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[UnityUI]UGUI背包

參考連結:

http://www.manew.com/thread-39589-1-1.html

http://www.manew.com/thread-89881-1-1.html

http://www.manew.com/thread-90065-1-1.html

效果圖:

[UnityUI]UGUI背包
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;

[RequireComponent(typeof(GridLayoutGroup))]
public class Bag : MonoBehaviour {

    private List<Transform> gridList = new List<Transform>();

    private string gridPrefabName = "Prefab/Grid";
    private string itemPrefabName = "Prefab/Item";
    private int column = 5;
    private int row = 3;

	void Awake () 
    {
        for (int i = 0; i < row; i++)
        {
            for (int j = 0; j < column; j++)
            {
                GameObject go = Instantiate(Resources.Load(gridPrefabName)) as GameObject;
                go.transform.SetParent(transform, false);
                gridList.Add(go.transform);
            }
        }
	}

    //添加物品
    public void AddItem(string itemName, int count = 1)
    {
        //如果有相同的物品,則隻是更改包裡該物品的數量;否則執行個體化該物品,改數量
        bool hasSameItem = false;

        for (int i = 0; i < gridList.Count; i++)
        {
            //如果有物品
            if(gridList[i].childCount > 0)
            {
                Transform tra = gridList[i].GetChild(0);
                //如果有該物品
                string name = itemName.Substring(itemName.LastIndexOf('/') + 1);
                if (tra.GetComponent<Image>().sprite.name.Equals(name))
                {
                    hasSameItem = true;
                    ModifyCount(tra.GetChild(0).GetComponent<Text>(), count);
                    break;
                }
            }
        }

        if(!hasSameItem)
        {
            for (int i = 0; i < gridList.Count; i++)
            {
                if(gridList[i].childCount == 0)
                {
                    GameObject go = Instantiate(Resources.Load(itemPrefabName)) as GameObject;
                    go.GetComponent<Image>().sprite = Resources.Load<Sprite>(itemName);
                    go.transform.SetParent(gridList[i], false);

                    ModifyCount(go.transform.GetChild(0).GetComponent<Text>(), count);
                    break;
                }
            }
        }
    }

    private void ModifyCount(Text text, int count)
    {
        int temp = int.Parse(text.text);
        temp += count;
        text.text = temp.ToString();
    }

    //整理
    public void Tidy()
    {
        List<Transform> tempList = new List<Transform>();
        for (int i = 0; i < gridList.Count; i++)
        {
            if (gridList[i].childCount > 0) tempList.Add(gridList[i].GetChild(0));
        }

        for (int i = 0; i < tempList.Count; i++)
        {
            tempList[i].SetParent(gridList[i]);
            tempList[i].position = gridList[i].position;
        }
    }

}
           
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;

//ICanvasRaycastFilter可以控制射線是否穿透物品,也可以使用CanvasGroup的blocksRaycasts
public class Item : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, ICanvasRaycastFilter {

    private static Transform canvasTra;
    private Transform nowParent;//一般來說,物品是格子的子物體,nowParent記錄的是目前物品屬于哪個格子
    private bool isRaycastLocationValid = true;//預設射線不能穿透物品

    public void OnBeginDrag(PointerEventData eventData)
    {
        if (canvasTra == null) canvasTra = GameObject.Find("Canvas").transform;

        nowParent = transform.parent;
        transform.SetParent(canvasTra);//将目前拖拽的物品置前
        isRaycastLocationValid = false;
    }

    public void OnDrag(PointerEventData eventData)
    {
        transform.position = Input.mousePosition;
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        GameObject go = eventData.pointerCurrentRaycast.gameObject;

        if (go != null)
        {
            Debug.Log(go.name);
            if (go.tag.Equals("Grid"))//放置到空格子
            {
                SetParentAndPosition(transform, go.transform);
            }
            else if (go.tag.Equals("Item"))//交換位置,注意可能需要把物品下的子物體的Raycast Target關掉
            {
                SetParentAndPosition(transform, go.transform.parent);
                SetParentAndPosition(go.transform, nowParent);
            }
            else
            {
                SetParentAndPosition(transform, nowParent);
            }
        }
        else
        {
            SetParentAndPosition(transform, nowParent);
        }
        isRaycastLocationValid = true;
    }

    private void SetParentAndPosition(Transform child, Transform parent)
    {
        child.SetParent(parent);
        child.position = parent.position;
    }

    public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
    {
        return isRaycastLocationValid;
    }

}
           
using UnityEngine;
using System.Collections;

public class TestBag : MonoBehaviour {

    public Bag bag;

	void Start () 
    {
	
	}
	
	void Update () 
    {
        if (Input.GetKeyDown(KeyCode.Q)) bag.AddItem("Sprite/a" + Random.Range(1, 5));
        if (Input.GetKeyDown(KeyCode.W)) bag.Tidy();
	}

}