Unity实现技能树、天赋树

效果

技能树面板
在这里插入图片描述

技能配置
在这里插入图片描述
触发技能根据已解锁ID按照需求实现即可。

代码

面板类

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
using System.Linq;
using System.Collections.Generic;
using Unity.Linq;
using DG.Tweening;
public class SkillTreePanel : Monobehavior
{
    void OnEnable()
    {
    	//观察者模式监听技能点消耗的方法,可以自己写
        EventCenter.Instance.AddEventListener("技能点变化", SkillPointsRefresh);

        RefreshPanel();
    }

    void OnDisable()
    {
        EventCenter.Instance.RemoveEventListener("技能点变化", SkillPointsRefresh);
        gameObject.SetActive(false);
    }

    void SkillPointsRefresh()
    {
        SkillPointsTxt.text = GameManager.CurrentSkillPoints.ToString();
    }

    //选中技能
    public void UpdateCurrentSkill(SkillBtn skill)
    {
        if(skill != currentSkill)
        {
            currentSkill = skill.skill;
        }
        else
        {
            return;
        }

        RefreshPanel();
    }

    //加点
    private void Add()
    {
        GameManager.CurrentSkillPoints -= 1;
        preSkills.Add(currentSkill);

		//这是我自己写的存档,可自行实现
        var temp = GameManager.UnLockSkillID;
        temp.Add(currentSkill.ID);
        GameManager.UnLockSkillID = temp;

        RefreshPanel();
    }

    //取消加点
    private void Minus()
    {
        GameManager.CurrentSkillPoints += 1;
        preSkills.Remove(currentSkill);
		
		//存档
        var temp = GameManager.UnLockSkillID;
        temp.Remove(currentSkill.ID);
        GameManager.UnLockSkillID = temp;

        RefreshPanel();
    }

    //刷新面板显示
    private void RefreshPanel()
    {
        //恢复颜色,关闭所有选中(这么写有点浪费性能,但无伤大雅)
        allSkills.Values.ToList().ForEach(_ => 
        {
            _.transform.GetChild(0).GetComponent<Image>().color = Color.HSVToRGB(0, 0, 1); 
            _.transform.GetChild(1).gameObject.SetActive(false);
        });

        allSkills.Where(_ => !GameManager.UnLockSkillID.Contains(_.Key.ID)).Select(_ => _.Value).ToList().ForEach(_ => _.transform.GetChild(0).GetComponent<Image>().color = Color.HSVToRGB(0, 0, 0.5f));

        //刷新当前技能信息
        if (currentSkill != null)
        {
            //刷新技能信息
            SkillInfoPanelTrans.gameObject.SetActive(true);

            SkillNameTxt.text = currentSkill.name.Text;
            SkillIntroTxt.text = currentSkill.des.Text;

            //禁用+-按钮
            MinusBtn.interactable = false;
            AddBtn.interactable = false;

            if (currentSkill.PreSkill.Count != 0)
            {
                if (currentSkill.isNeedAllPreSkill)
                {
                    bool isAllUnlock = true; //用于标记是否全部合格

                    foreach (var item in currentSkill.PreSkill.Select(i => i.ID))
                    {
                        if (!GameManager.UnLockSkillID.Contains(item))
                        {
                            //未解锁
                            LockSkill();

                            isAllUnlock = false;
                        }
                    }

                    //全部符合条件
                    if (isAllUnlock)
                    {
                        //解锁
                        UnlockSkill();
                    }
                }
                else
                {
                    if (GameManager.UnLockSkillID.Any(_ => currentSkill.PreSkill.Select(s => s.ID).Contains(_)))
                    {
                        //已解锁,可以+
                        UnlockSkill();
                    }
                    else
                    {
                        //未解锁,不能+
                        LockSkill();
                    }
                }
            }
            else
            {
                //已解锁
                UnlockSkill();
            }

            //显示选中效果
            allSkills.First(_ => _.Key.ID == currentSkill.ID).Value.transform.GetChild(1).gameObject.SetActive(true);
        }
        else
        {
            //关闭技能信息面板
            SkillInfoPanelTrans.gameObject.SetActive(false);
        }
    }

    //技能权限解锁
    void UnlockSkill()
    {
        SkillExIntroTxt.text = currentSkill.exDes.Text;

        //如果没点数了或者已解锁过了就不能+  这里只能加一次点
        if (GameManager.CurrentSkillPoints == 0 || GameManager.UnLockSkillID.Contains(currentSkill.ID))
        {
            AddBtn.interactable = false;
        }
        else
        {
            AddBtn.interactable = true;
        }

        //只有本次加的可以选择- 而且不可以越过之后的能力-
        if (preSkills.Any(_ => _.ID == currentSkill.ID) && !preSkills.Any(_ => _.PreSkill.Contains(currentSkill)))
        {
            MinusBtn.interactable = true;
        }
        else
        {
            MinusBtn.interactable = false;
        }
    }

    void LockSkill()
    {
        SkillExIntroTxt.text = "请先解锁上一个能力!";
        allSkills[currentSkill].transform.GetChild(0).GetComponent<Image>().color = Color.HSVToRGB(0, 0, 0.5f);
    }

    //开始游戏
    private void StartGame()
    {
        //触发buff
        SkillPointsTxt.text = GameManager.CurrentSkillPoints.ToString();

        if (GameManager.CurrentSkillPoints != 0)
        {
            //提醒点数没加完是否进入游戏
            
            //测试
            preSkills.Clear();
            HidePanel();
        }
        else
        {
            //下次就不可以-了
            preSkills.Clear();
            //进入游戏
            HidePanel();
        }

        UIMgr.Instance.ShowUI<PlayerControlPanel>(UILayer.Bottom);
    }

    //重置技能点
    private void ResetSkill()
    {
        GameManager.CurrentSkillPoints += GameManager.UnLockSkillID.Count;

        var temp = GameManager.UnLockSkillID;
        temp.Clear();
        GameManager.UnLockSkillID = temp;

        preSkills.Clear();

        RefreshPanel();
    }

    //显示看广告加技能点面板
    private void MorePoints()
    {
        GameManager.ExSkillPoints += 3;
        GameManager.CurrentSkillPoints += 3;

        RefreshPanel();
    }

    private SkillData currentSkill; //选中的技能
    private Dictionary<SkillData,GameObject> allSkills = new Dictionary<SkillData,GameObject>(); //存储全部技能和按钮
    private List<SkillData> preSkills = new List<SkillData>(); //本次调整的技能

    //auto
    private Transform ContentTrans = null;
	private Transform SkillContentTrans = null;
	private Button ResetBtn = null;
	private Button StartGameBtn = null;
	private Text SkillPointsTxt = null;
	private Transform SkillInfoPanelTrans = null;
	private Text SkillNameTxt = null;
	private Text SkillIntroTxt = null;
	private Text SkillExIntroTxt = null;
	private Button AddBtn = null;
	private Button MinusBtn = null;
	private Button MoreSkillPointsBtn = null;
	

    public override void Init()
    {
        base.Init();
        ContentTrans = transform.Find("ContentTrans").GetComponent<Transform>();
		SkillContentTrans = transform.Find("ContentTrans/Skills/Viewport/SkillContentTrans").GetComponent<Transform>();
		ResetBtn = transform.Find("ContentTrans/ResetBtn").GetComponent<Button>();
		StartGameBtn = transform.Find("ContentTrans/StartGameBtn").GetComponent<Button>();
		SkillPointsTxt = transform.Find("ContentTrans/SkillPointsTxt").GetComponent<Text>();
		SkillInfoPanelTrans = transform.Find("ContentTrans/SkillInfoPanelTrans").GetComponent<Transform>();
		SkillNameTxt = transform.Find("ContentTrans/SkillInfoPanelTrans/IntroPanel/SkillNameTxt").GetComponent<Text>();
		SkillIntroTxt = transform.Find("ContentTrans/SkillInfoPanelTrans/IntroPanel/SkillIntroTxt").GetComponent<Text>();
		SkillExIntroTxt = transform.Find("ContentTrans/SkillInfoPanelTrans/IntroPanel/SkillExIntroTxt").GetComponent<Text>();
		AddBtn = transform.Find("ContentTrans/SkillInfoPanelTrans/AddBtn").GetComponent<Button>();
		MinusBtn = transform.Find("ContentTrans/SkillInfoPanelTrans/MinusBtn").GetComponent<Button>();
		MoreSkillPointsBtn = transform.Find("ContentTrans/SkillInfoPanelTrans/MoreSkillPointsBtn").GetComponent<Button>();

        //按钮注册
        AddBtn.onClick.RemoveAllListeners();
        AddBtn.onClick.AddListener(Add);
        MinusBtn.onClick.RemoveAllListeners();
        MinusBtn.onClick.AddListener(Minus);
        StartGameBtn.onClick.RemoveAllListeners();
        StartGameBtn.onClick.AddListener(StartGame);
        ResetBtn.onClick.RemoveAllListeners();
        ResetBtn.onClick.AddListener(ResetSkill);
        MoreSkillPointsBtn.onClick.RemoveAllListeners();
        MoreSkillPointsBtn.onClick.AddListener(MorePoints);

        currentSkill = null;
        allSkills.Clear();
        preSkills.Clear();
        SkillPointsRefresh();

        //刷新技能图标
        SkillContentTrans.gameObject.Children().ForEach(_ =>
        {
            var btn = _.GetComponent<SkillBtn>();
            if (btn != null)
            {
                _.transform.GetChild(0).GetComponent<Image>().sprite = btn.skill.sprite;
                allSkills.Add(_.GetComponent<SkillBtn>().skill, btn.gameObject);
            }
        });
    }
}

技能配置

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

[CreateAssetMenu(menuName = "Skill/SkillInfo", fileName = "Skill_")]
public class SkillData : ScriptableObject
{
    public int ID;
    public Sprite sprite;
    public MultiLanguageText name;
    public MultiLanguageText des;
    public MultiLanguageText exDes;

    public bool isNeedAllPreSkill;
    public List<SkillData> PreSkill;
}

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