基于NGUI的背包管理系统之物体拖拽DEMO

using UnityEngine;
using System.Collections;

public class DragAndDrop : MonoBehaviour {
    public Camera mCamera;

    Vector3 mScreenPosition;
    Vector3 offset ;
    GameObject Target;
    bool isDrop = false;
    void OnDrag()
    {
        Vector3 curMousePostion = new Vector3(Input.mousePosition.x, Input.mousePosition.y, mScreenPosition.z);
        Target.transform.position = offset + mCamera.ScreenToWorldPoint(curMousePostion);
    }

    void OnPress(bool isDown)
    {
        if (isDown)
        {
            Target = this.transform.FindChild("Texture").gameObject;
            mScreenPosition = Target.transform.position;
            Vector3 mMousePostion = new Vector3(Input.mousePosition.x, Input.mousePosition.y, mScreenPosition.z);
            offset = mScreenPosition - mCamera.ScreenToWorldPoint(mMousePostion);
            isDrop = false;
        }
        else
        {
            if (!isDrop)
            {
                //没有拖拽到Collider中则回到原来位置
                Target.transform.position = new Vector3(mScreenPosition.x, mScreenPosition.y, mScreenPosition.z);
            }
        }
    }

    void OnDrop(GameObject go)
    {  
        DragAndDrop obj  = go.GetComponent<DragAndDrop>();
        obj.isDrop = true;
        //移动物体到当前对象下
        go.transform.FindChild("Texture").parent = this.transform;
        //重置物体坐标
        this.transform.FindChild("Texture").localPosition = new Vector3(0, 0, -1);
    }
    
}

NGUI结构

自己做的一个小例子,没有很规范的背包图片。就添加了几个Sprite作为小格子。

 

 

 

实现思路:

1.鼠标按下获得当前位置信息,并保存。

2.拖拽后判断是否进入Collider,如果进入则将Object赋值给新Item。并且LocalPostion重置。如果鼠标抬起后未进入,则还原位置。

 

 

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 背包代码改进,比上面的更丰富。

 背包类

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

public class MyPackItemStorage : MonoBehaviour
{
    //每个小格子模型
    public GameObject template;
    public int maxItemCount = 16;
    public int maxRows = 4;
    public int maxColumns = 4;
    public int spacing = 128;
    public int padding = 10;

    List<string> mItems = new List<string>();
    public List<string> items
    {
        get
        {
            while (mItems.Count < maxItemCount)
                mItems.Add(null);
            return mItems;
        }
    }
    //交换位置
    public string Replace(int index, string textureName)
    {
        if (index < maxItemCount)
        {
            string s = items[index];
            mItems[index] = textureName;
            return s;
        }
        return textureName;
    }

    public string GetItems(int index)
    {
        return (index < items.Count) ? items[index] : null;
    }



	// Use this for initialization
	void Start () {
	    if(template != null)
        {
            int count = 0;
            for(int y = 0 ; y < maxRows ; y++)
            {
                for (int x = 0; x < maxColumns; x++)
                {
                    //添加prefab,并调整位置
                    GameObject go = NGUITools.AddChild(gameObject, template);
                    go.transform.localPosition = new Vector3(padding + x * spacing, -padding - y * spacing, 0f);

                    MyUIItemSlot slot = go.GetComponent<MyUIItemSlot>();
                    if (slot != null)
                    {
                        slot.stor = this;
                        slot.num = count;
                    }

                    UISprite slotSprite = slot.transform.FindChild("Icon").GetComponent<UISprite>();
                    string spriteName = slotSprite.spriteName;
                    if (y == 1)
                    {
                        spriteName = "Orc Armor - Boots"; //添加不同的图片。便于测试
                    }
                    if (slotSprite != null && slotSprite.enabled)
                    {
                        mItems.Add(spriteName);
                    }
                    else mItems.Add(null);
                    count++;
                }
            }
        }
	}
}


 

背包项
 

using UnityEngine;
using System.Collections;

public class MyUIItemSlot : MonoBehaviour
{
    public MyPackItemStorage stor;
    public UISprite icon;
    public int num = 0;
    static int i = 0;
    static string mDraggedItem; //当前被点拾起的物品
    string curItem;//当前格子上的物品

    public string Replace(string go)
    {
        string mItem = stor.Replace(num, go);
        return mItem;
    }

    public string getItem
    {
        get
        {
            return stor.GetItems(num);
        }
    }

    void OnClick()
    {
        if (mDraggedItem != null)
        {
            OnDrop(null);
        }
        else 
            if (curItem != null)
            {
                mDraggedItem = Replace(null);
                UpdateCursor();
            }
    }

    void OnDrop(GameObject go)
    {
        string item = Replace(mDraggedItem);
        mDraggedItem = item;
        UpdateCursor();
    }

    void OnDrag(Vector3 delta)
    {
        if (mDraggedItem == null && curItem != null)
        {
            UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta;
            mDraggedItem = Replace(null);
            UpdateCursor();
        }
    }

    void UpdateCursor()
    {
        if (mDraggedItem != null)
            MyUICursor.Set(icon.atlas, mDraggedItem);
        else MyUICursor.Clear();
    }
	// Use this for initialization
	void Start () {
        Debug.Log("start");
	}
	
	// Update is called once per frame
	void Update () {
        string s = getItem;
        if (curItem != s)
        {
            curItem = s;
            if(curItem == null)
            {
                icon.enabled = false;
            }else
                if (icon!=null)
                {
                    icon.spriteName = curItem;
                    icon.enabled = true;
                    icon.MakePixelPerfect();
                }
        }
	}
}


鼠标控制操作

using UnityEngine;
using System.Collections;

public class MyUICursor : MonoBehaviour {
    static MyUICursor mInstance;
    public Camera mCamera;

    Transform mTransform;
    UISprite mSprite;

    UIAtlas mSpriteAtlas;
    string mSpriteName;

    void Awake() { mInstance = this; }
    void OnDestroy() { mInstance = null; }
	// Use this for initialization
	void Start () {
        mTransform = this.transform;
        mSprite = gameObject.transform.GetComponentInChildren<UISprite>();
        mSpriteAtlas = mSprite.atlas;
        mSpriteName = mSprite.spriteName;
        mSprite.depth = 100;
	}
	
	// Update is called once per frame
	void Update () {
        if (mSprite.atlas != null)
        {
            Vector3 pos = Input.mousePosition;
            if (mCamera != null)
            {
                pos.x = Mathf.Clamp01(pos.x / Screen.width);
                pos.y = Mathf.Clamp01(pos.y / Screen.height);
                mTransform.position = mCamera.ViewportToWorldPoint(pos);

                if (mCamera.isOrthoGraphic)
                {
                    mTransform.localPosition = NGUIMath.ApplyHalfPixelOffset(mTransform.localPosition, mTransform.localScale);
                }
            }
        }
	}

    static public void Set(UIAtlas atlas , string name)
    {
        if(mInstance != null)
        {
            mInstance.mSprite.atlas = atlas;
            mInstance.mSprite.spriteName = name;
            mInstance.mSprite.MakePixelPerfect();
            mInstance.Update();
        }
    }

    static public void Clear()
    {
        Set(mInstance.mSpriteAtlas, mInstance.mSpriteName);
    }
}



 

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