装备系统完结,修复并加入很多

This commit is contained in:
FloatGaming
2026-04-03 19:15:02 +08:00
parent 538085b64f
commit d9376833b6
378 changed files with 62464 additions and 16756 deletions
+11
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public enum ItemRarity
{
None,
Common,
Uncommon,
Rare,
Epic,
Legendary,
Mythic,
Supreme
}
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using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "ItemRarityColorConfig", menuName = "Bag/Item Rarity Color Config")]
public class ItemRarityColorConfigSO : ScriptableObject
{
[System.Serializable]
public class RarityColorEntry
{
public ItemRarity rarity = ItemRarity.None;
public Color color = Color.white;
}
public List<RarityColorEntry> rarityColors = new List<RarityColorEntry>();
public Color GetColor(ItemRarity rarity, Color fallback)
{
for (int i = 0; i < rarityColors.Count; i++)
{
RarityColorEntry entry = rarityColors[i];
if (entry != null && entry.rarity == rarity)
{
return entry.color;
}
}
return fallback;
}
private void OnValidate()
{
EnsureAllEntries();
}
private void Reset()
{
EnsureAllEntries();
}
private void EnsureAllEntries()
{
foreach (ItemRarity rarity in System.Enum.GetValues(typeof(ItemRarity)))
{
bool exists = false;
for (int i = 0; i < rarityColors.Count; i++)
{
if (rarityColors[i] != null && rarityColors[i].rarity == rarity)
{
exists = true;
break;
}
}
if (!exists)
{
rarityColors.Add(new RarityColorEntry { rarity = rarity, color = Color.white });
}
}
}
}
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+183 -10
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@@ -1,27 +1,200 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
public class UI_userBag : MonoBehaviour
{
/// <summary>
/// 123前言:
/// 装备升级、装备熔炼、装备幻化、装备属性转移
/// ———————————————————————————————————————
/// 升级,每5等级之间使用耗材升级,跨5倍数需要幻化而不是升级;
/// 熔炼,消耗多余装备变为碎片,碎片可用于兑换新装备;
/// 幻化,改变装备外观,保留原有属性并进行属性加强,消耗幻化材料;
/// 属性转移,将一件装备的属性转移到另一件装备上,消耗转移材料;
/// 123前言:
/// 装备升级、装备熔炼、装备幻化、装备属性转移
/// ———————————————————————————————————————
/// 升级,每5等级之间使用耗材升级,跨5倍数需要幻化而不是升级;
/// 熔炼,消耗多余装备变为碎片,碎片可用于兑换新装备;
/// 幻化,改变装备外观,保留原有属性并进行属性加强,消耗幻化材料;
/// 属性转移,将一件装备的属性转移到另一件装备上,消耗转移材料;
/// </summary>
[Header("toggles")]
[Header("weapon system")]
public ToggleGroup equip_tg;
public Toggle equipUpdate;
public Toggle equipSmelt;
public Toggle equipIllusion;
public Toggle equipAttributeTransfer;
public Toggle equipAwake;
[Header("objs")]
public GameObject equipUpdateObj;
public GameObject equipSmeltObj;
public GameObject equipIllusionObj;
public GameObject equipAttributeTransferObj;
public GameObject equipAwakeObj;
[Header("filters")]
public Dropdown filterDropdown;
[Header("button")]
public Button closeBagButton;
private void Awake()
{
InitializeToggleGroup();
BindToggles();
SelectDefaultPanel();
}
private void OnEnable()
{
InitializeToggleGroup();
BindToggles();
SelectDefaultPanel();
}
private void OnDisable()
{
UnbindToggle(equipUpdate, HandleEquipUpdateChanged);
UnbindToggle(equipSmelt, HandleEquipSmeltChanged);
UnbindToggle(equipIllusion, HandleEquipIllusionChanged);
UnbindToggle(equipAttributeTransfer, HandleEquipAttributeTransferChanged);
UnbindToggle(equipAwake, HandleEquipAwakeChanged);
}
private void InitializeToggleGroup()
{
if (equip_tg == null)
{
return;
}
equip_tg.allowSwitchOff = false;
AssignToggleGroup(equipUpdate);
AssignToggleGroup(equipSmelt);
AssignToggleGroup(equipIllusion);
AssignToggleGroup(equipAttributeTransfer);
AssignToggleGroup(equipAwake);
}
private void AssignToggleGroup(Toggle toggle)
{
if (toggle == null || equip_tg == null)
{
return;
}
toggle.group = equip_tg;
}
private void BindToggles()
{
RebindToggle(equipUpdate, HandleEquipUpdateChanged);
RebindToggle(equipSmelt, HandleEquipSmeltChanged);
RebindToggle(equipIllusion, HandleEquipIllusionChanged);
RebindToggle(equipAttributeTransfer, HandleEquipAttributeTransferChanged);
RebindToggle(equipAwake, HandleEquipAwakeChanged);
}
private void RebindToggle(Toggle toggle, UnityAction<bool> action)
{
if (toggle == null)
{
return;
}
toggle.onValueChanged.RemoveListener(action);
toggle.onValueChanged.AddListener(action);
}
private void UnbindToggle(Toggle toggle, UnityAction<bool> action)
{
if (toggle == null)
{
return;
}
toggle.onValueChanged.RemoveListener(action);
}
private void SelectDefaultPanel()
{
if (equipUpdate != null)
{
equipUpdate.isOn = true;
ApplyPanelState(equipUpdateObj);
return;
}
ApplyPanelState(null);
}
private void HandleEquipUpdateChanged(bool isOn)
{
if (isOn)
{
ApplyPanelState(equipUpdateObj);
}
}
private void HandleEquipSmeltChanged(bool isOn)
{
if (isOn)
{
ApplyPanelState(equipSmeltObj);
}
}
private void HandleEquipIllusionChanged(bool isOn)
{
if (isOn)
{
ApplyPanelState(equipIllusionObj);
}
}
private void HandleEquipAttributeTransferChanged(bool isOn)
{
if (isOn)
{
ApplyPanelState(equipAttributeTransferObj);
}
}
private void HandleEquipAwakeChanged(bool isOn)
{
if (isOn)
{
ApplyPanelState(equipAwakeObj);
}
}
private void ApplyPanelState(GameObject activeObject)
{
SetObjectActive(equipUpdateObj, activeObject == equipUpdateObj);
SetObjectActive(equipSmeltObj, activeObject == equipSmeltObj);
SetObjectActive(equipIllusionObj, activeObject == equipIllusionObj);
SetObjectActive(equipAttributeTransferObj, activeObject == equipAttributeTransferObj);
SetObjectActive(equipAwakeObj, activeObject == equipAwakeObj);
SetToggleInteractable(equipUpdate, activeObject != equipUpdateObj);
SetToggleInteractable(equipSmelt, activeObject != equipSmeltObj);
SetToggleInteractable(equipIllusion, activeObject != equipIllusionObj);
SetToggleInteractable(equipAttributeTransfer, activeObject != equipAttributeTransferObj);
SetToggleInteractable(equipAwake, activeObject != equipAwakeObj);
}
private void SetObjectActive(GameObject target, bool active)
{
if (target == null)
{
return;
}
target.SetActive(active);
}
private void SetToggleInteractable(Toggle toggle, bool interactable)
{
if (toggle == null)
{
return;
}
toggle.interactable = interactable;
}
}
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using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class bagItemPreviewPrefab : MonoBehaviour
{
public Image btm_img;
public Image profileImage;
public Text itemName;
public Text itemToUsing;
public Text itemDescription;
public TextMeshProUGUI itemAmount;
public void Bind(Color backgroundColor, Sprite icon, string displayName, string usage, string description, string amountText)
{
if (btm_img != null)
{
btm_img.color = backgroundColor;
}
if (profileImage != null)
{
profileImage.sprite = icon;
profileImage.enabled = icon != null;
profileImage.color = Color.white;
}
if (itemName != null)
{
itemName.text = displayName ?? string.Empty;
}
if (itemToUsing != null)
{
itemToUsing.text = usage ?? string.Empty;
}
if (itemDescription != null)
{
itemDescription.text = description ?? string.Empty;
}
if (itemAmount != null)
{
itemAmount.text = amountText ?? string.Empty;
}
}
}
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PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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fileFormatVersion: 2
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+98
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using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class uBagItemPrefab : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
[Header("ui")]
public Image itemIcon;
public TMP_Text itemCount;
public Image itemBtmImg;
private uBag owner;
private Coroutine hoverRoutine;
private float hoverDelaySeconds = 0.5f;
public void Bind(uBag bagOwner, Sprite icon, string countText, Color backgroundColor, float hoverDelay)
{
owner = bagOwner;
hoverDelaySeconds = hoverDelay > 0f ? hoverDelay : 0.5f;
if (itemIcon != null)
{
itemIcon.sprite = icon;
itemIcon.enabled = icon != null;
itemIcon.color = Color.white;
}
if (itemCount != null)
{
itemCount.text = countText ?? string.Empty;
}
if (itemBtmImg != null)
{
itemBtmImg.color = backgroundColor;
}
}
public void OnPointerEnter(PointerEventData eventData)
{
if (owner == null)
{
return;
}
CancelHover();
hoverRoutine = StartCoroutine(HoverDelay());
}
public void OnPointerExit(PointerEventData eventData)
{
CancelHover();
if (owner != null)
{
owner.HidePreviewFor(this);
}
}
public void OnPointerClick(PointerEventData eventData)
{
if (owner == null || eventData == null || eventData.button != PointerEventData.InputButton.Left)
{
return;
}
owner.SelectItemForDetail(this);
}
private IEnumerator HoverDelay()
{
yield return new WaitForSecondsRealtime(hoverDelaySeconds);
hoverRoutine = null;
if (owner != null)
{
owner.ShowPreviewFor(this);
}
}
private void OnDisable()
{
CancelHover();
if (owner != null)
{
owner.HidePreviewFor(this);
}
}
private void CancelHover()
{
if (hoverRoutine != null)
{
StopCoroutine(hoverRoutine);
hoverRoutine = null;
}
}
}
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