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109 行
2.2 KiB

using System.Collections.Generic;
using UnityEngine;
// Created with collaboration from:
// https://forum.unity.com/threads/inventory-system.980646/
[CreateAssetMenu(fileName = "Inventory", menuName = "Inventory/Inventory", order = 51)]
public class Inventory : ScriptableObject
{
[Tooltip("The collection of items and their quantities.")]
[SerializeField]
private List<ItemStack> _items = new List<ItemStack>();
public List<ItemStack> Items => _items;
public void Add(Item item, int count = 1)
{
if (count <= 0)
return;
for (int i = 0; i < _items.Count; i++)
{
ItemStack currentItemStack = _items[i];
if (item == currentItemStack.Item)
{
//only add to the amount if the item is usable
if (currentItemStack.Item.ItemType.ActionType == ItemInventoryActionType.use)
{
currentItemStack.Amount += count;
}
return;
}
}
_items.Add(new ItemStack(item, count));
}
public void Remove(Item item, int count = 1)
{
if (count <= 0)
return;
for (int i = 0; i < _items.Count; i++)
{
ItemStack currentItemStack = _items[i];
if (currentItemStack.Item == item)
{
currentItemStack.Amount -= count;
if (currentItemStack.Amount <= 0)
_items.Remove(currentItemStack);
return;
}
}
}
public bool Contains(Item item)
{
for (int i = 0; i < _items.Count; i++)
{
if (item == _items[i].Item)
{
return true;
}
}
return false;
}
public int Count(Item item)
{
for (int i = 0; i < _items.Count; i++)
{
ItemStack currentItemStack = _items[i];
if (item == currentItemStack.Item)
{
return currentItemStack.Amount;
}
}
return 0;
}
public bool[] IngredietsAvailability(List<ItemStack> ingredients)
{
bool[] availabilityArray = new bool[ingredients.Count];
for (int i = 0; i < ingredients.Count; i++)
{
availabilityArray[i] = _items.Exists(o => o.Item == ingredients[i].Item && o.Amount >= ingredients[i].Amount);
}
return availabilityArray;
}
public bool hasIngredients(List<ItemStack> ingredients)
{
bool hasIngredients = !ingredients.Exists(j => !_items.Exists(o => o.Item == j.Item && o.Amount >= j.Amount));
return hasIngredients;
}
}