【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
教程源地址:https://www.udemy.com/course/2d-rpg-alexdev/
本章节实现了玩家属性栏,仓库,物品栏UI的制作
UI_StatSlot.cs
这个脚本是用来在Unity的UI上显示玩家属性(比如生命值或攻击力)的。
- 显示状态名称:
statName
用来存储属性名称,比如"Health"。在编辑器中修改这个名字时,它会自动显示在对应的UI文本框里。 - 显示状态值:
statValueText
是用来显示这个属性的数值(比如100生命值)。 - 初始化UI:
Start
方法会在游戏开始时更新UI,确保显示玩家的正确状态。 - 动态更新:
UpdateStatValueUI
方法可以随时调用,更新UI上显示的数值。它会通过PlayerManager
找到玩家的属性,然后把这个值显示在UI上。
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class UI_StatSlot : MonoBehaviour
{
[SerializeField] private string statName;
[SerializeField] private StatType statType;
[SerializeField] private TextMeshProUGUI statValueText;
[SerializeField] private TextMeshProUGUI statNameText;
private void OnValidate()
{
gameObject.name = "Stat - "+ statName;
if(statNameText != null)
statNameText.text = statName;
}
void Start()
{
UpdateStatValueUI();
}
public void UpdateStatValueUI()
{
PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();
if(playerStats !=null)
{
statValueText.text = playerStats.GetStat(statType).GetValue().ToString();
}
}
}
CharacterStats.cs
把状态类型移动到这个脚本
using System.Collections;
using UnityEngine;
public enum StatType//枚举 StatType 的定义
{
strength,
agility,
intelligence,
vitality,
damage,
critChance,
critPower,
health,
armor,
evasion,
magicRes,
fireDamage,
iceDamage,
lightingDamage
}
//10月25日
//10月26日
public class CharacterStats : MonoBehaviour
{
private EntityFX fx;
[Header("主属性")]
public Stat strength;//力量,1点增加1攻击力和%1爆伤
public Stat agility;//敏捷,1点增加1%闪避和%1暴击率
public Stat intelligence;//智力,1点增加1法术强度和%1魔抗
public Stat vitality;//活力,1点增加3生命值
[Header("攻击属性")]//offensive stats
public Stat damage;
public Stat critChance;//暴击率
public Stat critPower;//暴击伤害,默认%150
[Header("防守属性")]//defensive stats
public Stat maxHealth;
public Stat armor;//护甲
public Stat evasion;//闪避
public Stat magicResistance;//魔抗
[Header("魔法属性")]//magic stats
public Stat fireDamage;
public Stat iceDamage;
public Stat lightningDamage;
public bool isIgnited;//是否燃烧,持续伤害
public bool isChilled;//是否冻结,削弱护甲20%
public bool isShocked;//是否感电,减少命中率20%
[SerializeField] private float ailmentsDuration = 4;//异常状态持续时间
private float ignitedTimer;
private float chilledTimer;
private float shockedTimer;
private float igniteDamageCoolDown = .3f;//燃烧伤害间隔时间
private float igniteDamageTimer;//燃烧伤害计时器
private int igniteDamage;//燃烧伤害
[SerializeField] private GameObject shockStrikePrefab;
private int shockDamage;
public int currentHealth;
public System.Action onHealthChanged;
public bool isDead { get; private set; }
protected virtual void Start()
{
critPower.SetDefaultValue(150);//暴击伤害默认150%
currentHealth = GetMaxHealthValue();//一开始血条满的
fx = GetComponent<EntityFX>();
}
protected virtual void Update()
{
ignitedTimer -= Time.deltaTime;//燃烧时间减少
chilledTimer -= Time.deltaTime;
shockedTimer -= Time.deltaTime;
igniteDamageTimer -= Time.deltaTime;//燃烧伤害计时器减少
if (ignitedTimer < 0)
isIgnited = false;
if (chilledTimer < 0)
isChilled = false;
if (shockedTimer < 0)
isShocked = false;
if (isIgnited)
ApplyIgniteDamage();
}
public virtual void IncreaseStatBy(int _modifier, float _duration, Stat _statToModify)
{
StartCoroutine(StatModCoruntine(_modifier, _duration, _statToModify));
}
private IEnumerator StatModCoruntine(int _modifier, float _duration, Stat _statToModify)//加buff的协程
{
_statToModify.AddModifier(_modifier);//添加一个buff
yield return new WaitForSeconds(_duration);
_statToModify.RemoveModifier(_modifier);//移除一个buff
}
public virtual void DoDamage(CharacterStats _targetStats)//只是一次物理攻击
{
if (TargetCanAvoidAttack(_targetStats))
return;
int totalDamage = damage.GetValue() + strength.GetValue();
if (Cancrit())
{
//Debug.Log("Crit Hit");
totalDamage = CalculateCriticalDamage(totalDamage);
//Debug.Log(" 总的暴击伤害是"+ totalDamage);//Total crit damage is
}
totalDamage = CheckTargetArmor(_targetStats, totalDamage);
_targetStats.TakeDamage(totalDamage);//把造成的给到继承CharacterStats的类
DoMagicDamage(_targetStats);//如果普通攻击不想要魔法伤害移除
}
#region Magic Damage and ailments
public virtual void DoMagicDamage(CharacterStats _targetStats)//只是一次魔法攻击
{
int _fireDamage = fireDamage.GetValue();
int _iceDamage = iceDamage.GetValue();
int _lightningDamage = lightningDamage.GetValue();
int totalMagicalDamage = _fireDamage + _iceDamage + _lightningDamage + intelligence.GetValue();
totalMagicalDamage = CheckTargetResistance(_targetStats, totalMagicalDamage);
_targetStats.TakeDamage(totalMagicalDamage);//把造成的给到继承CharacterStats的类
//important
if (Mathf.Max(_fireDamage, _iceDamage, _lightningDamage) <= 0)//可以保证下面的while循环不会无限循环
return;
AttempToApplyAilements(_targetStats, _fireDamage, _iceDamage, _lightningDamage);
}
private void AttempToApplyAilements(CharacterStats _targetStats, int _fireDamage, int _iceDamage, int _lightningDamage)
{
//判断魔法伤害类型
bool canApplyIgnite = _fireDamage > _iceDamage && _fireDamage > _lightningDamage;
bool canApplyChill = _iceDamage > _fireDamage && _iceDamage > _lightningDamage;
bool canApplyShock = _lightningDamage > _fireDamage && _lightningDamage > _iceDamage;
while (!canApplyIgnite && !canApplyChill && !canApplyShock)
{
//三个if同时判断大小,可以完成一个随机属性伤害的boss
if (Random.value < .33f && _fireDamage > 0)//Random.value用于生成一个介于 0.0 和 1.0 之间的随机浮点数
{
canApplyIgnite = true;
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
//Debug.Log("ignited" );
return;
}
if (Random.value < .5f && _lightningDamage > 0)
{
canApplyShock = true;
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
//Debug.Log("shocked" );
return;
}
if (Random.value < .99f && _iceDamage > 0)
{
canApplyChill = true;
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
//Debug.Log("iced" );
return;
}
}
if (canApplyIgnite)
{
_targetStats.SetupIgniteDamage(Mathf.RoundToInt(_fireDamage * .2f));
}
if (canApplyShock)
{
_targetStats.SetupShockDamage(Mathf.RoundToInt(_lightningDamage * .1f));
}
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
}
public void ApplyAilments(bool _ignite, bool _chill, bool _shock)//应用异常状态
{
bool canApplyIgnite = !isIgnited && !isChilled && !isShocked;
bool canApplyChill = !isIgnited && !isChilled && !isShocked;
bool canApplyShock = !isIgnited && !isChilled;//没有其他异常状态才能进入一个异常状态
//if (isIgnited || isChilled || isShocked)//如果进入一个异常状态就不能进入其他状态了
// return;
if (_ignite && canApplyIgnite)
{
isIgnited = _ignite;
ignitedTimer = ailmentsDuration;
fx.IgniteFxFor(ailmentsDuration);
}
if (_chill && canApplyChill)
{
isChilled = _chill;
chilledTimer = ailmentsDuration;
float slowPercentage = .2f;//减速百分比
GetComponent<Entity>().SlowEntityBy(slowPercentage, ailmentsDuration);//减速20%
fx.ChillFxFor(ailmentsDuration);
}
if (_shock && canApplyShock)
{
if (!isShocked)
{
ApplyShock(_shock);
}
else
{
if (GetComponent<Player>() != null)//防止敌人打玩家自己被电
return;
HitNearsetTargerWithShockStrike();
}
}
}
public void ApplyShock(bool _shock)
{
if (isShocked)//已经进入感电就不如再次进入
return;
isShocked = _shock;
shockedTimer = ailmentsDuration;
fx.ShockFxFor(ailmentsDuration);
}
private void HitNearsetTargerWithShockStrike()
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 25);//碰撞体检测周围的敌人
float closestDistance = Mathf.Infinity;
Transform closestEnemy = null;
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null && Vector2.Distance(transform.position, hit.transform.position) > 1)//如果是敌人并且不是自己,防止自己被电
{
float distanceToEnemy = Vector2.Distance(transform.position, hit.transform.position);
if (distanceToEnemy < closestDistance)
{
closestDistance = distanceToEnemy;
closestEnemy = hit.transform;
}
}
if (closestEnemy == null)
closestEnemy = transform;
}
//寻找最近的敌人然后雷击
if (closestEnemy != null)
{
GameObject newShockStrike = Instantiate(shockStrikePrefab, transform.position, Quaternion.identity);
newShockStrike.GetComponent<ShockStrike_Controller>().Setup(shockDamage, closestEnemy.GetComponent<CharacterStats>());
}
}//闪电攻击附近的目标
private void ApplyIgniteDamage()
{
if (igniteDamageTimer < 0)
{
DecreaseHealthBy(igniteDamage);
//currentHealth -= igniteDamage;
if (currentHealth < 0 && !isDead)
Die();
igniteDamageTimer = igniteDamageCoolDown;
}
}
public void SetupIgniteDamage(int _damage) => igniteDamage = _damage;//设置燃烧伤害
public void SetupShockDamage(int _damage) => shockDamage = _damage;//设置感电伤害
#endregion
public virtual void TakeDamage(int _damage)//造成伤害函数,返回伤害值
{
DecreaseHealthBy(_damage);
GetComponent<Entity>().DamageImpact();
fx.StartCoroutine("FlashFX");
Debug.Log(_damage);
if (currentHealth < 0 && !isDead)
Die();//人被杀就会死
}
public virtual void IncreaseHealthBy(int _amount)//加血函数
{
currentHealth += _amount;
if (currentHealth > GetMaxHealthValue())
currentHealth = GetMaxHealthValue();
if (onHealthChanged != null)
onHealthChanged();
}
protected virtual void DecreaseHealthBy(int _damage)//受到伤害的数值变化
{
currentHealth -= _damage;
if (onHealthChanged != null)
onHealthChanged();
}
protected virtual void Die()
{
isDead = true;
}
#region Stat calculations
private int CheckTargetResistance(CharacterStats _targetStats, int totalMagicalDamage)//计算魔法伤害(魔抗
{
totalMagicalDamage -= _targetStats.magicResistance.GetValue() + (_targetStats.intelligence.GetValue() * 3);//减去魔抗值
totalMagicalDamage = Mathf.Clamp(totalMagicalDamage, 0, int.MaxValue);//Clamp限制血量数值
return totalMagicalDamage;
}
private int CheckTargetArmor(CharacterStats _targetStats, int totalDamage)//计算物理伤害(护甲
{
if (_targetStats.isChilled)
totalDamage -= Mathf.RoundToInt(_targetStats.armor.GetValue() * .8f);//减去对方的护甲值
else
totalDamage -= _targetStats.armor.GetValue();//减去对方的护甲值
totalDamage = Mathf.Clamp(totalDamage, 0, int.MaxValue);//最小值是0,最大值是int.MaxValue,防止别人打我加血
return totalDamage;
}
private bool TargetCanAvoidAttack(CharacterStats _targetStats)//检测闪避
{
int totalEvasion = _targetStats.evasion.GetValue() + _targetStats.agility.GetValue();//总的闪避率
if (isShocked)
totalEvasion += 20;
if (Random.Range(0, 100) < totalEvasion)
{
Debug.Log("Attack Avoided");
return true;
}
return false;
}
private bool Cancrit()//暴击检测
{
int totalCritChance = critChance.GetValue() + agility.GetValue();//总的暴击率
if (Random.Range(0, 100) < totalCritChance)
{
return true;
}
return false;
}
private int CalculateCriticalDamage(int _damage)//计算爆伤
{
float totalCritPower = (critPower.GetValue() + strength.GetValue()) * .01f;
//Debug.Log("总的暴击率: " + totalCritPower);//total crit power
float critDamage = _damage * totalCritPower;
//Debug.Log("取整之后的爆伤" + critDamage);//crit damage before round up
return Mathf.RoundToInt(critDamage);
}
public int GetMaxHealthValue()
{
return maxHealth.GetValue() + vitality.GetValue() * 5;
}//获取最大生命值
#endregion
public Stat GetStat(StatType _statType)//根据 buffType 返回需要修改的属性
{
if (_statType == StatType.strength) return strength;
else if (_statType == StatType.agility) return agility;
else if (_statType == StatType.intelligence) return intelligence;
else if (_statType == StatType.vitality) return vitality;
else if (_statType == StatType.damage) return damage;
else if (_statType == StatType.critChance) return critChance;
else if (_statType == StatType.critPower) return critPower;
else if (_statType == StatType.health) return maxHealth;
else if (_statType == StatType.armor) return armor;
else if (_statType == StatType.evasion) return evasion;
else if (_statType == StatType.magicRes) return magicResistance;
else if (_statType == StatType.fireDamage) return fireDamage;
else if (_statType == StatType.iceDamage) return iceDamage;
else if (_statType == StatType.lightingDamage) return lightningDamage;
else return null;
}
}
Buff_Effect.cs
using UnityEngine;
//2024年11月11日
[CreateAssetMenu(fileName = "Buff Effect", menuName = "Data/Item effect/Buff effect")]
public class Buff_Effect : ItemEffect
{
private PlayerStats stats;
[SerializeField] private StatType buffType;// Buff 的类型
[SerializeField] private int buffAmount; // Buff 的增加量
[SerializeField] private float buffDuration;// Buff 持续时间
public override void ExcuteEffect(Transform _enemyPositon)
{
stats = PlayerManager.instance.player.GetComponent<PlayerStats>();//相当于获得了CharacterStats的引用
stats.IncreaseStatBy(buffAmount, buffDuration, stats.GetStat(buffType));
}
}
Inventory.cs
更新部分
[SerializeField] private Transform statSlotParent;
private UI_StatSlot[] statSlot;
private void Start()//初始实例化
{
inventoryItems = new List<InventoryItem>();
inventoryDictionary = new Dictionary<ItemData, InventoryItem>();
stash = new List<InventoryItem>();
stashDictionary = new Dictionary<ItemData, InventoryItem>();
equipment = new List<InventoryItem>();
equipmentDictionary = new Dictionary<ItemData_Equipment, InventoryItem>();
//同时获取UI中对应的物品槽
//获得起始的脚本
inventoryItemSlot = inventorySlotParent.GetComponentsInChildren<UI_ItemSlot>();
stashItemSlot = stashSlotParent.GetComponentsInChildren<UI_ItemSlot>();
equipmentSlot = equipmentSlotParent.GetComponentsInChildren<UI_EquipmentSlot>();
statSlot = statSlotParent.GetComponentsInChildren<UI_StatSlot>();
AddStartingItems();
}
using System.Collections.Generic;
using UnityEngine;
//放在创建仓库的empyty对象上,就是仓库的运行函数
public class Inventory : MonoBehaviour
{
public static Inventory instance;//单例模式
public List<ItemData> startingItems;//初始装备
//两种关键的存贮结构
//List:存储玩家的装备、仓库物品、储藏室物品等
//Dictionary:存储每个物品的数据以及物品在仓库中的具体信息,例如物品的堆叠数量
public List<InventoryItem> equipment;
public Dictionary<ItemData_Equipment, InventoryItem> equipmentDictionary;
public List<InventoryItem> inventoryItems;
public Dictionary<ItemData, InventoryItem> inventoryDictionary;
public List<InventoryItem> stash;
public Dictionary<ItemData, InventoryItem> stashDictionary;
//UI物品槽管理:通过以下代码将游戏中的物品槽和UI界面上的物品槽关联起来
[Header("仓库UI")]//Inventory UI
[SerializeField] private Transform inventorySlotParent;//位置
[SerializeField] private Transform stashSlotParent;
[SerializeField] private Transform equipmentSlotParent;
[SerializeField] private Transform statSlotParent;
//物品和材料的存贮位置分开
private UI_ItemSlot[] inventoryItemSlot;
private UI_ItemSlot[] stashItemSlot;//储藏室
private UI_EquipmentSlot[] equipmentSlot;//装备
private UI_StatSlot[] statSlot;
[Header("物品冷却")]
private float lastTimeUsedFlask;
private float lastTimeUsedArmor;
//P122解决一开始不能用物品的问题,因为一开始冷却被赋值,使用了currentFlask.itemCoolDown
private float flaskCoolDown;
private float armorCoolDown;
private void Awake()
{
if (instance == null)
instance = this;
else
Destroy(gameObject);//防止从一个地方到另一个地方
}
private void Start()//初始实例化
{
inventoryItems = new List<InventoryItem>();
inventoryDictionary = new Dictionary<ItemData, InventoryItem>();
stash = new List<InventoryItem>();
stashDictionary = new Dictionary<ItemData, InventoryItem>();
equipment = new List<InventoryItem>();
equipmentDictionary = new Dictionary<ItemData_Equipment, InventoryItem>();
//同时获取UI中对应的物品槽
//获得起始的脚本
inventoryItemSlot = inventorySlotParent.GetComponentsInChildren<UI_ItemSlot>();
stashItemSlot = stashSlotParent.GetComponentsInChildren<UI_ItemSlot>();
equipmentSlot = equipmentSlotParent.GetComponentsInChildren<UI_EquipmentSlot>();
statSlot = statSlotParent.GetComponentsInChildren<UI_StatSlot>();
AddStartingItems();
}
private void AddStartingItems()//添加初始物品
{
for (int i = 0; i < startingItems.Count; i++)
{
AddItem(startingItems[i]);
}
}
public void EquipItem(ItemData _item)//把一个物品装备到角色身上
{
ItemData_Equipment newEquipment = _item as ItemData_Equipment;//把 _item 对象转换为 ItemData_Equipment 类型,表示它是一个装备物品
InventoryItem newItem = new InventoryItem(newEquipment); //把 ItemData 对象转换为 InventoryItem 对象
ItemData_Equipment oldEquipment = null;//要删除的物品
foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//遍历装备字典
{
if (item.Key.equipmentType == newEquipment.equipmentType)//如果装备类型相同
oldEquipment = item.Key;//删除该装备
}
if (oldEquipment != null)
{
UnequipItem(oldEquipment);
AddItem(oldEquipment);//把要删除的物品放回仓库
}
equipment.Add(newItem);
equipmentDictionary.Add(newEquipment, newItem);
newEquipment.AddModifiers();//添加装备属性
RemoveItem(_item);
UpdataSlotsUI();
}
public void UnequipItem(ItemData_Equipment itemToRemove)//移除装备函数
{
if (equipmentDictionary.TryGetValue(itemToRemove, out InventoryItem value))
{
equipment.Remove(value);
equipmentDictionary.Remove(itemToRemove);
itemToRemove.RemoveModifiers();
}
}
private void UpdataSlotsUI()//更新UI物体的数量
{
// 更新装备槽
for (int i = 0; i < equipmentSlot.Length; i++)//将装备物品槽与一个装备字典中的物品进行匹配,并根据匹配结果更新物品槽的内容
{
foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//遍历装备字典
{
if (item.Key.equipmentType == equipmentSlot[i].slotType)//这个条件用于确保物品能放入正确的槽位中
equipmentSlot[i].UpdataSlot(item.Value);
}
}
// 清空并更新仓库和储藏室的物品槽
for (int i = 0; i < inventoryItemSlot.Length; i++)//仓库物品槽
{
inventoryItemSlot[i].CleanUpSlot();
}
for (int i = 0; i < stashItemSlot.Length; i++)//储藏室中的物品槽
{
stashItemSlot[i].CleanUpSlot();
}
// 重新填充仓库和储藏室
for (int i = 0; i < inventoryItems.Count; i++)
{
inventoryItemSlot[i].UpdataSlot(inventoryItems[i]);
}
for (int i = 0; i < stash.Count; i++)
{
stashItemSlot[i].UpdataSlot(stash[i]);
}
//更新属性槽
for (int i = 0; i < statSlot.Length; i++)
{
statSlot[i].UpdateStatValueUI();
}
}
public void AddItem(ItemData _item)//据物品类型,将物品添加到仓库(inventory)或者储藏室(stash)
{
if (_item.itemType == ItemType.Equipment)
{
AddToInventory(_item);
}
else if (_item.itemType == ItemType.Material)
{
AddToStash(_item);
}
UpdataSlotsUI();
}
private void AddToStash(ItemData _item)
{
if (stashDictionary.TryGetValue(_item, out InventoryItem value))
{
value.AddStack();
}
else
{
InventoryItem newItem = new InventoryItem(_item);
stash.Add(newItem);
stashDictionary.Add(_item, newItem);
}
}
private void AddToInventory(ItemData _item)
{
if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))//字典中检查仓库中是否有这个物品,具体查找的是ItemData,out InventoryItem value如果找,返回与该键相关联的值
{
value.AddStack();//如果物品已经存在于库存中,则增加其堆叠数量
}
else
{
InventoryItem newItem = new InventoryItem(_item);//如果物品不存在,则创建一个新的 InventoryItem
inventoryItems.Add(newItem);
inventoryDictionary.Add(_item, newItem);
}
}//检查物品是否已经在仓库里,如果存在则增加堆叠数量,如果不存在则创建新的物品对象并加入仓库
public void RemoveItem(ItemData _item)
{
if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))
{
if (value.stackSize <= 1)
{
inventoryItems.Remove(value);
inventoryDictionary.Remove(_item);
}
else
{
value.RemoveStack();
}
}
if (stashDictionary.TryGetValue(_item, out InventoryItem stashValue))
{
if (stashValue.stackSize <= 1)//如果物品的堆叠数量小于等于1,则从库存中删除该物品
{
stash.Remove(stashValue);
stashDictionary.Remove(_item);
}
else
{
stashValue.RemoveStack();//否则就减少堆寨数量
}
}
UpdataSlotsUI();
}
public bool CanCraft(ItemData_Equipment _itemToCraft, List<InventoryItem> _requiredMaterials)//判断是否可以合成的函数
{
List<InventoryItem> materialsToRemove = new List<InventoryItem>();
for (int i = 0; i < _requiredMaterials.Count; i++)
{
if (stashDictionary.TryGetValue(_requiredMaterials[i].data, out InventoryItem stashValue))//如果储藏室中没有所需材料
{
if (stashValue.stackSize < _requiredMaterials[i].stackSize)//数量是否足够
{
Debug.Log("没有足够的材料");
return false;
}
else
{
materialsToRemove.Add(stashValue);
}
}
else
{
Debug.Log("没有足够的材料");
return false;
}
}
for (int i = 0; i < materialsToRemove.Count; i++)//使用了就从临时仓库中移除
{
RemoveItem(materialsToRemove[i].data);
}
AddItem(_itemToCraft);
Debug.Log("这里是你的物品" + _itemToCraft.name);
return true;
}
public List<InventoryItem> GetEquipmentList() => equipment;//获取装备列表
public List<InventoryItem> GetStashList() => stash;//获取仓库列表
public ItemData_Equipment GetEquipment(EquipmentType _type)//获取装备
{
ItemData_Equipment equipedItem = null;
foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//遍历装备字典
{
if (item.Key.equipmentType == _type)//如果装备类型相同
equipedItem = item.Key;//删除该装备
}
return equipedItem;
}
public void UseFlask()//使用药水的函数
{
ItemData_Equipment currentFlask = GetEquipment(EquipmentType.Flask);//获取当前的药水
if (currentFlask == null)
return;
bool canUseFlask = Time.time > lastTimeUsedFlask + flaskCoolDown;//判断是否可以使用药水
if (canUseFlask)
{
flaskCoolDown = currentFlask.itemCoolDown;//重置冷却时间,一开始就可以使用物品
currentFlask.Effect(null);
lastTimeUsedFlask = Time.time;
}
else
Debug.Log("药水冷却中");
}
public bool CanUseArmor()
{
ItemData_Equipment currentArmor = GetEquipment(EquipmentType.Armor);//获取当前装备的护甲信息。
if (Time.time > lastTimeUsedArmor + armorCoolDown)
{
//更新冷却时间和使用时间
armorCoolDown = currentArmor.itemCoolDown;
lastTimeUsedArmor = Time.time;
return true;
}
Debug.Log("护甲正在冷却中");
return false;
}
//private void Updata()
//{
// Debug.Log(Time.time);
//}
}
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