『功能项目』主角属性值显示【75】
本章项目成果展示
我们打开上一篇74穿戴装备的项目,
本章要做的事情是制作主角属性界面,实现在面板上显示主角的攻击力等数值
制作一个简易的主角界面(创建Image与Text显示即可)
创建一个空物体
重命名为PlayerInfo
在其子级下创建Text
重命名为AttackInfoText
设置文本组件
依次复制
重命名
创建脚本:
编写脚本:PlayerEquipInfoUI.cs
using UnityEngine;
using UnityEngine.UI;
public class PlayerEquipInfoUI : MonoBehaviour{
GameManager gm;
Text hpText;
void Start(){
gm = GameManager.Instance;
hpText = transform.Find("PlayerInfo/HpText").GetComponent<Text>();
UpdateUI();
}
void Update(){
UpdateUI();
}
void UpdateUI(){
hpText.text = gm.infoSys.playerHP.ToString();
}
}
运行后实现血量的恒定值显示
复写脚本:PlayerEquipInfoUI.cs
using UnityEngine;
using UnityEngine.UI;
public class PlayerEquipInfoUI : MonoBehaviour{
GameManager gm;
Text hpText;
Text mpText;
Text attText;
Text defText;
void Start(){
gm = GameManager.Instance;
hpText = transform.Find("PlayerInfo/HpText").GetComponent<Text>();
mpText = transform.Find("PlayerInfo/MpText").GetComponent<Text>();
attText = transform.Find("PlayerInfo/AttackInfoText").GetComponent<Text>();
defText = transform.Find("PlayerInfo/DefenseText").GetComponent<Text>();
UpdateUI();
}
void Update(){
UpdateUI();
}
void UpdateUI(){
attText.text = gm.infoSys.attackValue.ToString();
hpText.text = gm.infoSys.playerHP.ToString();
mpText.text = gm.infoSys.playerMP.ToString();
defText.text = gm.infoSys.defineValue.ToString();
}
}
运行项目
在UIMangaer.cs增加一个战斗力的字段
修改脚本:PlayerEquipInfoUI.cs
运行实现
接下来给主角属性面板增加一个按钮控制开关
复制一个按钮
修改脚本:UIManager.cs
修改扔到地面的报红
删除掉UISlot.cs脚本中的背包刷新代码
添加到打开背包BagExample.cs中
运行项目
接下来制作当穿上装备增加攻击力与战斗力以及数值变化的显示功能
创建Text文本重命名为EquipInfo
设置为隐藏
修改脚本:RightClickItem.cs
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
public class RightClickItem : MonoBehaviour, IPointerClickHandler{
Image childImage;
GameManager gm;
GameObject currentCanvas;
void Start(){
gm = GameManager.Instance;
childImage = transform.Find("Icon").GetComponent<Image>();
currentCanvas = GameObject.Find("CurrentCanvas").gameObject;
}
public void OnPointerClick(PointerEventData eventData){
if (eventData.button == PointerEventData.InputButton.Right){
if (childImage.sprite != null && childImage.sprite.name == "sword_basic4_blue") {
Transform weaponEquipPos = GameObject.FindGameObjectWithTag("WeaponEquipPos").transform;
weaponEquipPos.gameObject.GetComponent<Image>().sprite = childImage.sprite;
weaponEquipPos.gameObject.GetComponent<Image>().color = Color.white;
weaponEquipPos.gameObject.transform.Find("Image").gameObject.SetActive(false);
childImage.sprite = null;
childImage.color = new Color(45f / 255f, 45f / 255f, 45f / 255f);
childImage.GetComponent<RectTransform>().sizeDelta = new Vector2(90, 90);
gm.infoSys.attackValue += 500;
gm.infoSys.CombatValue += (int)(500 * 1.3f);
currentCanvas.transform.Find("EquipInfo").GetComponent<Text>().color = Color.green;
currentCanvas.transform.Find("EquipInfo").GetComponent<Text>().text = "战斗力上升" + (int)(500 * 1.3f);
currentCanvas.transform.Find("EquipInfo").gameObject.SetActive(true);
StartCoroutine(WaitForThreeEquipText());
}
}
}
IEnumerator WaitForThreeEquipText() {
yield return new WaitForSeconds(2);
currentCanvas.transform.Find("EquipInfo").gameObject.SetActive(false);
}
}
运行项目 - 当穿戴装备时
修改脚本:RightClickWeaponBack.cs
using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class RightClickWeaponBack : MonoBehaviour, IPointerClickHandler{
Image childImage;
Sprite WeaponIconNormal;
GameManager gm;
GameObject currentCanvas;
void Start(){
gm = GameManager.Instance;
WeaponIconNormal = Resources.Load<Sprite>("Prefabs/UGUIIcons/IndigoWeaponIcon_01");
currentCanvas = GameObject.Find("CurrentCanvas").gameObject;
}
public void OnPointerClick(PointerEventData eventData){
if (eventData.button == PointerEventData.InputButton.Right){
if (transform.GetComponent<Image>().sprite == null)
return;
childImage = GameObject.FindWithTag("WeaponEquipPos").GetComponent<Image>();
if (childImage.sprite != null){
Transform uISlotPos = GameObject.FindGameObjectWithTag("UISlot").transform;
if (uISlotPos.gameObject.GetComponent<Image>().sprite == null){
uISlotPos.gameObject.GetComponent<Image>().sprite = childImage.sprite;
uISlotPos.gameObject.GetComponent<Image>().color = Color.white;
childImage.sprite = WeaponIconNormal;
childImage.GetComponent<RectTransform>().sizeDelta = new Vector2(90, 90);
gm.infoSys.attackValue -= 500;
gm.infoSys.CombatValue -= (int)(500 * 1.3f);
currentCanvas.transform.Find("EquipInfo").GetComponent<Text>().color = Color.red;
currentCanvas.transform.Find("EquipInfo").GetComponent<Text>().text = "战斗力下降" + (int)(500 * 1.3f);
currentCanvas.transform.Find("EquipInfo").gameObject.SetActive(true);
StartCoroutine(WaitForThreeEquipText());
}
}
}
IEnumerator WaitForThreeEquipText(){
yield return new WaitForSeconds(2);
currentCanvas.transform.Find("EquipInfo").gameObject.SetActive(false);
}
}
}
运行项目 - 当脱下装备时
本章实现了主角属性界面的属性同步功能
接下来的文章内容:
1.3D模型动态投射UI
2.窗口可拖拽脚本
3.点击名称寻找地点功能
4.隐藏怪物的生成
5.怪物I攻击范围内的主动攻击
6.掉落坐骑蛋的获取
7.异步传送转换场景
以及开放回合制、坐骑系统、宠物系统、背包系统、神炼系统、商城系统、Boss的目标跟随任务导航系统以及UI播放3D动画效果等等。
具体项目运行效果请关注water1024的b站视频项目演示《破碎纪元》
【Unity回合2.5D】破碎纪元_单机游戏热门视频 (bilibili.com)https://www.bilibili.com/video/BV1rZY4e9Ebs/?spm_id_from=333.999.0.0&vd_source=547091a95b03acfa8e8a9e46ef499cd6