如何使用3 Storage制作库存。例如:
如果我按下存储1按钮,它将在库存中显示20个插槽,
如果我按下存储2按钮,它将显示从21个插槽到库存中的40个插槽,
如果我按下存储3按钮,它将显示从41个插槽到库存中的60个插槽。
所以它总共有60个插槽。
在我的代码之下:
inventory.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
public class inventory : MonoBehaviour {
public List<GameObject> slotsx = new List<GameObject> ();
public player Player;
public List<item> itemx = new List<item> ();
public GameObject slots;
item itemxs;
public int indexofdragitem;
public Sprite icon;
int sisa;
itemDatabase database;
int totalSlot = 60;
int currentStorage = 1;
int view = 20;
// Use this for initialization
void Start () {
Player = new player();
int slotAmount = 0;
database = GameObject.FindGameObjectWithTag ("itemDatabase").GetComponent<itemDatabase> ();
//Generate the Slot and Slot Name;
for(int i = 1; i <= 60; i++) {
GameObject Slot = (GameObject) Instantiate(slots);
Slot.GetComponent<slotScript>().slotNumber = slotAmount;
slotsx.Add(Slot);
Player.items.Add(new item());
addChilParent (this.gameObject,Slot);
//Slot.transform.parent = this.gameObject.transform;
Slot.name = "slot-" + i;
Slot.SetActive(false);
slotAmount++;
}
ShowStorage1();
}
//Add Slot Child To GridSlot Game Object
public void addChilParent(GameObject parentx, GameObject childx) {
childx.transform.SetParent (parentx.gameObject.transform);
}
}
由于
更新代码:
public void onClickStorage1() {
HideAllSlot ();
ShowStorage1 ();
}
public void onClickStorage2() {
HideAllSlot ();
ShowStorage2 ();
}
public void onClickStorage3() {
HideAllSlot ();
ShowStorage3 ();
}
public void HideAllSlot () {
GameObject hslot;
for(int i = 1; i <= 60; i++) {
hslot = GameObject.Find("slot-"+i);
hslot.SetActive(false);
}
}
public void ShowStorage1 () {
GameObject hslot;
for(int i = 1; i <= 20; i++) {
hslot = GameObject.Find("slot-"+i).SetActive(true);
hslot.SetActive(true);
}
}
public void ShowStorage2 () {
GameObject hslot;
for(int i = 21; i <= 40; i++) {
hslot = GameObject.Find("slot-"+i);
hslot.SetActive(true);
}
}
public void ShowStorage3 () {
GameObject hslot;
for(int i = 41; i <= 60; i++) {
hslot = GameObject.Find("slot-"+i);
hslot.SetActive(true);
}
}
答案 0 :(得分:1)
“如果我按下存储1按钮它将在库存中显示20个插槽,如果我按下存储2按钮它将显示从21个插槽直到库存中的40个插槽,如果我按下存储3按钮它将显示从41个插槽直到库存中有60个插槽。“
1,点击添加画布
2,点击添加按钮..实际上添加三个
3,在按钮下面有按钮的“文本”。标记三个按钮“存储1”,“存储2”,“存储3”
4,有一个像这样的脚本......
public GameObject yourFIRSTPanel;
public GameObject yourSECONDPanel;
public GameObject yourTHIRDPanel;
private void HideAllThreePanels()
{
yourFIRSTPanel.setActive(false);
yourSECONDPanel.setActive(false);
yourTHIRDPanel.setActive(false);
}
public void UserClickedS1()
{
Debug.Log("storage 1 needed!")
HideAllThreePanels()
yourFIRSTPanel.setActive(true);
}
public void UserClickedS2()
{
Debug.Log("storage 2 needed!")
HideAllThreePanels()
yourSECONDPanel.setActive(true);
}
public void UserClickedS3()
{
Debug.Log("storage 3 needed!")
HideAllThreePanels()
yourTHIRDPanel.setActive(true);
}
5,在这三个例程中,打电话给你想要的任何东西。你似乎已经有了一个脚本,可以做某事。只需要有三个这样的脚本,它们具有不同的“数量”或者你说的不同。只需从三个不同的按钮调用三个不同的脚本。
请注意,您只需将所有三个设置为隐藏,然后显示所需的项目。就这么简单!
在代码编辑中注意,
for(int i = 1; i <= 20; i++) {
hslot = GameObject.Find("slot-"+i).SetActive(true);
hslot.SetActive(true);
}
这是错误的:“hslot = GameObject.Find(”slot - “+ i).SetActive(true);”
整个循环也错了,应该是
for(int i = 1; i <= 20; i++) {
String theName = "slot-" + i.ToString();
Debug.Log("Looking for: " +theName);
GameObject gFound = GameObject.Find("slot-"+i);
if (gFound == nil)
{
Debug.Log("COULD NOT FIND IT! " +theName);
continue;
}
gFound.SetActive(true);
}
GameObject.Find不会找到非活动对象!
请注意,您已经在阵列中保留了它们! (slotx我想。)
只需使用该阵列!
最后事实上你应该这样做:
将所有插槽分组到三个空游戏对象下,然后禁用/启用它们。这样你就不需要循环了。