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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//在Asset菜单下添加选项,用于生成Script
[CreateAssetMenu(fileName = "DataItemList_SO", menuName = "Inventory/DataItemList")]
public class DataItemList_SO : ScriptableObject
{
[SerializeField]//因为可将private的参数在inspect串口编辑
private List<ItemDetails> ItemDetails;//可以将ItemDetails传入列表中,由于声明为SerializeField,可在inspect串口中编辑ItemDetails中的数据
}
public enum ItemType//声明枚举类
{
Seed,Commodity,Furiture,
HoeTool,ChopTool,BreakTool,ReapTool,WatterTool,Collectool,
ReapableScenery
}
//setting类专门在unity中保存数据
public class settings
{
public const float fadeduration=0.35f;
public const float fadeAlpha=0.45f;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class ItemDetails//用ItemDetails类来保存物体数据
{
public int itemID;
public string name;
public Sprite itemicon;
public Sprite itemonworldicon;
public string itemdescription;
public ItemType ItemType;
public int itemuseradius;
public bool canpicked;
public bool candropped;
public bool cancarried;
public int itemprice;
[Range(0,1)]
public float sellpercentage;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TriggerItemFigure : MonoBehaviour
{
//碰撞事件,碰撞体进入
private void OnTriggerEnter2D(Collider2D collision)
{
FadeItem[] fadeItems = collision.GetComponentsInChildren<FadeItem>();
if (fadeItems.Length >= 1) {
foreach (var item in fadeItems) {
item.FadeOut();
}
}
}
//碰撞事件,碰撞体离开
private void OnTriggerExit2D(Collider2D collision)
{
FadeItem[] fadeItems = collision.GetComponentsInChildren<FadeItem>();
if (fadeItems.Length >= 1)
{
foreach (var item in fadeItems)
{
item.FadeIn();
}
}
}
}
sing Cinemachine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SwitchBounds : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
SwitchBound();
}
// Update is called once per frame
void Update()
{
}
void SwitchBound()
{
PolygonCollider2D bound = GameObject.FindGameObjectWithTag("Bound").GetComponent<PolygonCollider2D>();//获取碰撞体
CinemachineConfiner confiner = GetComponent<CinemachineConfiner>();//获取confiner
confiner.m_BoundingShape2D = bound;//在inspect串口点击问号,可找到m_BoundingShape2D就是需要赋值的碰撞体
confiner.InvalidatePathCache();//清除缓存
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;//在资源商店下载dotween
[RequireComponent(typeof(SpriteRenderer))]//没有这个组件时,可自动添加
public class FadeItem : MonoBehaviour
{
private SpriteRenderer sprite;
// Start is calld before the first frame update
void Start()
{
sprite = GetComponent<SpriteRenderer>();//获取图片渲染组件
}
// Update is called once per frame
void Update()
{
}
/// <summary>
/// 逐渐恢复颜色
/// </summary>
public void FadeIn()
{
Color targetcolor = new Color(1,1,1,1);//透明度为1
sprite.DOColor(targetcolor,settings.fadeduration);//使用了dotween插件的函数
}
/// <summary>
/// 逐渐半透明
/// </summary>
public void FadeOut()
{
Color targetcolor = new Color(1, 1, 1, settings.fadeAlpha);//第四个参数为透明度
sprite.DOColor(targetcolor, settings.fadeduration);//使用了dotween插件的函数
}
} |
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