新增道具系统 及人物背包系统

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shenjianxing 2025-05-19 11:49:19 +08:00
parent 5e11329b86
commit e84e34328f
25 changed files with 1943 additions and 10317 deletions

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View File

@ -28,6 +28,7 @@ public class ActionHelper
{ "UITextTip", typeof(QFramework.Example.UITextTip) },
{ "UITextWindow", typeof(QFramework.Example.UITextWindow) },
{ "UIKnowledge", typeof(QFramework.Example.UIKnowledge) },
{ "UIBackPack", typeof(QFramework.Example.UIBackPack) },
};

View File

@ -1,6 +1,7 @@
using GCSeries.Core.Input;
using QFramework;
using QFramework.Example;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
@ -105,17 +106,40 @@ public class DeviceController : MonoSingleton<DeviceController>
if (Physics.Raycast(ray, out hit))
{
var deviceItem = hit.transform.GetComponent<DeviceItem>();
if (uitip != null && deviceItem != null && deviceItem.tipItem != null && EventSystem.current.IsPointerOverGameObject() == false)
if (deviceItem != null)
{
uitip.Open(new UIDeviceTipData() { txt = deviceItem.tipItem.label });
uitip.Show();
return;
if (Input.GetMouseButtonUp(1))
{
if (deviceItem.device.rightMenu != null)
{
var data = new UIRightMenuData();
data.btns = deviceItem.device.rightMenu.items;
data.OnBtnClick = str =>
{
// 调试输出确认str的值和类型
if (str.Equals("拾取", StringComparison.Ordinal))
{
PlayerController.Instance.PickDevice(deviceItem.device.Name);
}
};
UIKit.OpenPanelAsync<UIRightMenu>(canvasLevel: UILevel.PopUI, uiData: data).ToAction().StartGlobal();
}
}
else if (uitip != null && deviceItem.tipItem != null && EventSystem.current.IsPointerOverGameObject() == false)
{
uitip.Open(new UIDeviceTipData() { txt = deviceItem.tipItem.label });
uitip.Show();
return;
}
}
}
uitip?.Hide();
#endif
}
public DeviceItem GetDeviceItem(string name)
{
if (deviceDict.ContainsKey(name))

View File

@ -8,38 +8,60 @@ public class PlayerController : MonoSingleton<PlayerController>
{
private PlayerController() { }
public class HasDevice
public class HasDeviceData
{
public Device device;
public int count;
}
Dictionary<string, HasDevice> hasDevices = new Dictionary<string, HasDevice>();
public Dictionary<string, HasDeviceData> hasDevicesDict = new Dictionary<string, HasDeviceData>();
public void DropDevice(string key, int count = 1)
public int DropDevice(string key, int count = 1)
{
if (hasDevices.ContainsKey(key))
if (hasDevicesDict.ContainsKey(key))
{
hasDevices[key].count -= count;
if (hasDevices[key].count <= 0)
var dev = hasDevicesDict[key];
dev.count -= count;
if (dev.count <= 0)
{
hasDevices.Remove(key);
hasDevicesDict.Remove(key);
return 0;
}
return dev.count;
}
return -1;
}
public void PickDevice(string key, int count = 1)
{
if (hasDevices.ContainsKey(key))
Device device = null;
if (hasDevicesDict.ContainsKey(key))
{
hasDevices[(string)key].count += count;
device = hasDevicesDict[key].device;
hasDevicesDict[key].count += count;
}
else
{
hasDevices.Add(key, new HasDevice() { count = count, device = DeviceController.Instance.GetDevice(key) });
device = DeviceController.Instance.GetDevice(key);
hasDevicesDict.Add(key, new HasDeviceData() { count = count, device = device });
}
TypeEventSystem.Global.Send<OnPickDevice>(new OnPickDevice() { device = device, count = count });
}
public HasDeviceData HasDevice(string key)
{
if (hasDevicesDict.ContainsKey(key))
{
var dev = hasDevicesDict[key];
if (dev.count > 0)
{
return dev;
}
}
return null;
}
}

View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XMLTool;
public struct OnVolumeChangedEvent
@ -59,3 +60,9 @@ public struct OnBody3DSelected
public GameObject obj;
}
public struct OnPickDevice
{
public Device device;
public int count;
}

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@ -1,9 +1,10 @@
using UnityEngine;
using UnityEngine.UI;
using QFramework;
using System.Collections.Generic;
using TMPro;
using static OperationController;
using XMLTool;
using UnityEngine.EventSystems;
using System;
namespace QFramework.Example
{
@ -17,27 +18,26 @@ namespace QFramework.Example
public partial class UIBackPack : UIPanel
{
ResLoader mResLoader;
Dictionary<Device, GameObject> dict = new Dictionary<Device, GameObject>();
protected override void OnInit(IUIData uiData = null)
{
mData = uiData as UIBackPackData ?? new UIBackPackData();
mResLoader = ResLoader.Allocate();
TypeEventSystem.Global.Register<OnModuleQuit>(OnModuleQuit).UnRegisterWhenGameObjectDestroyed(gameObject);
// please add init code here
}
protected override void OnOpen(IUIData uiData = null)
private void OnPickDeviceHandler(OnPickDevice device)
{
mData = uiData as UIBackPackData ?? new UIBackPackData();
Content.RemoveAllChildren();
ItemFactory(device.device);
mResLoader.LoadAsync();
}
foreach (var device in mData.devices)
public void ItemFactory(Device item)
{
if (dict.ContainsKey(item) == false)
{
var item = DeviceController.Instance.GetDevice(device);
if (item == null)
{
Debug.LogError(device + ":ûÓÐÕÒµ½¶ÔÓ¦µÄDeviceÅäÖÃ");
return;
}
GameObject obj = GameObject.Instantiate(ItemPrefab.gameObject, Content);
obj.name = item.Name;
obj.transform.Find("Name").GetComponent<TextMeshProUGUI>().text = item.Name;
@ -55,10 +55,63 @@ namespace QFramework.Example
}
});
Button btn = obj.GetComponent<Button>();
btn.onClick.AddListener(() =>
{
btn.onClick.AddListener(() => Drop(item.Name, obj));
obj.OnPointerUpEvent(OnClickUp);
dict.Add(item, obj);
}
int count = PlayerController.Instance.HasDevice(item.Name).count;
if (count > 0)
{
dict[item].transform.Find("IconBg/Icon/Count").GetComponent<TextMeshProUGUI>().text = count.ToString();
}
else
{
dict[item].transform.Find("IconBg/Icon/Count").GetComponent<TextMeshProUGUI>().text = string.Empty;
}
});
}
private void OnClickUp(PointerEventData data)
{
switch (data.button)
{
case PointerEventData.InputButton.Left:
break;
case PointerEventData.InputButton.Right:
GameObject obj = data.pointerPress;
var device = DeviceController.Instance.GetDevice(obj.name);
UIRightMenuData uiData = new UIRightMenuData();
uiData.btns = device.rightMenu.items;
uiData.OnBtnClick = str =>
{
if (str.Equals("丢弃", System.StringComparison.Ordinal))
{
Drop(device.Name, obj);
}
};
UIKit.OpenPanelAsync<UIRightMenu>(canvasLevel: UILevel.PopUI, uiData: uiData).ToAction().StartGlobal();
break;
case PointerEventData.InputButton.Middle:
break;
}
}
protected override void OnOpen(IUIData uiData = null)
{
mData = uiData as UIBackPackData ?? new UIBackPackData();
TypeEventSystem.Global.Register<OnPickDevice>(OnPickDeviceHandler);
Content.RemoveAllChildren();
foreach (var dictItem in PlayerController.Instance.hasDevicesDict)
{
var device = dictItem.Value.device;
var item = DeviceController.Instance.GetDevice(device.Name);
if (item == null)
{
Debug.LogError(device + ":没有找到对应的Device配置");
return;
}
ItemFactory(item);
}
mResLoader.LoadAsync();
Scroll.verticalNormalizedPosition = 1;
@ -92,16 +145,38 @@ namespace QFramework.Example
}
}
public void Drop(string name, GameObject obj)
{
int count = PlayerController.Instance.DropDevice(name);
if (count <= 0)
{
var device = DeviceController.Instance.GetDevice(obj.name);
if (dict.ContainsKey(device))
{
dict.Remove(device);
}
GameObject.Destroy(obj);
}
else
{
obj.transform.Find("IconBg/Icon/Count").GetComponent<TextMeshProUGUI>().text = count.ToString();
}
}
protected override void OnShow()
{
}
protected override void OnHide()
{
TypeEventSystem.Global.UnRegister<OnPickDevice>(OnPickDeviceHandler);
}
protected override void OnClose()
{
TypeEventSystem.Global.UnRegister<OnPickDevice>(OnPickDeviceHandler);
}
public void OnModuleQuit(OnModuleQuit arg)
{

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@ -0,0 +1,49 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using QFramework;
namespace QFramework.Example
{
// Generate Id:03b064a0-af2a-4b34-88d6-78e0cb1a65b9
public partial class UIRightMenu
{
public const string Name = "UIRightMenu";
[SerializeField]
public UnityEngine.UI.Image MenuContent;
[SerializeField]
public UnityEngine.UI.Button BtnPrefab;
private UIRightMenuData mPrivateData = null;
protected override void ClearUIComponents()
{
MenuContent = null;
BtnPrefab = null;
mData = null;
}
public UIRightMenuData Data
{
get
{
return mData;
}
}
UIRightMenuData mData
{
get
{
return mPrivateData ?? (mPrivateData = new UIRightMenuData());
}
set
{
mUIData = value;
mPrivateData = value;
}
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 59cecd531393ca842ae7d459cf560821
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,53 @@
using UnityEngine;
using UnityEngine.UI;
using QFramework;
using System.Collections.Generic;
using System;
using TMPro;
namespace QFramework.Example
{
public class UIRightMenuData : UIPanelData
{
public List<string> btns;
public Action<string> OnBtnClick;
}
public partial class UIRightMenu : UIPanel
{
protected override void OnInit(IUIData uiData = null)
{
// please add init code here
}
protected override void OnOpen(IUIData uiData = null)
{
mData = uiData as UIRightMenuData ?? new UIRightMenuData();
MenuContent.transform.RemoveAllChildren();
foreach (var item in mData.btns)
{
Button btn = GameObject.Instantiate(BtnPrefab, MenuContent.transform);
btn.transform.Find("Label").GetComponent<TextMeshProUGUI>().text = item;
btn.name = item;
btn.onClick.AddListener(() =>
{
mData.OnBtnClick?.Invoke(item);
Hide();
});
}
MenuContent.transform.position = Input.mousePosition;
}
protected override void OnShow()
{
}
protected override void OnHide()
{
}
protected override void OnClose()
{
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9ea0af36afd448e46992e8ba5af667a4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -58,10 +58,16 @@ namespace XMLTool
public string BoxColliderCenter { get; set; }
public bool MeshCollider { get; set; }
// 可以限制场景中一共有多少个此道具 -1 代表无限多
public int Count = -1;
public RightMenu rightMenu;
}
public class RightMenu
{
public List<string> items = new List<string>();
}
@ -326,6 +332,19 @@ namespace XMLTool
BoxColliderSize = deviceElement.Element("BoxCollider")?.Attribute("size")?.Value,
};
var menuElment = deviceElement.Element("RightMenu");
if (menuElment != null)
{
device.rightMenu = new RightMenu();
var atrr = menuElment.Attribute("values");
if (atrr != null)
{
device.rightMenu.items = atrr.Value.Split(',').ToList();
}
}
module.Devices.Add(device);
}
// ½âÎö¶¯×÷

View File

@ -1,12 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<AppData>
<Module>
<Scene>Test</Scene>
<Type>All</Type>
<Name>模块1</Name>
<PreLoad>
<Device>
<Name>LeiGu</Name>
<HighLight color="255,255,255"/>
<Path>Ren/Tou/PiFu/LeiGu</Path>
<Tip>LeiGu</Tip>
<MeshCollider/>
<RightMenu values="拾取,丢弃,观察"/>
</Device>
<!--状态机-->
<FSM name="初始化状态机">
<State name="状态2">
<Enter>
<Action type="Sequence">
<Action type="UIShow" value="UIBackPack"></Action>
</Action>
</Enter>
</State>
</FSM>
</Module>
<!--<PreLoad>
<Action type="Parallel">
<!--加载3d解刨表-->
-->
<!--加载3d解刨表-->
<!--
<Action type="LoadRes" value="3DJiePao.xml" resType="xml" index="1"></Action>
</Action>
</PreLoad>
</PreLoad>-->
<!--<Module>
@ -544,7 +574,9 @@
<Action type="UIShow" value="UI3DObjSelect"></Action>
<Action type="Log" value="111"></Action>
--><!--房间墙壁 暂时隐藏--><!--
-->
<!--房间墙壁 暂时隐藏-->
<!--
<Action type="Show" value="SM_QvanChangJing/sence/pPlane1" isShow="false"></Action>
<Action type="Show" value="SM_QvanChangJing/SM_JianZiLei/zuzhiqian" isShow="false"></Action>
<Action type="Show" value="SM_QvanChangJing/SM_JianZiLei/changqian" isShow="false"></Action>
@ -628,9 +660,11 @@
</Action>
</Enter>
</State>
--><!--<Transision from="初始状态" to="状态2">
-->
<!--<Transision from="初始状态" to="状态2">
<Condition type="ObjClick" value="Cube (1)"></Condition>
</Transision>--><!--
</Transision>-->
<!--
</FSM>
<Operation moduleType="Exam">
@ -643,15 +677,21 @@
<Action type="Sequence">
--><!--<Action type="3DObjShow">
-->
<!--<Action type="3DObjShow">
<Object deviceName="器械盒" position="10000,10000,10000" rotate="0,90,0" rotateSpeed="11" moveSpeed="0.12" distance="0.25" pitchMin="-31" pitchMax="81"></Object>
<Object deviceName="创巾钳"></Object>
</Action>--><!--
--><!--<Action type="CameraSwitch" nearDevice="肠钳" normalDevice="组织钳" isNear="false"></Action>--><!--
</Action>-->
<!--
-->
<!--<Action type="CameraSwitch" nearDevice="肠钳" normalDevice="组织钳" isNear="false"></Action>-->
<!--
<Action type="CameraSwitch" nearPos="-3.543,3.007,-1.463" nearRot="27.9597,270,2.899792E-06" normalPos="-3.206,3.24,-1.425" normalRot="27.9597,270,2.899792E-06" isNear="false"></Action>
<Condition type="StrEvent" value="close"></Condition>
--><!--string audioType, string loop, string waitFinished, string volume, string isPlay,--><!--
-->
<!--string audioType, string loop, string waitFinished, string volume, string isPlay,-->
<!--
<Action type="Audio" audioType="Voice" value="q001.mp3" loop="false" waitFinished="true" volumen="1" isPlay="true"></Action>
<Action type="Log" value="0000"></Action>

View File

@ -281,6 +281,7 @@
这里是实训描述内容.....
巴拉巴拉....
</Descript>
<Device>
<Name>组织钳</Name>
<HighLight color="255,255,255"/>
@ -291,6 +292,8 @@
<!--MeshCollider和Box只需要一个-->
<MeshCollider/>
<Icon>工具/骨刀.png</Icon>
<!--右键点击后的菜单 目前写死 拾取把device拾取到背包 其他的按钮使用UIClick自行配合状态机实现具体逻辑-->
<RightMenu values="拾取,观察"/>
</Device>
@ -411,7 +414,7 @@
<!--状态机-->
<FSM>
<FSM name="状态机的名字 必须有且唯一">
<State name="状态2">
<Enter>
<Action type="Sequence">

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@ -1,113 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Module>
<Scene>Test</Scene>
<Type>All</Type>
<Name>模块2</Name>
<FSM name="状态机1">
<State name="初始状态">
<Enter>
<Action type="Parallel">
<Action type="UIShow" value="UI3DObjSelect"></Action>
</Action>
</Enter>
</State>
<!--<Transision from="初始状态" to="状态2">
<Condition type="ObjClick" value="Cube (1)"></Condition>
</Transision>-->
</FSM>
<Body3D>
<Body name="头颈" icon="" path="Ren/Tou" >
<Body name="骨骼系统" path="Ren/Tou/GuGe" isShow="false">
<Body name="肋骨" path="Ren/Tou/GuGe/LeiGu">
<Body name="左肋" path="Ren/Tou/GuGe/LeiGu/ZuoLei">
<Body name="左一" path="Ren/Tou/GuGe/LeiGu/ZuoLei/1" tip="左一肋骨描述">
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color>
</ObjectToggle>
</Body>
<Body name="左二" path="Ren/Tou/GuGe/LeiGu/ZuoLei/2" tip="左二肋骨描述">
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color>
</ObjectToggle>
</Body>
</Body>
<Body name="右肋" path="Ren/Tou/GuGe/LeiGu/YouLei">
<Body name="右一" path="Ren/Tou/GuGe/LeiGu/YouLei/1" tip="7右一肋骨描述">
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color>
</ObjectToggle>
</Body>
<Body name="右二" path="Ren/Tou/GuGe/LeiGu/YouLei/2" tip="右二肋骨描述">
<ObjectToggle>
<Color isOn="0,255,255" isOff="255,255,255"></Color>
</ObjectToggle>
</Body>
</Body>
</Body>
</Body>
<Body name="皮肤系统" path="Ren/Tou/PiFu" isShow="false">
<Body name="肋骨" path="Ren/Tou/PiFu/LeiGu">
<Body name="左肋" path="Ren/Tou/PiFu/LeiGu/ZuoLei">
<Body name="左一" path="Ren/Tou/PiFu/LeiGu/ZuoLei/1"></Body>
<Body name="左二" path="Ren/Tou/PiFu/LeiGu/ZuoLei/2"></Body>
</Body>
<Body name="右肋" path="Ren/Tou/PiFu/LeiGu/YouLei">
<Body name="右一" path="Ren/Tou/PiFu/LeiGu/YouLei/1"></Body>
<Body name="右二" path="Ren/Tou/PiFu/LeiGu/YouLei/2"></Body>
</Body>
</Body>
</Body>
<Body name="肌肉" isBodyList="true" path="Ren/Tou/JiRou">
<Body name="111" path="Ren/Tou/JiRou/1">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
<Body name="222" path="Ren/Tou/JiRou/2">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
<Body name="333" path="Ren/Tou/JiRou/3">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
</Body>
<!--<Body name="神经" isBodyList="true">
<Body name="aaa" path="Ren/Tou/ShenJing/1">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
<Body name="bbb" path="Ren/Tou/ShenJing/2">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
<Body name="ccc" path="Ren/Tou/ShenJing/3">
<ObjectToggle>
<Color></Color>
</ObjectToggle>
</Body>
</Body>-->
</Body>
<Body name="肩膀" icon="" path="Ren/JianBang" >
<Body name="肩膀系统1" path="Ren/JianBang/Cube">
<Body name="肋骨" path="Ren/JianBang/Cube/Cube (1)">
<Body name="左肋" path="Ren/JianBang/Cube/Cube (1)/Cube (2)">
<Body name="左一" path="Ren/JianBang/Cube/Cube (1)/Cube (2)/Cube (3)"></Body>
<Body name="左二" path="Ren/JianBang/Cube/Cube (1)/Cube (2)/Sphere"></Body>
</Body>
</Body>
</Body>
</Body>
</Body3D>
</Module>