完善背包系统,已验证无问题
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7eace863c7
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@ -26,14 +26,14 @@ namespace BeiBao
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Item manaPotion = new Item("Mana Potion", 2, 5);
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// 添加物品到背包
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inventory.AddItem(healthPotion, 15); // 添加 15 个 Health Potion
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inventory.AddItem(manaPotion, 7); // 添加 7 个 Mana Potion
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inventory.AddItem(healthPotion, 15, out var count); // 添加 15 个 Health Potion
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inventory.AddItem(manaPotion, 7, out var count1); // 添加 7 个 Mana Potion
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}
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if (Input.GetKeyDown(KeyCode.D))
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{
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// 从背包中取出物品
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inventory.RemoveItem(1, 5);
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inventory.RemoveItem(1, 5, out var count);
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Debug.Log("取出 5 个 Health Potion");
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}
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@ -17,6 +17,10 @@ namespace BeiBao
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private List<InventorySlot> slots;
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public IReadOnlyList<InventorySlot> Slots => slots;
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public Action<IReadOnlyList<InventorySlot>> RefreshInventorySlot;
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public Inventory(int slotCount)
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{
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_slotCount = slotCount;
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@ -28,7 +32,7 @@ namespace BeiBao
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}
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// 向背包中添加物品
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public bool AddItem(Item item, int quantity)
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public bool AddItem(Item item, int quantity, out int restCount)
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{
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int remainingQuantity = quantity;
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int tmpQuantity = quantity;
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@ -37,29 +41,32 @@ namespace BeiBao
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{
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if (remainingQuantity == 0) break;
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var tmpItem = new Item(item.ItemName, item.ItemID, item.MaxStack);
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if (slot.IsEmpty)
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{
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var tmpItem = new Item(item.ItemName, item.ItemID, item.MaxStack);
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// 如果格子为空,直接放入物品
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remainingQuantity = tmpItem.CheckAddQuantity(remainingQuantity);
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slot.AddItem(tmpItem, tmpQuantity - remainingQuantity);
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}
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else if (slot.Item.ItemID == tmpItem.ItemID && slot.Item.Quantity < slot.Item.MaxStack)
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else if (slot.Item.ItemID == item.ItemID && slot.Item.Quantity < slot.Item.MaxStack)
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{
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// 如果格子内物品与新物品相同,并且未满堆叠,堆叠物品
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remainingQuantity = slot.Item.CheckAddQuantity(remainingQuantity);
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slot.Item.AddQuantity(tmpQuantity - remainingQuantity);
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}
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tmpQuantity = remainingQuantity;
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}
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Debug.Log($"向背包中添加{item.ItemName} 数量为:{quantity}");
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RefreshInventorySlot?.Invoke(Slots);
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restCount = remainingQuantity;
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return remainingQuantity == 0;
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}
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// 从背包中取出物品
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public bool RemoveItem(int itemID, int quantity)
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public bool RemoveItem(int itemID, int quantity, out int restCount)
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{
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int remainingQuantity = quantity;
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int tmpQuantity = quantity;
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@ -78,6 +85,8 @@ namespace BeiBao
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}
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Debug.Log($"向背包中取出物品id{itemID} 数量为:{quantity}");
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RefreshInventorySlot?.Invoke(Slots);
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restCount = remainingQuantity;
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return remainingQuantity == 0;
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 783ae3de0c1a4fb5a05e42cb5c5cc12a
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timeCreated: 1739409274
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@ -0,0 +1,28 @@
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using UnityEngine;
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using UnityEngine.UI;
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namespace BeiBao.View
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{
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public class BeiBaoItem : MonoBehaviour
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{
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public Text NameText;
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public Text CountText;
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InventorySlot inventorySlot;
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public void Refresh(InventorySlot slot)
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{
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inventorySlot = slot;
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if (!inventorySlot.IsEmpty)
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{
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NameText.text = inventorySlot.Item.ItemName;
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CountText.text = inventorySlot.Item.Quantity.ToString();
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}
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else
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{
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NameText.text = "";
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CountText.text = "";
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 35befefca49d4db38a8c0f9c03e50c09
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timeCreated: 1739411115
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@ -0,0 +1,70 @@
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using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace BeiBao.View
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{
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public class BeiBaoView : MonoBehaviour
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{
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public TMP_InputField nameText;
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public TMP_InputField idText;
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public TMP_InputField countText;
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public Button Add;
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public GameObject itemPfb;
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Inventory inventory;
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List<BeiBaoItem> items = new List<BeiBaoItem>();
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private void Awake()
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{
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inventory = new Inventory(5);
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for (var i = 0; i < inventory.SlotCount; i++)
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{
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var instantiate = GameObject.Instantiate(itemPfb, itemPfb.transform.parent);
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instantiate.gameObject.SetActive(true);
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var beiBaoItem = instantiate.GetComponent<BeiBaoItem>();
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beiBaoItem.Refresh(inventory.Slots[i]);
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items.Add(beiBaoItem);
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}
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inventory.RefreshInventorySlot += Refresh;
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Add.onClick.AddListener(ClickAdd);
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}
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private void ClickAdd()
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{
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var count = int.Parse(countText.text);
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var id = int.Parse(idText.text);
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if (count > 0)
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{
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// 创建物品
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Item healthPotion = new Item(nameText.text, id, 99);
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// 添加物品到背包
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var b = inventory.AddItem(healthPotion, count, out var restCount);
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if (!b)
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{
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Debug.Log($"添加失败!还有 {restCount} 个 {healthPotion.ItemName} 未添加,背包没位置放了,放不了一点");
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}
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}
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else if (count < 0)
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{
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var b = inventory.RemoveItem(id, Mathf.Abs(count),out var restCount);
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if (!b)
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{
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Debug.Log($"取出失败!还有 {restCount} 个 {id} 未取出,背包没有东西了,取不了一点");
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}
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}
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}
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void Refresh(IReadOnlyList<InventorySlot> slot)
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{
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for (var i = 0; i < slot.Count; i++)
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{
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items[i].Refresh(slot[i]);
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 66f950345dea479694e2bd2cc08f1f94
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timeCreated: 1739409306
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