Unity背包系统与存档(附下载链接)

下载地址:

https://download.csdn.net/download/qq_58804985/88184776

视频演示:

功能:

拖动物品在背包中自由移动,当物品拖动到其他物品上时,和其交换位置.基于EPPlus的背包数据与位置保存

原理:

给定一个道具池表格与一个背包表格

道具池表格负责存储所有道具的信息

背包表格负责存储将玩家背包的档案储存

当增删道具时,从道具池表格中检索对应的道具写入背包表格

优化方案拓展:当道具数量众多时,在增删物品时可以将物品分类存储到不同的道具池表格,根据Type检索对应表格的数据

效果:

 

 

 代码:

背包系统核心

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using OfficeOpenXml;
using System.IO;
using UnityEngine.Networking;
using UnityEngine.UI;
using Random = UnityEngine.Random;
 

public class BagSystem : MonoBehaviour
{
    public static string ReadingExcel;//正在读取的表格
    [Header("表格文件夹")]
    public string URL = Application.streamingAssetsPath + $"\\Bag";
    [Header("存放背包EXCEL的表格名称")]
    public string BagExcelURL="Bag";
    [Header("存放道具EXCEL的表格名称")]
    public string ItemExcelURL="Item";

    /// <summary>
    /// 背包是否处于打开状态
    /// </summary>
    public static bool IsOpening;

    [Header("存放Sprite的文件夹(依赖resource)")] public string SpriteURL ="Bag";
    public static List<BagItem> MyBag= new List<BagItem>();//当前背包
    public static List<BagItem> ItemPool= new List<BagItem>();//道具池
    private static bool m_loaded;
    
    public virtual void OnEnable()
    {
        initialization();
        IsOpening = true;
    }

    //初始化
    public void initialization()
    {
        if (!m_loaded)
        {
            LoadExcel();
            m_loaded = true;

        } 

    }
    
    public class BagItem
    {
        public string Name;//物品名称
        public string Num;//物品数量
        public string Image;//图片地址
        public string x;//位置X
        public string y;//位置Y
    }

    //获取当前背包内的所有物品
    public static List<BagItem> GetItemList()
    {
        return MyBag;
    }
/// <summary>
/// 从玩家背包获取指定物品数量
/// </summary>
/// <param name="name">物品名称</param>
/// <returns></returns>
    public static int GetItem(string name)
    {
        foreach (var VARIABLE in MyBag)
        {
            if (VARIABLE.Name==name)
            {
                return Convert.ToInt32(VARIABLE.Num);
            }
        }

        Debug.LogWarning($"你试图找{name},但是没有找到");
        return 0;
    }

/// <summary>
/// 向背包添加指定物体
/// </summary>
/// <param name="name">物体名称</param>
/// <param name="num">物体数量</param>
/// <param name="X">坐标X</param>
/// <param name="Y">坐标Y</param>
public static void AddItem(string name, int num=1,int X=50,int Y=50)
    {
        foreach (var VARIABLE in ItemPool)
        {
            if (VARIABLE.Name==name)
            {
                foreach (var bagItem in MyBag)
                {
                    if (bagItem.Name==name)
                    {
                        bagItem.Num = Convert.ToInt32(Convert.ToInt32(bagItem.Num) + num).ToString();
                        return;
                    }
                }
                MyBag.Add(new BagItem(){Name = VARIABLE.Name,Num = num.ToString(),Image = VARIABLE.Image,x=X.ToString(),y=Y.ToString()});
                Debug.Log($"添加了{name}");
                return;
            }
        }
        Debug.LogWarning($"你试图添加道具{name},但是没有找到.excel路径{Application.streamingAssetsPath+$"\\Bag"}");
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="name">目标物体</param>
    /// <param name="num">删除数量</param>
    /// <returns>删除成功?</returns>
    public static bool RemoveItem(string name, int num=1)
    {
        if (GetItem(name)>=num)
        {
            foreach (var VARIABLE in MyBag)
            {
                if (VARIABLE.Name==name)
                {
                    VARIABLE.Num = (Convert.ToInt32(VARIABLE.Num) - num).ToString();
                    if (VARIABLE.Num=="0")
                    {
                    
                    }
                }
            }
            return true;
        }

        return false;
    }
    
    
    
    
    //初始化_读取背包EXCEL
    void LoadExcel()
    {

        //获取Excel文件的信息
        foreach (var VARIABLE in ReadFile())
        {

            FileInfo fileInfo = new FileInfo(VARIABLE);
            //加载背包信息
            if (VARIABLE.Contains(BagExcelURL))
            {

                //通过Excel表格的文件信息,打开Excel表格
                //使用using(){}语句命令,在结束时自动关闭文件
                using (ExcelPackage excelPackage = new ExcelPackage(fileInfo))
                {
                    //读取Excel中的第一张表, 注意EPPlus的索引值是从1开始的

                    ExcelWorksheet worksheet = excelPackage.Workbook.Worksheets[1];
                    //取得第一行第一列的数据
//                    Debug.Log("行数"+worksheet.Dimension.End.Row + 1);
                    for (int Left = 2; Left < worksheet.Dimension.End.Row + 1; Left++) //根据行数遍历
                    {

                        BagItem Q = new BagItem();
                        if (worksheet.Cells[Left, 1].Value.ToString().Length>0)
                        {  
                            Q.Name = worksheet.Cells[Left, 1].Value.ToString();
                            Q.Num = worksheet.Cells[Left, 2].Value.ToString();
                            Q.Image = worksheet.Cells[Left, 3].Value.ToString();
                            Q.x = worksheet.Cells[Left, 4].Value.ToString();
                            Q.y = worksheet.Cells[Left, 5].Value.ToString();
                            MyBag.Add(Q);
                            
                        }
                     
                    }
                }


            }
            
            //加载物品信息
            if (VARIABLE.Contains(ItemExcelURL))
            {
                //通过Excel表格的文件信息,打开Excel表格
                //使用using(){}语句命令,在结束时自动关闭文件
                using (ExcelPackage excelPackage = new ExcelPackage(fileInfo))
                {
                    //读取Excel中的第一张表, 注意EPPlus的索引值是从1开始的

                    ExcelWorksheet worksheet = excelPackage.Workbook.Worksheets[1];
                    //取得第一行第一列的数据
                    for (int Left = 2; Left < worksheet.Dimension.End.Row + 1; Left++) //根据行数遍历
                    {
//                        Debug.Log(worksheet.Dimension.End.Row + 1);
                        BagItem Q = new BagItem();
                        Q.Name = worksheet.Cells[Left, 1].Value.ToString();
                        Q.Image = worksheet.Cells[Left, 2].Value.ToString();
                        ItemPool.Add(Q);
                    }
                }
            }
        }

    }
    
    //将背包数据写入EXCEL
    void SaveExcel()
    {
        foreach (var VARIABLE in ReadFile())
        {

            if (VARIABLE.Contains(BagExcelURL))
            {
                FileInfo fileInfo = new FileInfo(VARIABLE);

                using (ExcelPackage excelPackage = new ExcelPackage(fileInfo))
                {
                    ExcelWorksheet worksheet = excelPackage.Workbook.Worksheets[1];

                    for (int i = 0; i < MyBag.Count; i++)
                    {
                        worksheet.Cells[i+2, 1].Value = MyBag[i].Name;
                        worksheet.Cells[i+2, 2].Value = MyBag[i].Num;
                        worksheet.Cells[i+2, 3].Value = MyBag[i].Image;
                        worksheet.Cells[i+2, 4].Value = MyBag[i].x;
                        worksheet.Cells[i+2, 5].Value = MyBag[i].y;
//                        Debug.Log(i);
                    }
                    excelPackage.Save();
                }
                

            }
        }
        
    }

 
    List<string> ReadFile()
    {
        List<string> files = GetFiles(URL, "*.xlsx");


        List<string> GetFiles(string directory, string pattern)
        {
            List<string> files = new List<string>();
            foreach (var item in Directory.GetFiles(directory, pattern))
            {
                files.Add(item);
            }

            foreach (var item in Directory.GetDirectories(directory))
            {
                files.AddRange(GetFiles(item, pattern));
            }

            return files;
        }

        return files;
    }

    public virtual void OnDisable()
    {
        SaveExcel();
        IsOpening = false;
    }
}

物品拖动:

using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.EventSystems;

/*
 * 这个脚本负责拖拽物品UI
 */
[RequireComponent(typeof(CanvasGroup),typeof(RectTransform),typeof(Rigidbody))]
[RequireComponent(typeof(BoxCollider))]
public class ItemDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
 //存储坐标
 public Vector2 XY;
 private RectTransform rectTransform;
 private CanvasGroup canvasGroup;

 public Vector2 SaveXY;
 private Vector2 offset;
 [Header("拖拽时物品的透明度")]
 public  float AlphaOnDrag=0.6f;

 private Transform parent;
 private Transform save_parent;
 private void OnEnable()
 {
  GetComponent<Rigidbody>().useGravity = false;
  GetComponent<BoxCollider>().isTrigger = true;
  GetComponent<BoxCollider>().size=Vector3.one;


  XY = GetComponent<RectTransform>().anchoredPosition;
  rectTransform = GetComponent<RectTransform>();
  canvasGroup = GetComponent<CanvasGroup>();
 }

 public void OnBeginDrag(PointerEventData eventData)
 {
  SaveXY = XY;
  


  // 设置拖拽中UI元素的透明度
  canvasGroup.alpha = AlphaOnDrag;
  canvasGroup.blocksRaycasts = false;
 }

 private void OnTriggerStay(Collider other)
 {
  Debug.Log(other.name);
  if (isEmptyPlace(other))
  {
   if (transform.parent==other.transform.parent)
   {
    transform.parent = other.transform;
   }
   
   XY = other.transform.position;
   save_parent = other.transform;
  }
 }

 private void OnTriggerExit(Collider other)
 {
  if (isEmptyPlace(other))
  {
   XY = Vector2.zero;
   save_parent = null;
  }
 }

 //判断是否是空道具栏位?
 bool isEmptyPlace(Collider other)
 {
  if (!other.name.Contains("Empty"))
  {
   return false;
  }
  

  return true;
 }
 
 public void OnDrag(PointerEventData eventData)
 {
  transform.position = Input.mousePosition;
  Vector2 position = eventData.position;
  RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform.parent as RectTransform, position, eventData.pressEventCamera, out position);
  rectTransform.anchoredPosition = position - offset;
  transform.parent.SetAsLastSibling();
 }

 public void OnEndDrag(PointerEventData eventData)
 {
  // 恢复透明度和射线检测
  canvasGroup.alpha = 1f;
  canvasGroup.blocksRaycasts = true;

  // 拖拽结束时,如果没有拖拽到有效位置,则恢复到初始位置
  if (XY==Vector2.zero)
  {
   transform.position = SaveXY;
   XY = SaveXY;
  }
  else
  {

   //为空,设置为子物体.否则交换两个背包格子的位置
   if (save_parent.transform.childCount==0)
   {
    transform.position = XY;
    SaveXY = XY;
    transform.parent = save_parent;
   }
   else
   {
    Vector3 tempPosition = save_parent.GetChild(0).transform.position;
    save_parent.GetChild(0).transform.position = SaveXY;
    save_parent.GetChild(0).transform.parent = transform.parent;
    transform.parent = save_parent;
    transform.position = tempPosition;
    save_parent.SetAsLastSibling();
    transform.parent.SetAsLastSibling();
   }

   for (int i = 0; i < BagSystem.MyBag.Count; i++)
   {
    if (name.Contains(BagSystem.MyBag[i].Name))
    {
     BagSystem.MyBag[i].x = XY.x.ToString(CultureInfo.InvariantCulture);
     BagSystem.MyBag[i].y = XY.y.ToString(CultureInfo.InvariantCulture);
    }

   }


  }
 }
}

示例:

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
using UnityEngine.UI;

/*
 * 示例用代码
 */

public class Bag_Demo : BagSystem
{
    [Header("空格子的预设体")]
    public GameObject PlacePrefab;

    public override void OnEnable()
    {

        URL = Application.streamingAssetsPath + $"\\Excels";
        base.OnEnable();

        #region 根据背包生成对应物体

        foreach (var VARIABLE in MyBag)
        {
            #region 创建模板.正式应用建议使用prefab

            if (VARIABLE.Num!="0")
            {
                GameObject item = new GameObject();
                item.AddComponent<Image>().sprite=Resources.Load<Sprite>($"Sprite/{VARIABLE.Image}");
                item.transform.position =
                    new Vector2(float.Parse(VARIABLE.x), float.Parse(VARIABLE.y));
                item.transform.parent = transform.Find("Place");

                item.AddComponent<ItemDrag>();

                GameObject Num = Instantiate(new GameObject(), item.transform);
                Num.name = "Num";
                Num.AddComponent<Text>();
                Num.GetComponent<Text>().font = Resources.GetBuiltinResource<Font>("Arial.ttf");;
                Num. GetComponent<Text>().text = VARIABLE.Num;
                Num.GetComponent<Text>().color=Color.magenta;
            
                item.name = VARIABLE.Name;

            }
            
         
            #endregion

            
        }

        #endregion

    }

    /// <summary>
    /// 重加载
    /// </summary>
    IEnumerator BagReset()
    {

        OnDisable();
        OnEnable();
        yield break;
    }

    public void Add_Button(string a)
    {

        AddItem(a);
        if (IsOpening)
        {
            StartCoroutine(BagReset());
        }

        string log = "当前背包里有:\n";
        foreach (var VARIABLE in MyBag)
        {
            log += $"\n{VARIABLE.Num}个{VARIABLE.Name}\n";
        }
        Debug.Log(log);
    }
    public void Remove_Button(string a)
    {

        //当数量为0时,删除处理
        try
        {
            RemoveItem(a);
        }
        catch (InvalidOperationException e)
        {
            foreach (var VARIABLE in transform.Find("Place").GetComponentsInChildren<Transform>())
            {
                if (VARIABLE.name.Contains(a))
                {
                    Destroy(VARIABLE.gameObject);
                }
            }
        }

        if (IsOpening)
        {
            StartCoroutine(BagReset());
        }
    }

    public override void OnDisable()
    {
        base.OnDisable();
        foreach (var VARIABLE in transform.Find("Place").GetComponentsInChildren<Transform>())
        {
            if (VARIABLE.name!="Place"&& !VARIABLE.name.Contains("Empty"))
            {
                Destroy(VARIABLE.gameObject);
            }

        }
    }
}

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
Unity背包系统是一个游戏中常用的组件,用于管理玩家在游戏中所获得的道具。一个完整的背包系统通常由数据、逻辑和UI三部分组成。在设计过程中,我们首先进行UI设计,包括背包的标题、关闭键和背包内的格子容器。 背包系统的数据部分主要负责管理物品的信息,例如物品的名称、图片、数量等。逻辑部分负责实现将物品放置进背包、对背包内物品进行管理以及使用背包内物品等功能。实际上,当我们获取或移动物品时,我们会直接修改背包数据库中的物品信息。修改完成后,我们通过背包中的UI元素来获取背包数据库中相应索引的物品信息,并将物品栏中的UI信息更新为数据库中对应序号的物品的图片和数量。 通过将背包系统分解为数据、逻辑和UI三部分,我们可以有效地管理背包系统的复杂逻辑关系,并使代码更加清晰和易于维护。这种设计模式有助于提高游戏开发的效率和代码质量。<span class="em">1</span><span class="em">2</span><span class="em">3</span> #### 引用[.reference_title] - *1* [Unity游戏开发:背包系统的实现](https://blog.csdn.net/float_freedom/article/details/126243888)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v93^chatsearchT3_1"}}] [.reference_item style="max-width: 50%"] - *2* *3* [Unity3D RPG实现 2 —— 背包系统](https://blog.csdn.net/weixin_43757333/article/details/123187025)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v93^chatsearchT3_1"}}] [.reference_item style="max-width: 50%"] [ .reference_list ]

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值