学习游戏制作记录(制作系统与物品掉落系统)8.16
1.制作系统
在游戏里我们可以通过材料来制作装备,当我们点击合成表中的装备时,它会检测我们是否有足够的材料数量来制作
创建相应的物品槽
ItemData_Equipment脚本:
[Header("Crafting Requiring")]
public List<InventoryItem> craftingMaterials;//需要材料的列表
Inventory脚本:
public bool canCraft(ItemData_Equipment _itemToCraft,List<InventoryItem> _requireMaterials)//是否可以制作
{
List<InventoryItem> MaterialToRemove = new List<InventoryItem>();//用来保存删除的材料
for(int i =0;i<_requireMaterials.Count;i++)
{
if (stashItemsDictionary.TryGetValue(_requireMaterials[i].data, out InventoryItem stashValue))//检查玩家材料列表
{
if(stashValue.stackSize < _requireMaterials[i].stackSize)
{
Debug.Log("Not enough Materials");
return false;
}
else//如果有足够的材料
{
MaterialToRemove.Add(_requireMaterials[i]);//添加到删除列表
}
}
else
{
Debug.Log("Not enough Materials");
return false;
}
}
for(int i=0;i<MaterialToRemove.Count;i++)//删除
{
if (stashItemsDictionary.TryGetValue(MaterialToRemove[i].data, out InventoryItem value))
{
value.stackSize -= MaterialToRemove[i].stackSize;
if (value.stackSize < 1)
{
stash.Remove(value);
stashItemsDictionary.Remove(MaterialToRemove[i].data);
}
}
}
UpdataSlotUI();
AddItem(_itemToCraft);//将合成的装备添加到装备列表
Debug.Log("here is" + _itemToCraft.ItemName);
return true;
}
创建UI_craftSlot脚本:
private void OnEnable()
{
UpdataSlot(Item);//更新
}
public override void OnPointerDown(PointerEventData eventData)
{
if (Item == null)
{
return;
}
if (eventData.pointerCurrentRaycast.gameObject == gameObject)
{
ItemData_Equipment craftData = Item.data as ItemData_Equipment;
Inventory.instance.canCraft(craftData, craftData.craftingMaterials);//调用合成
}
}
2.实现敌人掉落指定物品
为物品添加一个子对象名为触发器,它专门负责拾取
为物品本身添加2D刚体,我们希望物品掉落时有随机速度
添加Item层级确保人物不会和物品碰撞
制作为预制体
ItemObject脚本:
[SerializeField] private Rigidbody2D rb;
[SerializeField] private Vector2 velocity;
[SerializeField] private ItemData itemData;
private void SetupVisuals()
{
if (itemData == null)
return;
GetComponent<SpriteRenderer>().sprite = itemData.icon;
gameObject.name = "Item Object -" + itemData.ItemName;
}
public void SetupItem(ItemData _itemData,Vector2 velocity)//设置物品数据和速度
{
itemData = _itemData;
rb.velocity = velocity;
SetupVisuals();
}
public void PickupObject()//拾取函数
{
Inventory.instance.AddItem(itemData);
Destroy(gameObject);
}
创建ItemObject_Trigger脚本:
private ItemObject myItemObject =>GetComponentInParent<ItemObject>();//获取物品脚本
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.GetComponent<Player>() != null)
{
myItemObject.PickupObject();//实现拾取
}
}
创建ItemDrop脚本挂载在敌人上:
[SerializeField] private GameObject dropprefeb;
[SerializeField] private ItemData item;//数据
public void DropItem()
{
GameObject newDrop =Instantiate(dropprefeb,transform.position,Quaternion.identity);
Vector2 randomVelocity = new Vector2(Random.Range(-5, 5), Random.Range(15, 20));//设置随机速度
newDrop.GetComponent<ItemObject>().SetupItem(item, randomVelocity);
}
EnemyStats脚本:
private ItemDrop myDropSystem;//获取掉落系统
{
ApplyLevelModifier();
base.Start();
enemy = GetComponent<Enemy>();
myDropSystem = GetComponent<ItemDrop>();
}
protected override void Die()//死亡时触发掉落函数
{
base.Die();
enemy.Die();
myDropSystem.DropItem();
}
3.实现敌人的随机掉落
ItemData脚本:
[Range(0, 100)]
public float dropChance;//添加掉落几率
ItemDrop脚本:
[SerializeField] private int possibleItemDrop;//掉落的数量
[SerializeField] private ItemData[] possibleDrop;//可能掉落的物品
private List<ItemData> dropList =new List<ItemData>();//实际上掉落物品的列表
public void GenerateDrop()//生成掉落
{
for(int i = 0; i < possibleDrop.Length; i++)//从可能掉落的物品中筛选
{
if (Random.Range(0, 100) < possibleDrop[i].dropChance)
{
dropList.Add(possibleDrop[i]);//加入到掉落列表
}
}
for(int i = 0;i < dropList.Count; i++)
{
ItemData newItem = dropList[Random.Range(0, dropList.Count - i)];//随机掉落
dropList.Remove(newItem);
DropItem(newItem);//生成物品
}
}
public void DropItem(ItemData _item)//修改传入参数
{
GameObject newDrop = Instantiate(dropprefeb, transform.position, Quaternion.identity);
Vector2 randomVelocity = new Vector2(Random.Range(-5, 5), Random.Range(15, 20));
newDrop.GetComponent<ItemObject>().SetupItem(_item, randomVelocity);
}
EnemyStats脚本:
protected override void Die()
{
base.Die();
enemy.Die();
myDropSystem.GenerateDrop();//死亡调用
}