Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NaughtyAttributes;
namespace GameplayIngredients
{
public class Counter : MonoBehaviour
{
public enum ValueSourceType
{
Property,
GlobalVariable,
GameSave,
}
[BoxGroup("Default Value")]
public ValueSourceType ValueSource = ValueSourceType.Property;
[BoxGroup("Default Value"),ShowIf("isValueProperty")]
public int Value = 1;
[BoxGroup("Default Value"), ShowIf("isValueGameSave")]
public string GameSaveVariableName = "Variable";
[BoxGroup("Default Value"), ShowIf("isValueGameSave")]
public GameSaveManager.Location GameSaveLocation = GameSaveManager.Location.System;
[BoxGroup("Default Value"), ShowIf("isValueGlobal")]
public string GlobalVariableName = "Variable";
[BoxGroup("Default Value"), ShowIf("isValueGlobal")]
public Globals.Scope GlobalScope = Globals.Scope.Global;
public int CurrentValue { get; private set; }
[ReorderableList]
public Callable[] OnValueChanged;
bool isValueProperty() { return ValueSource == ValueSourceType.Property; }
bool isValueGameSave() { return ValueSource == ValueSourceType.GameSave; }
bool isValueGlobal() { return ValueSource == ValueSourceType.GlobalVariable; }
void Awake()
{
int value;
switch (ValueSource)
{
default:
case ValueSourceType.Property:
value = Value;
break;
case ValueSourceType.GlobalVariable:
if (Globals.HasInt(GlobalVariableName, GlobalScope))
value = Globals.GetInt(GlobalVariableName, GlobalScope);
else
{
Debug.LogWarning($"CounterLogic ({name}) : Could not find Global integer {GlobalVariableName}({GlobalScope})");
value = 0;
}
break;
case ValueSourceType.GameSave:
var gsm = Manager.Get<GameSaveManager>();
if (gsm.HasInt(GameSaveVariableName, GameSaveLocation))
value = gsm.GetInt(GameSaveVariableName, GameSaveLocation);
else
{
Debug.LogWarning($"CounterLogic ({name}) : Could not find Game Save integer {GameSaveVariableName}({GameSaveLocation})");
value = 0;
}
break;
}
CurrentValue = value;
}
public void SetValue(int newValue, GameObject instigator = null)
{
if(newValue != CurrentValue)
{
CurrentValue = newValue;
Callable.Call(OnValueChanged, instigator);
}
}
}
}