首页 > 解决方案 > 物品清单、库存系统、堆叠问题

问题描述

我正在统一创建一个简单的 RPG 3D 游戏。我几乎是编码的初学者。我创建了一个名为 Item 的 ScriptableObject 类,这样我就可以简单地创建一个新项目并从 Inspector 传递它们的属性。然后我创建了列表来将项目存储在角色库存中。我已经设法制作了一个代码,一旦它们被拾起,就会将它们添加到列表中。下一步是一个物品栏用户界面——我创建了 60 个类似于物品栏中的插槽的按钮,以及一个在按下它们后会显示的弹出菜单。该菜单包含两个按钮 - 使用和删除。打开菜单后,我正在创建使用和删除按钮的侦听器,如果按下其中任何一个,我将调用方法使用或删除。我将有关所选库存槽的信息存储在 Item 类的对象中。

现在的问题是 - 每当我多次单击库存中的不同物品时,即使我不断尝试将所选对象重置为空,以某种方式获取有关所选物品堆栈的信息。一旦我按下使用或删除 - 我点击的每个项目都会受到影响。

Unity 控制台向我显示(通过 Debug.Log)我已经输入了一个带有一个对象集的方法,但是当该方法更进一步时 - 它会为之前单击的每个项目执行多次。我很困惑。

ScriptableObject 项的代码

using UnityEngine;
using UnityEngine.UI;

[CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Item")]
public class Item : ScriptableObject
{

new public string name = "New Item";
public Sprite icon = null;
public Image itemImage;
public bool isDefaultItem = false;
[TextArea(3, 10)]
public string ItemInfo;
public GameObject Prefab;
public Animator chestObtain;

public virtual void Use()
{
    // Use the item

    Debug.Log("Using " + name);
}


}

库存代码(物品存储)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Inventory : MonoBehaviour
{

public int space = 30;

#region Singleton

public delegate void OnItemChanged();
public OnItemChanged onItemChangedCallback;

public static Inventory instance;

private void Awake()
{
    if (instance != null)
    {
        Debug.LogWarning("More than one instance of Inventory found!");
        instance = this;
    }
}

#endregion

public List<Item> items = new List<Item>();

public bool Add (Item item)
{
    if (!item.isDefaultItem)
    {
        if (items.Count >= space)
        {
            Debug.Log("Not enough space");
            return false;
        }
        items.Add(item);
        if (onItemChangedCallback != null)
        {
            onItemChangedCallback.Invoke();
        }
    }

    return true;

}

public void Remove(Item item)
{
    Debug.Log("Removing " + item);
    items.Remove(item);
    if (onItemChangedCallback != null)
    {
        onItemChangedCallback.Invoke();
    }
}

public void RemoveAt(int i)
{
    if (i <= items.Count)
    {
        Debug.Log("Removing " + items[i]);
        Debug.Log("List: " + items);
        //items.RemoveAt(i);
        if (onItemChangedCallback != null)
        {
            onItemChangedCallback.Invoke();
        }
    }
}

}

库存方法代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;

public class InventoryItemInfo : MonoBehaviour
{
public GameObject ItemInfoTab;
public bool ItemInfoTabIsOpen = false;
public Button OpenTab;
public Text Title;
public Text UseButtonText;
public Text RemoveButtonText;
public Text ItemInfo;
public int SlotID;
public Image ItemImage;
public Item test;
public Button RemoveButton;
public Button UseButton;

Inventory inventory;

void Update()
{
    if (Input.GetKeyDown(KeyCode.Tab))
    {
        ItemInfoTabIsOpen = false;
    }
}

public void OpenTabPressed()
{
    Debug.Log("test object after opening a tab: " + test);
    test = null;
    Debug.Log("test object after opening a tab and reseting: " + test);
    UseButton.onClick.RemoveListener(OnUseButton);
    RemoveButton.onClick.RemoveListener(OnRemoveButton);

    if (ItemInfoTab.activeInHierarchy)
    {
        ItemInfoTabIsOpen = false;
    }
    int itemsCount = GameObject.Find("GameManager").GetComponent<Inventory>().items.Count;
    if (test == null)
    {
        if (itemsCount > SlotID)
        {

            if (ItemInfoTabIsOpen == false)
            {
                ItemInfoTab.SetActive(true);
                ItemInfoTabIsOpen = true;
            }
            test = GameObject.Find("GameManager").GetComponent<Inventory>().items[SlotID];
            UseButton.onClick.AddListener(OnUseButton);
            RemoveButton.onClick.AddListener(OnRemoveButton);
            Debug.Log("SlotID: " + SlotID);
            Debug.Log("Clicked item: " + test);
            Title.text = test.name;
            ItemInfo.text = test.ItemInfo;
            ItemImage.sprite = test.icon;
        }
        else
        {
            Debug.Log("Emtpy inventory slot");
        }
    }
    else
    {
        test = null;
        Debug.Log("Test object set to null");
    }
}

public void OnUseButton()
{
    Debug.Log("test object to use: " + test);
        test.Use();
        test = null;
    Debug.Log("test object after using: " + test);
}

public void OnRemoveButton()
{
    ItemInfoTab.SetActive(false);
    ItemInfoTabIsOpen = false;
    Debug.Log("test object to remove: " + test);
    FindObjectOfType<Inventory>().Remove(test);
    test = null;
}
}

最后一点 - 我已经把所有这些"test = null"; 试图克服这个问题,但它没有奏效。


编辑

我刚刚在检查器中注意到,一旦我单击项目并将其分配到库存中的插槽-仅在调用 Use 或 Remove 方法后它才会变空-在任何其他条件下都不会(并且应该在单击其他项目后)。

空槽截图https://prnt.sc/rezehc 占用槽截图 Screenshot2

想法 - 这是否意味着我只在脚本中重置“对象变量”而不是在实际项目插槽上?如果是 - 如何将其设置回 null?我有超过 60 个项目槽,看起来像这样 ->层次结构 每个操作按钮都包含相同的脚本(查看之前的屏幕截图)。


标签: c#unity3d

解决方案


当您调用 时RemoveListener,您必须使用对之前调用它的实例的方法的引用来调用。基本上,您必须获得对上一个InventoryItemInfothen 调用的引用:

UseButton.onClick.RemoveListener(previousInventoryItemInfo.OnUseButton);
RemoveButton.onClick.RemoveListener(previousInventoryItemInfo.OnRemoveButton);

好吧,你似乎没有提到那个容易获得的东西。我建议简单地使用RemoveAllListeners

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;

public class InventoryItemInfo : MonoBehaviour
    {
    public GameObject ItemInfoTab;
    public bool ItemInfoTabIsOpen = false;
    public Button OpenTab;
    public Text Title;
    public Text UseButtonText;
    public Text RemoveButtonText;
    public Text ItemInfo;
    public int SlotID;
    public Image ItemImage;
    public Item test;
    public Button RemoveButton;
    public Button UseButton;

    Inventory inventory;

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Tab))
        {
            ItemInfoTabIsOpen = false;
        }
    }

    public void OpenTabPressed()
    {
        Debug.Log("test object after opening a tab: " + test);
        test = null;
        Debug.Log("test object after opening a tab and reseting: " + test);
        UseButton.onClick.RemoveAllListeners();
        RemoveButton.onClick.RemoveAllListeners();

        if (ItemInfoTab.activeInHierarchy)
        {
            ItemInfoTabIsOpen = false;
        }
        int itemsCount = GameObject.Find("GameManager").GetComponent<Inventory>().items.Count;
        if (test == null)
        {
            if (itemsCount > SlotID)
            {

                if (ItemInfoTabIsOpen == false)
                {
                    ItemInfoTab.SetActive(true);
                    ItemInfoTabIsOpen = true;
                }
                test = GameObject.Find("GameManager").GetComponent<Inventory>().items[SlotID];
                UseButton.onClick.AddListener(OnUseButton);
                RemoveButton.onClick.AddListener(OnRemoveButton);
                Debug.Log("SlotID: " + SlotID);
                Debug.Log("Clicked item: " + test);
                Title.text = test.name;
                ItemInfo.text = test.ItemInfo;
                ItemImage.sprite = test.icon;
            }
            else
            {
                Debug.Log("Emtpy inventory slot");
            }
        }
        else
        {
            test = null;
            Debug.Log("Test object set to null");
        }
    }

    public void OnUseButton()
    {
        Debug.Log("test object to use: " + test);
            test.Use();
            test = null;
        Debug.Log("test object after using: " + test);
    }

    public void OnRemoveButton()
    {
        ItemInfoTab.SetActive(false);
        ItemInfoTabIsOpen = false;
        Debug.Log("test object to remove: " + test);
        FindObjectOfType<Inventory>().Remove(test);
        test = null;
    }
}

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