1、目标
当在库存栏中选择道具时,Slot会红色高亮,表明一个道具已被选中。再次点击道具红色高亮消失。
2、优化InventoryManager.cs脚本
(1)新建被选中项目的变量
我们允许有多个库存列表,比如属于player的即库存栏中,也有chest(未使用过)的。
库存列表位于一个按库存位置索引的数组中。
新增一个变量表明对应库存位置索引下被选中的物品code。
private int[] selectedInventoryItem; // the index of the array is the inventory list, and the value is the item code,表明每个位置对应被选中物品的code
其在Awake中的初始化如下:
// Initialize selected inventory item array
selectedInventoryItem = new int[(int)InventoryLocation.count];
for(int i = 0; i < selectedInventoryItem.Length; i++)
{
selectedInventoryItem[i] = -1;
}
其中:
- InventoryLocation为枚举类。
- -1表示没有选中任何项目
(2)添加选中项目的函数
public void SetSelectedInventoryItem(InventoryLocation inventoryLocation, int itemCode)
{
selectedInventoryItem[(int)inventoryLocation] = itemCode;
}
(3)添加删除项目的函数
public void ClearSelectedInventoryItem(InventoryLocation inventoryLocation)
{
selectedInventoryItem[(int)inventoryLocation] = -1;
}
此时InventoryManager.cs中的完整代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryManager : SingletonMonobehaviour<InventoryManager>
{
private Dictionary<int, ItemDetails> itemDetailsDictionary;
private int[] selectedInventoryItem; // the index of the array is the inventory list, and the value is the item code,表明每个位置对应被选中物品的code
public List<InventoryItem>[] inventoryLists; // 每个位置的库存清单
// 每个位置的库存数。 The index of the array is the inventory list(from the
// InventoryLocation enum), and the value is the capacity of that inventory list
[HideInInspector] public int[] inventoryListCapacityIntArray;
[SerializeField] private SO_ItemList itemList = null;
protected override void Awake()
{
base.Awake();
// Create Inventory lists
CreateInventoryLists();
// Create item details dictionary
CreateItemDetailsDictionary();
// Initialize selected inventory item array
selectedInventoryItem = new int[(int)InventoryLocation.count];
for(int i = 0; i < selectedInventoryItem.Length; i++)
{
selectedInventoryItem[i] = -1;
}
}
private void CreateInventoryLists()
{
inventoryLists = new List<InventoryItem>[(int)InventoryLocation.count];
for (int i = 0; i < (int)InventoryLocation.count; i++)
{
inventoryLists[i] = new List<InventoryItem>();
}
// initialize inventory list capacity array
inventoryListCapacityIntArray = new int[(int)InventoryLocation.count];
// initialize player inventory list capacity
inventoryListCapacityIntArray[(int)InventoryLocation.player] = Settings.playerInitialInventoryCapacity;
}
/// <summary>
/// Populates the itemDetailsDictionary from the scriptable object items list
/// </summary>
private void CreateItemDetailsDictionary()
{
itemDetailsDictionary = new Dictionary<int, ItemDetails>();
foreach (ItemDetails itemDetails in itemList.itemDetails)
{
itemDetailsDictionary.Add(itemDetails.itemCode, itemDetails);
}
}
/// <summary>
/// Add an item to the inventory list for the inventoryLocation and then destroy the gameObjectToDelete
/// 角色拾取到物品后,物品需要消失掉
/// </summary>
/// <param name="inventoryLocation"></param>
/// <param name="item"></param>
/// <param name="gameObjectToDelete"></param>
public void AddItem(InventoryLocation inventoryLocation, Item item, GameObject gameObjectToDelete)
{
AddItem(inventoryLocation, item);
Destroy(gameObjectToDelete);
}
/// <summary>
/// Add an item to the inventory list for the inventoryLocation
/// </summary>
/// <param name="inventoryLocation"></param>
/// <param name="item"></param>
public void AddItem(InventoryLocation inventoryLocation, Item item)
{
int itemCode = item.ItemCode;
List<InventoryItem> inventoryList = inventoryLists[(int)inventoryLocation];
// Check if inventory already contains the item
int itemPosition = FindItemInInventory(inventoryLocation, itemCode);
if(itemPosition != -1)
{
AddItemPosition(inventoryList, itemCode, itemPosition);
}
else
{
AddItemPosition(inventoryList, itemCode);
}
// Send event that inventory has been updated
EventHandler.CallInventoryUpdatedEvent(inventoryLocation, inventoryLists[(int)inventoryLocation]);
}
/// <summary>
/// Add item to position in the inventory
/// </summary>
/// <param name="inventoryList"></param>
/// <param name="itemCode"></param>
/// <param name="position"></param>
/// <exception cref="NotImplementedException"></exception>
private void AddItemPosition(List<InventoryItem> inventoryList, int itemCode, int position)
{
InventoryItem inventoryItem = new InventoryItem();
int quantity = inventoryList[position].itemQuantity + 1;
inventoryItem.itemQuantity = quantity;
inventoryItem.itemCode = itemCode;
inventoryList[position] = inventoryItem;
Debug.ClearDeveloperConsole();
//DebugPrintInventoryList(inventoryList);
}
/// <summary>
/// Get the item type description for an item type - returns the item type description as a string for a given ItemType
/// </summary>
/// <param name="itemType"></param>
/// <returns></returns>
public string GetItemTypeDescription(ItemType itemType)
{
string itemTypeDescription;
switch (itemType)
{
case ItemType.Breaking_tool:
itemTypeDescription = Settings.BreakingTool;
break;
case ItemType.Chopping_tool:
itemTypeDescription = Settings.ChoppingTool;
break;
case ItemType.Hoeing_tool:
itemTypeDescription = Settings.HoeingTool;
break;
case ItemType.Reaping_tool:
itemTypeDescription = Settings.ReapingTool;
break;
case ItemType.Watering_tool:
itemTypeDescription = Settings.WateringTool;
break;
case ItemType.Collecting_tool:
itemTypeDescription = Settings.CollectingTool;
break;
default:
itemTypeDescription = itemType.ToString();
break;
}
return itemTypeDescription;
}
/// <summary>
/// Remove an item from the inventory, and create a game object at the position it was dropped
/// </summary>
/// <param name="inventoryLocation"></param>
/// <param name="itemCode"></param>
public void RemoveItem(InventoryLocation inventoryLocation, int itemCode)
{
List<InventoryItem> inventoryList = inventoryLists[(int)inventoryLocation];
// Check if inventory already contains the item
int itemPosition = FindItemInInventory(inventoryLocation, itemCode);
if(itemPosition != -1)
{
RemoveItemAtPosition(inventoryList, itemCode, itemPosition);
}
// Send event that inventory has been updated
EventHandler.CallInventoryUpdatedEvent(inventoryLocation, inventoryLists[(int)inventoryLocation]);
}
private void RemoveItemAtPosition(List<InventoryItem> inventoryList, int itemCode, int position)
{
InventoryItem inventoryItem = new InventoryItem();
int quantity = inventoryList[position].itemQuantity - 1;
if(quantity > 0)
{
inventoryItem.itemQuantity = quantity;
inventoryItem.itemCode = itemCode;
inventoryList[position] = inventoryItem;
}
else
{
inventoryList.RemoveAt(position);
}
}
/// <summary>
/// Swap item at fromItem index with item at toItem index in inventoryLocation inventory list
/// </summary>
/// <param name="inventoryLocation"></param>
/// <param name="fromItem"></param>
/// <param name="toItem"></param>
public void SwapInventoryItems(InventoryLocation inventoryLocation, int fromItem, int toItem)
{
// if fromItem index and toItemIndex are within the bounds of the list, not the same, and greater than or equal to zero
if(fromItem < inventoryLists[(int)inventoryLocation].Count && toItem < inventoryLists[(int)inventoryLocation].Count
&& fromItem != toItem && fromItem >= 0 && toItem >= 0)
{
InventoryItem fromInventoryItem = inventoryLists[(int)inventoryLocation][fromItem];
InventoryItem toInventoryItem = inventoryLists[(int)inventoryLocation][toItem];
inventoryLists[(int)inventoryLocation][toItem] = fromInventoryItem;
inventoryLists[(int)inventoryLocation][fromItem] = toInventoryItem;
// Send event that inventory has been updated
EventHandler.CallInventoryUpdatedEvent(inventoryLocation, inventoryLists[(int)inventoryLocation]);
}
}
private void DebugPrintInventoryList(List<InventoryItem> inventoryList)
{
foreach(InventoryItem inventoryItem in inventoryList)
{
Debug.Log("Item Description:" + InventoryManager.Instance.GetItemDetails(inventoryItem.itemCode).itemDescription + " Item Quantity:" + inventoryItem.itemQuantity);
}
Debug.Log("*******************************************************************************");
}
/// <summary>
/// Add item to the end of the inventory
/// </summary>
/// <param name="inventoryList"></param>
/// <param name="itemCode"></param>
/// <exception cref="NotImplementedException"></exception>
private void AddItemPosition(List<InventoryItem> inventoryList, int itemCode)
{
InventoryItem inventoryItem = new InventoryItem();
inventoryItem.itemCode = itemCode;
inventoryItem.itemQuantity = 1;
inventoryList.Add(inventoryItem);
//DebugPrintInventoryList(inventoryList);
}
/// <summary>
/// Find if an itemCode is already in the inventory. Returns the item position
/// in the inventory list, or -1 if the item is not in the inventory
/// </summary>
/// <param name="inventoryLocation"></param>
/// <param name="itemCode"></param>
/// <returns></returns>
/// <exception cref="NotImplementedException"></exception>
public int FindItemInInventory(InventoryLocation inventoryLocation, int itemCode)
{
List<InventoryItem> inventoryList = inventoryLists[(int)inventoryLocation];
for (int i = 0; i < inventoryList.Count; i++)
{
if(inventoryList[i].itemCode == itemCode)
{
return i;
}
}
return -1;
}
/// <summary>
/// Returns the itemDetails (from the SO_ItemList) for the itemCode, or null if the item doesn't exist
/// </summary>
/// <param name="itemCode"></param>
/// <returns></returns>
public ItemDetails GetItemDetails(int itemCode)
{
ItemDetails itemDetails;
if(itemDetailsDictionary.TryGetValue(itemCode, out itemDetails))
{
return itemDetails;
}
else
{
return null;
}
}
/// <summary>
/// Set the selected inventory item for inventoryLocation to itemCode
/// </summary>
/// <param name="inventoryLocation"></param>
/// <param name="itemCode"></param>
public void SetSelectedInventoryItem(InventoryLocation inventoryLocation, int itemCode)
{
selectedInventoryItem[(int)inventoryLocation] = itemCode;
}
/// <summary>
/// Clear the selected inventory item for inventoryLocation
/// </summary>
/// <param name="inventoryLocation"></param>
public void ClearSelectedInventoryItem(InventoryLocation inventoryLocation)
{
selectedInventoryItem[(int)inventoryLocation] = -1;
}
}
3、优化UIInventoryBar.cs脚本
(1)清除选中高亮特效
添加Bar中清除所有选中的红色高亮框的函数:
/// <summary>
/// Clear all highlight from the inventory bar
/// </summary>
public void ClearHighlightOnInventorySlots()
{
if (inventorySlot.Length > 0)
{
// loop through inventory slots and clear highlight sprites
for (int i = 0; i < inventorySlot.Length; i++)
{
if (inventorySlot[i].isSelected)
{
inventorySlot[i].isSelected = false;
inventorySlot[i].inventorySlotHighlight.color = new Color(0f, 0f, 0f, 0f);
// Update inventory to show item as not selected
InventoryManager.Instance.ClearSelectedInventoryItem(InventoryLocation.player);
}
}
}
}
(2)增加选中高亮特效
/// <summary>
/// Set the selected highlight if set on all inventory item positions
/// </summary>
public void SetHighlightedInventorySlots()
{
if(inventorySlot.Length > 0)
{
// loop through inventory slots and set highlight sprites
for(int i = 0; i < inventorySlot.Length; i++)
{
SetHighlightedInventorySlots(i);
}
}
}
/// <summary>
/// Set the selected highlight if set on an inventory item for a given slot item position
/// </summary>
/// <param name="itemPosition"></param>
public void SetHighlightedInventorySlots(int itemPosition)
{
if(inventorySlot.Length > 0 && inventorySlot[itemPosition].itemDetails != null)
{
if (inventorySlot[itemPosition].isSelected)
{
inventorySlot[itemPosition].inventorySlotHighlight.color = new Color(1f, 1f, 1f, 1f);
// Update inventory to show item as selected
InventoryManager.Instance.SetSelectedInventoryItem(InventoryLocation.player, inventorySlot[itemPosition].itemDetails.itemCode);
}
}
}
在InventoryUpdated函数中增加SetHighlightedInventorySlots()的调用。
此时UIInventoryBar.cs的完整代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIInventoryBar : MonoBehaviour
{
[SerializeField] private Sprite blank16x16sprite = null; // 插槽默认图案
[SerializeField] private UIInventorySlot[] inventorySlot = null; // 所有插槽集合
public GameObject inventoryBarDraggedItem;
[HideInInspector] public GameObject inventoryTextBoxGameobject;
private RectTransform rectTransform;
private bool _isInventoryBarPositionBottom = true;
public bool IsInventoryBarPositionBottom { get { return _isInventoryBarPositionBottom;} set { _isInventoryBarPositionBottom = value; } }
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
}
private void OnDisable()
{
EventHandler.InventoryUpdatedEvent -= InventoryUpdated;
}
private void InventoryUpdated(InventoryLocation inventoryLocation, List<InventoryItem> inventoryList)
{
if (inventoryLocation == InventoryLocation.player)
{
ClearInventorySlots();
if (inventorySlot.Length > 0 && inventoryList.Count > 0)
{
for (int i = 0; i < inventorySlot.Length; i++)
{
if (i < inventoryList.Count)
{
int itemCode = inventoryList[i].itemCode;
ItemDetails itemDetails = InventoryManager.Instance.GetItemDetails(itemCode);
if (itemDetails != null)
{
// add images and details to inventory item slot
inventorySlot[i].inventorySlotImage.sprite = itemDetails.itemSprite;
inventorySlot[i].textMeshProUGUI.text = inventoryList[i].itemQuantity.ToString();
inventorySlot[i].itemDetails = itemDetails;
inventorySlot[i].itemQuantity = inventoryList[i].itemQuantity;
SetHighlightedInventorySlots(i);
}
}
else
{
break;
}
}
}
}
}
private void ClearInventorySlots()
{
if(inventorySlot.Length > 0)
{
// loop through inventory slots and update with blank sprite
for(int i = 0; i < inventorySlot.Length; i++)
{
inventorySlot[i].inventorySlotImage.sprite = blank16x16sprite;
inventorySlot[i].textMeshProUGUI.text = "";
inventorySlot[i].itemDetails = null;
inventorySlot[i].itemQuantity = 0;
}
}
}
private void OnEnable()
{
EventHandler.InventoryUpdatedEvent += InventoryUpdated;
}
private void Update()
{
// Switch inventory bar position depending on player position
SwitchInventoryBarPosition();
}
private void SwitchInventoryBarPosition()
{
Vector3 playerViewportPosition = Player.Instance.GetPlayerViewportPosition();
if (playerViewportPosition.y > 0.3f && IsInventoryBarPositionBottom == false)
{
rectTransform.pivot = new Vector2(0.5f, 0f);
rectTransform.anchorMin = new Vector2(0.5f, 0f);
rectTransform.anchorMax = new Vector2(0.5f, 0f);
rectTransform.anchoredPosition = new Vector2(0f, 2.5f);
IsInventoryBarPositionBottom = true;
}
else if (playerViewportPosition.y <= 0.3f && IsInventoryBarPositionBottom == true)
{
rectTransform.pivot = new Vector2(0.5f, 1f);
rectTransform.anchorMin = new Vector2(0.5f, 1f);
rectTransform.anchorMax = new Vector2(0.5f, 1f);
rectTransform.anchoredPosition = new Vector2(0f, -2.5f);
IsInventoryBarPositionBottom = false;
}
}
/// <summary>
/// Clear all highlight from the inventory bar
/// </summary>
public void ClearHighlightOnInventorySlots()
{
if (inventorySlot.Length > 0)
{
// loop through inventory slots and clear highlight sprites
for (int i = 0; i < inventorySlot.Length; i++)
{
if (inventorySlot[i].isSelected)
{
inventorySlot[i].isSelected = false;
inventorySlot[i].inventorySlotHighlight.color = new Color(0f, 0f, 0f, 0f);
// Update inventory to show item as not selected
InventoryManager.Instance.ClearSelectedInventoryItem(InventoryLocation.player);
}
}
}
}
/// <summary>
/// Set the selected highlight if set on all inventory item positions
/// </summary>
public void SetHighlightedInventorySlots()
{
if(inventorySlot.Length > 0)
{
// loop through inventory slots and set highlight sprites
for(int i = 0; i < inventorySlot.Length; i++)
{
SetHighlightedInventorySlots(i);
}
}
}
/// <summary>
/// Set the selected highlight if set on an inventory item for a given slot item position
/// </summary>
/// <param name="itemPosition"></param>
public void SetHighlightedInventorySlots(int itemPosition)
{
if(inventorySlot.Length > 0 && inventorySlot[itemPosition].itemDetails != null)
{
if (inventorySlot[itemPosition].isSelected)
{
inventorySlot[itemPosition].inventorySlotHighlight.color = new Color(1f, 1f, 1f, 1f);
// Update inventory to show item as selected
InventoryManager.Instance.SetSelectedInventoryItem(InventoryLocation.player, inventorySlot[itemPosition].itemDetails.itemCode);
}
}
}
}
4、优化UIInventorySlot.cs脚本
(1)新增Slot是否被选中的变量
[HideInInspector] public bool isSelected = false;
(2)添加IPointerClickHandler处理函数
处理在Slot上的鼠标点击事件。
public void OnPointerClick(PointerEventData eventData)
{
// if left click
if (eventData.button == PointerEventData.InputButton.Left)
{
// if inventory slot currently selected then deselect
if (isSelected == true)
{
ClearSelectedItem();
}
else // 未被选中且有东西则显示选中的效果
{
if(itemQuantity > 0)
{
SetSelectedItem();
}
}
}
}
/// <summary>
/// Set this inventory slot item to be selected
/// </summary>
private void SetSelectedItem()
{
// Clear currently highlighted items
inventoryBar.ClearHighlightOnInventorySlots();
// Highlight item on inventory bar
isSelected = true;
// Set highlighted inventory slots
inventoryBar.SetHighlightedInventorySlots();
// Set item selected in inventory
InventoryManager.Instance.SetSelectedInventoryItem(InventoryLocation.player, itemDetails.itemCode);
}
private void ClearSelectedItem()
{
// Clear currently highlighted item
inventoryBar.ClearHighlightOnInventorySlots();
isSelected = false;
// set no item selected in inventory
InventoryManager.Instance.ClearSelectedInventoryItem(InventoryLocation.player);
}
(3)修改DropSelectedItemAtMousePosition方法
private void DropSelectedItemAtMousePosition()
{
if(itemDetails != null && isSelected)
{
Vector3 worldPosition = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -mainCamera.transform.position.z));
// Create item from prefab at mouse position
GameObject itemGameObject = Instantiate(itemPrefab, worldPosition, Quaternion.identity, parentItem);
Item item = itemGameObject.GetComponent<Item>();
item.ItemCode = itemDetails.itemCode;
// Remove item from player's inventory
InventoryManager.Instance.RemoveItem(InventoryLocation.player, item.ItemCode);
// If no more of item then clear selected
if(InventoryManager.Instance.FindItemInInventory(InventoryLocation.player, item.ItemCode) == -1)
{
ClearSelectedItem();
}
}
}
增加isSelected的判断。
如果库存列表中不存在商品,那么增加清除红色高亮。
(4)修改OnBeginDrag函数
增加SetSelectedItem()调用。
开始拖动的时候,就可以显示红色高亮。
(5)修改OnEndDrag函数
增加ClearSelectedItem()调用。
结束拖动的时候,就可以清除红色高亮了。
此时UIInventorySlot.cs的完整代码如下:
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
public class UIInventorySlot : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
private Camera mainCamera;
private Transform parentItem; // 场景中的物体父类
private GameObject draggedItem; // 被拖动的物体
private Canvas parentCanvas;
public Image inventorySlotHighlight;
public Image inventorySlotImage;
public TextMeshProUGUI textMeshProUGUI;
[SerializeField] private UIInventoryBar inventoryBar = null;
[SerializeField] private GameObject itemPrefab = null;
[SerializeField] private int slotNumber = 0; // 插槽的序列号
[SerializeField] private GameObject inventoryTextBoxPrefab = null;
[HideInInspector] public ItemDetails itemDetails;
[HideInInspector] public int itemQuantity;
[HideInInspector] public bool isSelected = false;
private void Awake()
{
parentCanvas = GetComponentInParent<Canvas>();
}
private void Start()
{
mainCamera = Camera.main;
parentItem = GameObject.FindGameObjectWithTag(Tags.ItemsParentTransform).transform;
}
public void OnBeginDrag(PointerEventData eventData)
{
if(itemDetails != null)
{
// Disable keyboard input
Player.Instance.DisablePlayerInputAndResetMovement();
// Instatiate gameobject as dragged item
draggedItem = Instantiate(inventoryBar.inventoryBarDraggedItem, inventoryBar.transform);
// Get image for dragged item
Image draggedItemImage = draggedItem.GetComponentInChildren<Image>();
draggedItemImage.sprite = inventorySlotImage.sprite;
SetSelectedItem();
}
}
public void OnDrag(PointerEventData eventData)
{
// move game object as dragged item
if(!draggedItem != null)
{
draggedItem.transform.position = Input.mousePosition;
}
}
public void OnEndDrag(PointerEventData eventData)
{
// Destroy game object as dragged item
if (draggedItem != null)
{
Destroy(draggedItem);
// if drag ends over inventory bar, get item drag is over and swap then
if (eventData.pointerCurrentRaycast.gameObject != null && eventData.pointerCurrentRaycast.gameObject.GetComponent<UIInventorySlot>() != null)
{
// get the slot number where the drag ended
int toSlotNumber = eventData.pointerCurrentRaycast.gameObject.GetComponent<UIInventorySlot>().slotNumber;
// Swap inventory items in inventory list
InventoryManager.Instance.SwapInventoryItems(InventoryLocation.player, slotNumber, toSlotNumber);
// Destroy inventory text box
DestroyInventoryTextBox();
// Clear selected item
ClearSelectedItem();
}
else
{
// else attemp to drop the item if it can be dropped
if (itemDetails.canBeDropped)
{
DropSelectedItemAtMousePosition();
}
}
// Enable player input
Player.Instance.EnablePlayerInput();
}
}
/// <summary>
/// Drops the item(if selected) at the current mouse position. called by the DropItem event
/// </summary>
private void DropSelectedItemAtMousePosition()
{
if(itemDetails != null && isSelected)
{
Vector3 worldPosition = mainCamera.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -mainCamera.transform.position.z));
// Create item from prefab at mouse position
GameObject itemGameObject = Instantiate(itemPrefab, worldPosition, Quaternion.identity, parentItem);
Item item = itemGameObject.GetComponent<Item>();
item.ItemCode = itemDetails.itemCode;
// Remove item from player's inventory
InventoryManager.Instance.RemoveItem(InventoryLocation.player, item.ItemCode);
// If no more of item then clear selected
if(InventoryManager.Instance.FindItemInInventory(InventoryLocation.player, item.ItemCode) == -1)
{
ClearSelectedItem();
}
}
}
public void OnPointerEnter(PointerEventData eventData)
{
// Populate text box with item details
if(itemQuantity != 0)
{
// Instantiate inventory text box
inventoryBar.inventoryTextBoxGameobject = Instantiate(inventoryTextBoxPrefab, transform.position, Quaternion.identity);
inventoryBar.inventoryTextBoxGameobject.transform.SetParent(parentCanvas.transform, false);
UIInventoryTextBox inventoryTextBox = inventoryBar.inventoryTextBoxGameobject.GetComponent<UIInventoryTextBox>();
// Set item type description
string itemTypeDescription = InventoryManager.Instance.GetItemTypeDescription(itemDetails.itemType);
// Populate text box
inventoryTextBox.SetTextboxText(itemDetails.itemDescription, itemTypeDescription, "", itemDetails.itemLongDescription, "", "");
// Set text box position according to inventory bar position
if (inventoryBar.IsInventoryBarPositionBottom)
{
inventoryBar.inventoryTextBoxGameobject.GetComponent<RectTransform>().pivot = new Vector2(0.5f, 0f);
inventoryBar.inventoryTextBoxGameobject.transform.position = new Vector3(transform.position.x, transform.position.y + 50f, transform.position.z);
}
else
{
inventoryBar.inventoryTextBoxGameobject.GetComponent<RectTransform>().pivot = new Vector2(0.5f, 1f);
inventoryBar.inventoryTextBoxGameobject.transform.position = new Vector3(transform.position.x, transform.position.y - 50f, transform.position.z);
}
}
}
public void OnPointerExit(PointerEventData eventData)
{
DestroyInventoryTextBox();
}
private void DestroyInventoryTextBox()
{
if (inventoryBar.inventoryTextBoxGameobject != null)
{
Destroy(inventoryBar.inventoryTextBoxGameobject);
}
}
public void OnPointerClick(PointerEventData eventData)
{
// if left click
if (eventData.button == PointerEventData.InputButton.Left)
{
// if inventory slot currently selected then deselect
if (isSelected == true)
{
ClearSelectedItem();
}
else // 未被选中且有东西则显示选中的效果
{
if(itemQuantity > 0)
{
SetSelectedItem();
}
}
}
}
/// <summary>
/// Set this inventory slot item to be selected
/// </summary>
private void SetSelectedItem()
{
// Clear currently highlighted items
inventoryBar.ClearHighlightOnInventorySlots();
// Highlight item on inventory bar
isSelected = true;
// Set highlighted inventory slots
inventoryBar.SetHighlightedInventorySlots();
// Set item selected in inventory
InventoryManager.Instance.SetSelectedInventoryItem(InventoryLocation.player, itemDetails.itemCode);
}
private void ClearSelectedItem()
{
// Clear currently highlighted item
inventoryBar.ClearHighlightOnInventorySlots();
isSelected = false;
// set no item selected in inventory
InventoryManager.Instance.ClearSelectedInventoryItem(InventoryLocation.player);
}
}
运行程序效果如下: