoryData.items.Find(i => i.itemData == questItem);
    }

    public InventoryItem QuestItemInAction(ItemData_SO questItem)
    {
        return actionData.items.Find(i => i.itemData == questItem);
     }

}

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

public enum SlotType { BAG,WEAPON,ARMOR,ACTION}
public class SlotHolder : MonoBehaviour,IPointerClickHandler,IPointerEnterHandler,IPointerExitHandler
{
    // Start is called before the first frame update
    public SlotType slotType;//这个需要用来告诉属于哪一个UI面板,因为后面会有背包、行动
    public ItemUI itemUI;    //这是SlotHolder的子物体,Image和Text的父物体。



    //SlotHolder可以理解为格子里的物品的UI信息。
    //获取是为了给子物体中的image和text进行修改


    public void UpdateItem()
    {
        switch (slotType)
        { 
            case SlotType.BAG:
                itemUI.Bag = InventoryManager.Instance.inventoryData;
                break;
            case SlotType.WEAPON:
                itemUI.Bag = InventoryManager.Instance.equipmentData;
                //装备武器 切换武器
                if (itemUI.Bag.items[itemUI.Index].itemData != null)
                {
                    GameManager.Instance.playerStats.ChangeWeapon(itemUI.Bag.items[itemUI.Index].itemData);
                }
                else
                {
                    GameManager.Instance.playerStats.UnEquipWeapon();
                }
                break;
            case SlotType.ARMOR:
                itemUI.Bag = InventoryManager.Instance.equipmentData;
                break;
            case SlotType.ACTION:
                itemUI.Bag = InventoryManager.Instance.actionData;

                break;
        }

        var item = itemUI.Bag.items[itemUI.Index];//找到数据库中对应序号的对应物品
        itemUI.SetupItemUI(item.itemData, item.amount);
    }

    public void OnPointerClick(PointerEventData eventData)
    {
        if (eventData.clickCount % 2 == 0)//代表是双击的话
        {
            UseItem();
        }
    }
    public void UseItem()
    {
        if (itemUI.GetItem().itemType == ItemType.Useable&&itemUI.Bag.items[itemUI.Index].amount>0)
        {
            GameManager.Instance.playerStats.ApplyHealth(itemUI.GetItem().useableData.healthPoint);
            itemUI.Bag.items[itemUI.Index].amount -= 1;

            QuestManager.Instance.UpdateQuestProgress(itemUI.GetItem().itemName, -1);
        }
        UpdateItem();
    }

    public void OnPointerEnter(PointerEventData eventData)
    {
        if (itemUI.GetItem())
        {
            InventoryManager.Instance.tooltip.SetupTooltip(itemUI.GetItem());
            InventoryManager.Instance.tooltip.gameObject.SetActive(true);
        }
    }

    public void OnPointerExit(PointerEventData eventData)
    {
        InventoryManager.Instance.tooltip.gameObject.SetActive(false);
    }

    void OnDisable()
    {
        InventoryManager.Instance.tooltip.gameObject.SetActive(false);
    }
}

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

[RequireComponent(typeof(ItemUI))]
public class DragItem : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
    ItemUI currentItemUI;
    //
    SlotHolder currentHolder;
    SlotHolder targetHolder;

    void Awake()
    {
        currentItemUI = GetComponent<ItemUI>();
        currentHolder = GetComponentInParent<SlotHolder>();//原先的格子的信息
    }
    public void OnBeginDrag(PointerEventData eventData)
    {
        InventoryManager.Instance.currentDrag = new InventoryManager.DragData();
        InventoryManager.Instance.currentDrag.orginalHolder = GetComponentInParent<SlotHolder>();
        InventoryManager.Instance.currentDrag.originalParent = (RectTransform)transform.parent;
        //记录原始数据
        transform.SetParent(InventoryManager.Instance.dragCanvas.transform,true);
    }

    public void OnDrag(PointerEventData eventData)
    {
        //跟随鼠标位置移动
        transform.position = eventData.position;
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        //放下物品 交换数据
        if (EventSystem.current.IsPointerOverGameObject())//是否指向UI组件
        {
            if(InventoryManager.Instance.CheckInActionUI(eventData.position)
                || InventoryManager.Instance.CheckInInventoryUI(eventData.position)
                || InventoryManager.Instance.CheckInEquipmentUI(eventData.position))
                //判断是否在三个栏里面的格子里
            {
                if (eventData.pointerEnter.gameObject.GetComponent<SlotHolder>())
                    targetHolder = eventData.pointerEnter.gameObject.GetComponent<SlotHolder>();
                else
                    targetHolder = eventData.pointerEnter.gameObject.GetComponentInParent<SlotHolder>();
                //如果没找到,此时是因为被图片所挡住了,那么就获取其父类的component

                Debug.Log(eventData.pointerEnter.gameObject);
                //判断鼠标选中的物体是否有slot holder,

                //判断是否目标holder是我的原holder
                if(targetHolder!=InventoryManager.Instance.currentDrag.orginalHolder)
                //由于例如食物不能放在武器栏里,所以需要对其做区分
                    switch (targetHolder.slotType)
                    {
                        case SlotType.BAG:
                            SwapItem();
                            break;
                         
                        //下面这些if的判断就确保了只有相同的物品才能实现交换
                        case SlotType.WEAPON:
                            if (currentItemUI.Bag.items[currentItemUI.Index].itemData.itemType == ItemType.Weapon)
                                SwapItem();
                            break;

                        case SlotType.ARMOR:
                            if (currentItemUI.Bag.items[currentItemUI.Index].itemData.itemType == ItemType.Armor)
                                SwapItem();
                            break;

                        case SlotType.ACTION:
                            if(currentItemUI.Bag.items[currentItemUI.Index].itemData.itemType==ItemType.Useable)
                                SwapItem();
                            break;
                   
                    }
                
                currentHolder.UpdateItem();//交换完毕后需要更新数据
                targetHolder.UpdateItem();


            }
        }

        transform.SetParent(InventoryManager.Instance.currentDrag.originalParent);

        RectTransform t = transform as RectTransform;
        t.offsetMax = -Vector3.one * 5;
        t.offsetMin = Vector2.one * 5;


    }

    public void SwapItem()
    {
        //targetHolder是鼠标指向的位置的格子。
        //获取目标格子上面显示的UI,UI图片对应它身上属于哪个背包的哪一个序号的物品
        var targetItem = targetHolder.itemUI.Bag.items[targetHolder.itemUI.Index];//实际上就是获取鼠标指向的物品item

        var tempItem = currentHolder.itemUI.Bag.items[currentHolder.itemUI.Index];//点击前的鼠标的格子的信息

        //如果是相同的物品就进行合并
        bool isSameItem = tempItem.itemData == targetItem.itemData;
        if (isSameItem && targetItem.itemData.stackable)//并且还要可堆叠才行
        {
            targetItem.amount += tempItem.amount;
            tempItem.itemData = null;
            tempItem.amount = 0;
        }
        else
        {
            currentHolder.itemUI.Bag.items[currentHolder.itemUI.Index] = targetItem;
            //targetItem=tempItem;这样的写法不行因为targetItem只是我们获取的一个变量,应该直接用其本身去更换,即下一行的写法
            targetHolder.itemUI.Bag.items[targetHolder.itemUI.Index] = tempItem;
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class DragPanel : MonoBehaviour,IDragHandler,IPointerDownHandler
{
    RectTransform rectTransform;

    Canvas canvas;
    void Awake()
    {
        rectTransform = GetComponent<RectTransform>();
        canvas = InventoryManager.Instance.GetComponent<Canvas>();
    }
    public void OnDrag(PointerEventData eventData)
    {
        rectTransform.anchoredPosition += eventData.delta/canvas.scaleFactor;//让其锚点的位置的改变量和鼠标的改变量相同即可
    }

    public void OnPointerDown(PointerEventData eventData)
    {
        rectTransform.SetSiblingIndex(2);
    }

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

public class ContainerUI : MonoBehaviour
{
    public SlotHolder[] slotHolders;
    
    public void RefreshUI()
    {
        for(int i = 0; i < slotHolders.Length; i++)
        {
            slotHolders[i].itemUI.Index = i;
            slotHolders[i].UpdateItem();
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ItemToolTip : MonoBehaviour
{
    public Text itemNameText;
    public Text itemInfoText;
    RectTransform rectTransform;

    private void Awake()
    {
        rectTransform = GetComponent<RectTransform>();
    }
    public void SetupTooltip(ItemData_SO item)
    {
        itemNameText.text = item.itemName;
        itemInfoText.text = item.description;
    }

    void OnEnable()
    {
        //开始时会闪烁是因为没有定位好坐标,开始时先更新一下即可避免这种效果
        UpdatePosition();

    }
    private void Update()
    {
        UpdatePosition();
    }
    public void UpdatePosition()
    {
        Vector3 mousePos = Input.mousePosition;
        rectTransform.position = mousePos;

        Vector3[] corners = new Vector3[4];
        rectTransform.GetWorldCorners(corners);

        float width = corners[3].x - corners[0].x;
        float height = corners[1].y - corners[0].y;

        if (mousePos.y < height)
            rectTransform.position = mousePos + Vector3.up * height * 0.6f;
        else if (Screen.width - mousePos.x > width)
            rectTransform.position = mousePos + Vector3.right * width * 0.6f;
        else
            rectTransform.position = mousePos + Vector3.left * width * 0.6f;

    }

}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ItemUI : MonoBehaviour
{
    public Image icon = null;
    public Text amount = null;

    public InventoryData_SO Bag { get; set; }
    public InventoryData_SO Action { get; set; }
    public InventoryData_SO Equipment { get; set; }

    public ItemData_SO currentItemData;

    public int Index { get; set; } = -1;//初始值设为-1是因为一开始序号是从0开始的,避免一开始去setup每个格子的时候出现数据的错位排序

    public void SetupItemUI(ItemData_SO item,int itemAmount)
    {
        if (itemAmount == 0)
        {
            Bag.items[Index].itemData = null;
            icon.gameObject.SetActive(false);
            return;
        }

        //想要实现如果数量小于0则不显示,不能在上面的if条件改成<=0,因为此时并没有实际的背包

        if (itemAmount < 0) item = null;//只需要跳过下面的null部分就行了,并且需要设置active为false
        if (item != null)
        {
            icon.sprite = item.itemIcon;
            amount.text = itemAmount.ToString();
            icon.gameObject.SetActive(true);//默认是可见的,此处设为不可见

            currentItemData = item;

        }
        else
            icon.gameObject.SetActive(false);
    }

    public ItemData_SO GetItem()
    {
        return Bag.items[Index].itemData;
    }

}

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

public class LootSpawner : MonoBehaviour
{
    [System.Serializable]
    public class LootItem
    {
        public GameObject item;
        [Range(0, 1)]
        public float weight;
    }

    public LootItem[] lootItems; 

    public void Spawnloot()
    {
        float currentValue = Random.value;

        for(int i = 0; i < lootItems.Length; i++)
        {
            if (currentValue <= lootItems[i].weight)
            {
                GameObject obj = Instantiate(lootItems[i].item);
                obj.transform.position = transform.position + Vector3.up * 2;
                break;//确保一次只掉落一个物品
            }
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ActionButton : MonoBehaviour
{
    public KeyCode actionKey;
    private SlotHolder currentSlotHolder;

    void Awake()
    {
        currentSlotHolder = GetComponent<SlotHolder>();

    }

    private void Update()
    {
        if (Input.GetKeyDown(actionKey) && currentSlotHolder.itemUI.GetItem())
            currentSlotHolder.UseItem();
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(fileName ="Useable Item",menuName ="Inventory/Useable Item Data")]
public class UseableItemData_SO : ScriptableObject
{
    //所有你想改变的数据
    public int healthPoint;
}

Dialogue部分

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

public class DialogueController : MonoBehaviour
{
    public DialougeData_SO currentData;
    bool canTalk = false;

    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player") && currentData != null)
        {
            canTalk = true;
            Debug.Log("can talk is true");

        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            DialogueUI.Instance.dialoguePanel.SetActive(false);
        }
    }

    private void Update()
    {
        if (canTalk && Input.GetKeyDown(KeyCode.F))//TODO:此处是否可以改编成使用事件的形式?
        {
            OpenDialogue();
        }
    }

    void OpenDialogue()
    {
        //打开UI面板
        //传输对话内容信息
        DialogueUI.Instance.UpdateDialogueData(currentData);
        DialogueUI.Instance.UpdateMainDialogue(currentData.dialoguePieces[0]);
    }


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

[System.Serializable]
public class DialogueOption 
{   
    public string text;
    public string targetID;
    public bool takeQuest;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[System.Serializable]
public class DialoguePiece {
    public string ID;
    public Sprite image;

    [TextArea]
    public string text;

    public QuestData_SO quest;

    public List<DialogueOption> options = new List<DialogueOption>();


}

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

[CreateAssetMenu(fileName ="New Dialogue",menuName ="Dialogue/Dialogue Data")]
public class DialougeData_SO : ScriptableObject
{

    public List<DialoguePiece> dialoguePieces = new List<DialoguePiece>();
    public Dictionary<string, DialoguePiece> dialogueIndex = new Dictionary<string, DialoguePiece>();



    public QuestData_SO GetQuest()
    {
        QuestData_SO currentQuest = null;
        //循环对话中的任务,找到该任务并返回
        foreach (var piece in dialoguePieces)
        {
            if (piece.quest != null)
                currentQuest = piece.quest;
        }
        return currentQuest;
    }


    //如果是在Unity编辑器中,则字典随时改变时则进行修改,如果是打包则字典信息不会更改
#if UNITY_EDITOR
    void OnValidate()//一旦这个脚本中的数据被更改时会自动调用
    {
        dialogueIndex.Clear();
        //一旦信息有所更新,就会将信息存储在字典中
        foreach(var piece in dialoguePieces)
        {
            if (!dialogueIndex.ContainsKey(piece.ID))
                dialogueIndex.Add(piece.ID, piece);
        }
    }
#else
    void Awake()//保证在打包执行的游戏里第一时间获得对话的所有字典匹配 
    {
        dialogueIndex.Clear();
        foreach (var piece in dialoguePieces)
        {
            if (!dialogueIndex.ContainsKey(piece.ID))
                dialogueIndex.Add(piece.ID, piece);
        }
    }
#endif




}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;

public class DialogueUI : Singleton<DialogueUI>
{
    [Header("Basic Elements")]
    public Image icon;
    public Text mainText;
    public Button nextButton;

    public GameObject dialoguePanel;

    [Header("Data")]
    public DialougeData_SO currentData;

    int currentIndex = 0;

    [Header("Options")]
    public RectTransform optionPanel;
    public OptionUI optionPrefab;


    protected override void Awake()
    {
        base.Awake();
        nextButton.onClick.AddListener(ContinueDialogue);//点击时如果后续还有对话则继续进行
    }

    void ContinueDialogue()
    {
        if (currentIndex < currentData.dialoguePieces.Count)
        {
            UpdateMainDialogue(currentData.dialoguePieces[currentIndex]);
        }
        else dialoguePanel.SetActive(false);
    }

    public void UpdateDialogueData(DialougeData_SO data)
    {
        currentData = data;
        currentIndex = 0;//保证每次都是从头开始对话
    }


    public void UpdateMainDialogue(DialoguePiece piece)
    {
        dialoguePanel.SetActive(true);
        currentIndex++;

        if (piece.image != null)
        {
            icon.enabled = true;
            icon.sprite = piece.image;
        }
        else icon.enabled = false;

        mainText.text = "";
        //mainText.text = piece.text;
        mainText.DOText(piece.text, 1f);

        //如果后续还有对话就按next,没有就不按next
        if (piece.options.Count == 0 && currentData.dialoguePieces.Count > 0)
        {
            nextButton.interactable = true;
            nextButton.gameObject.SetActive(true);
            //currentIndex++;//不应该放在这里++,应该每运行一次都让index++,因此应该放在上面
        }
        else
        {
            //nextButton.gameObject.SetActive(false);
            nextButton.transform.GetChild(0).gameObject.SetActive(false);//让字看不见
            nextButton.interactable = false;//并且删除交互功能 
        }
        CreateOptions(piece);//根据对话来创建选项
    }

    void CreateOptions(DialoguePiece piece)
    {
        if (optionPanel.childCount > 0)//销毁旧的选项
        {
            for(int i = 0; i < optionPanel.childCount; i++)
            {
                Destroy(optionPanel.GetChild(i).gameObject);
            }
        }

        //生成新的选项,并且调用选项,传入对话的选项信息,来更新option所显示的信息
        for (int i = 0; i < piece.options.Count; i++)
        {
            var option = Instantiate(optionPrefab, optionPanel);
            option.UpdateOption(piece,piece.options[i]);
        }

    }
}

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

public class OptionUI : MonoBehaviour
{
    public Text optionText;
    private Button thisButton;
    private DialoguePiece currentPiece;


    private bool takeQuest;
    private string nextPieceID;
    void Awake() 
    {
        thisButton = GetComponent<Button>();
        thisButton.onClick.AddListener(OnOptionClicked);
    }

    public void UpdateOption(DialoguePiece piece,DialogueOption option)
    {
        currentPiece = piece;
        optionText.text = option.text;
        nextPieceID = option.targetID;
        takeQuest = option.takeQuest;
    }


    public void OnOptionClicked()
    {
        if (currentPiece.quest != null)//如果当前选项含有任务
        {
            //则获取该任务
            var newTask = new QuestManager.QuestTask
            {
                questData = Instantiate(currentPiece.quest)//将quest信息实例化然后赋值给QuestTask类里面的questData
            };
            if (takeQuest)
            {
                Debug.Log("takeQuest is true");

                //判断是否在列表中
                if (QuestManager.Instance.HaveQuest(newTask.questData))
                {
                    Debug.Log("Quest in list");

                    //判断是否完成,若完成则给予奖励
                    if (QuestManager.Instance.GetTask(newTask.questData).IsComplete)
                    {
                        Debug.Log("任务完成,给予奖励");
                        newTask.questData.GiveRewards();
                        QuestManager.Instance.GetTask(newTask.questData).IsFinished = true;
                    }
                }
                else
                {
                    QuestManager.Instance.tasks.Add(newTask);
                    //newTask.IsStarted = true;这样的做法并没有用,这样只是修改的临时变量
                    QuestManager.Instance.GetTask(newTask.questData).IsStarted = true;
                    //添加到任务列表

                    foreach (var requireItem in newTask.questData.RequireTargetName())
                    {
                        InventoryManager.Instance.CheckQuestItemInBag(requireItem);
                    }
                }
            }
        }

        if (nextPieceID == "")
        {
            DialogueUI.Instance.dialoguePanel.SetActive(false);
            return;
        }
        else
        {
            //用ID去获取下一个对话
            DialogueUI.Instance.UpdateMainDialogue(DialogueUI.Instance.currentData.dialogueIndex[nextPieceID]);
        }
    }

}

任务部分

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;

[CreateAssetMenu(fileName ="New Quest",menuName ="Quest/Quest Data")]
public class QuestData_SO : ScriptableObject
{
    [System.Serializable]
    public class QuestRequire
    {
        public string name;
        public int requireAmount;
        public int currentAmount;
    }


    public string questName;
    [TextArea]
    public string description;

    //需要三种任务完成的状态,npc才会有不同的反应
    public bool isStarted;
    public bool isComplete;
    public bool isFinished;

    public List<QuestRequire> questRequires = new List<QuestRequire>();
    public List<InventoryItem> rewards = new List<InventoryItem>();

    public void CheckQuestProgress()
    {
        var finishRequires = questRequires.Where(r => r.requireAmount <= r.currentAmount);
        isComplete = finishRequires.Count() == questRequires.Count;

        if (isComplete)
        {
            Debug.Log("任务完成");
        }
    }


    //当前任务需要收集/消灭的目标名字列表
    public List<string> RequireTargetName()
    {
        List<string> targetNameList = new List<string>();
        foreach(var require in questRequires)
        {
            targetNameList.Add(require.name);
        }
        return targetNameList;
    }


    public void GiveRewards()
    {
        foreach(var reward in rewards)
        {
            if (reward.amount < 0)
            {
                int requireCount = Mathf.Abs(reward.amount);

                //优先在背包里找是否有该物品,
                if (InventoryManager.Instance.QuestItemInBag(reward.itemData) != null)
                {
                    //这种情况是背包里的东西不够,那就先在背包里扣除一部分,
                    if (InventoryManager.Instance.QuestItemInBag(reward.itemData).amount <= requireCount)
                    {
                        requireCount -= InventoryManager.Instance.QuestItemInBag(reward.itemData).amount;//所需的数量减少
                        InventoryManager.Instance.QuestItemInBag(reward.itemData).amount = 0;//背包里的商品扣除为0

                        //背包里东西不够,剩下的部分从行动栏里扣除
                        if (InventoryManager.Instance.QuestItemInAction(reward.itemData) != null)
                            InventoryManager.Instance.QuestItemInAction(reward.itemData).amount -= requireCount;

                    }
                    //这种情况就是背包里的东西直接够,那直接扣除就好
                    else
                    {
                        InventoryManager.Instance.QuestItemInBag(reward.itemData).amount -= requireCount;
                    }

                }
                //这种情况是背包里一点东西都没有,那就直接扣除行动栏里的物品
                else
                {
                    InventoryManager.Instance.QuestItemInAction(reward.itemData).amount -= requireCount;
                }
            }
            else
            {
                InventoryManager.Instance.inventoryData.AddItem(reward.itemData, reward.amount);
            }

            InventoryManager.Instance.inventoryUI.RefreshUI();
            InventoryManager.Instance.actionUI.RefreshUI();
        }
    }



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

[RequireComponent(typeof(DialogueController))]
public class QuestGiver : MonoBehaviour
{
    DialogueController controller;
    QuestData_SO currentQuest;

    public DialougeData_SO startDialogue;
    public DialougeData_SO progressDialogue;
    public DialougeData_SO completeDialogue;
    public DialougeData_SO finishDialogue;

    private void Awake()
    {
        controller = GetComponent<DialogueController>(); 
    }

    #region 获得任务状态
    public bool IsStarted
    {
        get
        {
            if (QuestManager.Instance.HaveQuest(currentQuest))
            {
                return QuestManager.Instance.GetTask(currentQuest).IsStarted;
            }
            else return false;
        }
    }

    public bool IsComplete
    {
        get
        {
            if (QuestManager.Instance.HaveQuest(currentQuest))
            {
                return QuestManager.Instance.GetTask(currentQuest).IsComplete;
            }
            else return false;
        }
    }

    public bool IsFinished
    {
        get
        {
            if (QuestManager.Instance.HaveQuest(currentQuest))
            {
                return QuestManager.Instance.GetTask(currentQuest).IsFinished;
            }
            else return false;
        }
    }
    #endregion

    private void Start()
    {
        controller.currentData = startDialogue;
        currentQuest = controller.currentData.GetQuest();
    }

    //根据状态切换对话
    void Update()
    {
        if (IsStarted)
        {
            if (IsComplete)
            {
                controller.currentData = completeDialogue;
            }
            else
            {
                controller.currentData = progressDialogue;
            }
        }

        if (IsFinished)
        {
            controller.currentData = finishDialogue;
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;

public class QuestManager : Singleton<QuestManager>
{
    [System.Serializable]
    public class QuestTask
    {
        public QuestData_SO questData;
        public bool IsStarted {
            get { return questData.isStarted; }
            set { questData.isStarted = value; }
        }

        public bool IsComplete
        {
            get { return questData.isComplete; }
            set { questData.isComplete = value; }
        }

        public bool IsFinished
        {
            get { return questData.isFinished; }
            set { questData.isFinished  = value; }
        }

    }

    public List<QuestTask> tasks = new List<QuestTask>();

    //敌人死亡,拾取物品时调用
    public void UpdateQuestProgress(string requireName,int amount)
    {
        foreach(var task in tasks)
        {

            if (task.IsFinished)
                continue;//为了避免已完成的任务受到影响

            var matchTask = task.questData.questRequires.Find(r => r.name == requireName);
            if (matchTask != null)
                matchTask.currentAmount += amount;

            task.questData.CheckQuestProgress();
        }
    }

    public bool HaveQuest(QuestData_SO data)//判断是否有这个任务
    {
        //在头文件中引入Ling,可以用于查找链表中的内容
        if (data != null)
            return tasks.Any(q => q.questData.questName == data.questName);
        else return false;
    }

    //根据任务数据的名字查找链表中的某一个任务
    public QuestTask GetTask(QuestData_SO data)
    {
        return tasks.Find(q => q.questData.questName == data.questName);
    }

    private void Start()
    {
        LoadQuestManager();
    }


    public void SaveQuestManager()
    {
        PlayerPrefs.SetInt("QuestCount", tasks.Count);
        for(int i = 0; i < tasks.Count; i++)
        {
            SaveManager.Instance.Save(tasks[i].questData, "task" + i);
        }
    }


    //加载数据的方式是通过重新新创建一个SO,然后让SO读取数据,然后再加入到tasks链表当中
    public void LoadQuestManager()
    {
        var quesCount = PlayerPrefs.GetInt("QuestCount");
        for(int i = 0; i < quesCount; i++)
        {
            var newQuest = ScriptableObject.CreateInstance<QuestData_SO>();//
            SaveManager.Instance.Load(newQuest, "task" + i);
            tasks.Add(new QuestTask { questData = newQuest });
        }
    }

}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class QuestNameButton : MonoBehaviour
{
    public Text questNameText;
    public QuestData_SO currentData;
    //public Text questContentText;

    public void SetupNameButton(QuestData_SO quesData)
    {
        currentData = quesData;

        if (quesData.isComplete)
            questNameText.text = quesData.questName + "(完成)";
        else
            questNameText.text = quesData.questName;
    }

    private void Awake()
    {
        GetComponent<Button>().onClick.AddListener(UpdateQuestContent);
    }
    void UpdateQuestContent()
    {
        //questContentText.text = currentData.description;
        QuestUI.Instance.SetupRequireList(currentData);

        foreach(Transform item in QuestUI.Instance.rewardTransform)
        {
            Destroy(item.gameObject);
        }


        foreach(var item in currentData.rewards)//奖励可能不止一个所以需要循环列表
        {
            QuestUI.Instance.SetupRewardItem(item.itemData, item.amount);
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class QuestRequirement : MonoBehaviour
{
    private Text requireName;
    private Text progressNumber;


    private void Awake()
    {
        requireName = GetComponent<Text>();
        progressNumber = transform.GetChild(0).GetComponent<Text>();
    }

    public void SetupRequirement(string name,int amount,int currentAmount)
    {
        requireName.text = name;
        progressNumber.text = currentAmount.ToString() + "/" + amount.ToString();
    }

    public void SetupRequirement(string name, bool isFinished)
    {
        if (isFinished)
        {
            requireName.text = name;
            progressNumber.text = "完成";
            requireName.color = Color.gray;
            progressNumber.color = Color.gray;
        }
    }

}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class QuestUI : Singleton<QuestUI>
{
    [Header("Elements")]
    public GameObject quesPanel;
    public ItemToolTip tooltip;
    bool isOpen;

    [Header("Quest Name")]
    public RectTransform questListTransform;
    public QuestNameButton questNameButton;

    [Header("Text Content")]
    public Text quesContentText;

    [Header("Requirement")]
    public RectTransform requireTransform;
    public QuestRequirement requirement;

    [Header("Reward Panel")]
    public RectTransform rewardTransform;
    public ItemUI rewardUI;

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Q))
        {
            isOpen = !isOpen;
            quesPanel.SetActive(isOpen);
            quesContentText.text = string.Empty;
            SetupQuestList();
        }


        if (!isOpen)
            tooltip.gameObject.SetActive(false);
    }

    public void SetupQuestList()
    {
        //清除原来已有的任务
        foreach(Transform item in questListTransform)
        {
            Destroy(item.gameObject);
        }
        foreach(Transform item in rewardTransform)
        {
            Destroy(item.gameObject);
        }
        foreach (Transform item in requireTransform)
        {
            Destroy(item.gameObject);
        }

        //遍历列表中的list,接取任务
        foreach(var task in QuestManager.Instance.tasks)
        {
            var newTask = Instantiate(questNameButton, questListTransform);
            newTask.SetupNameButton(task.questData);
            //newTask.questContentText = quesContentText;
        }


    }

    public void SetupRequireList(QuestData_SO questData)
    {
        quesContentText.text = questData.description;
        //将涉及到QuestNameButton中的三处questContentText关闭,不使用在里面传东西然后赋值的形式了,改为在此处直接修改

        foreach (Transform item in requireTransform)
        {
            Destroy(item.gameObject);
        }
        foreach(var require in questData.questRequires)
        {
            var q = Instantiate(requirement, requireTransform);
            if (questData.isFinished)
                q.SetupRequirement(require.name, true);
            else
                q.SetupRequirement(require.name, require.requireAmount, require.currentAmount);
        }
    }

    public void SetupRewardItem(ItemData_SO itemData,int amount)
    {
        var item = Instantiate(rewardUI, rewardTransform);
        item.SetupItemUI(itemData, amount);
    }

}
 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class ShowTooltip : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
    private ItemUI currentItemUI;

    void Awake()
    {
        currentItemUI = GetComponent<ItemUI>();
    }
    public void OnPointerEnter(PointerEventData eventData)
    {
        Debug.Log("mouse in slot");
        QuestUI.Instance.tooltip.gameObject.SetActive(true);
        QuestUI.Instance.tooltip.SetupTooltip(currentItemUI.currentItemData);
    }

    public void OnPointerExit(PointerEventData eventData)
    {
        QuestUI.Instance.tooltip.gameObject.SetActive(false);
    }
}

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