Inventory

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

 /// <summary>
 /// 面板基类
 /// </summary>
 public class Inventory:MonoBehaviour {

     /// <summary>
     /// 插槽列表
     /// </summary>
     protected Slot[] slotList;
     /// <summary>
     /// 目标透明度
     /// </summary>
     ;
     /// <summary>
     /// 动画速度
     /// </summary>
     ;
     /// <summary>
     /// CanvasGroup
     /// </summary>
     private CanvasGroup canvasGroup;

     public virtual void Start() {
         slotList = GetComponentsInChildren<Slot>();
         canvasGroup = GetComponent<CanvasGroup>();
     }

     void Update() {
         if(canvasGroup.alpha != targetAlpha) {
             canvasGroup.alpha = Mathf.Lerp(canvasGroup.alpha,targetAlpha,smoothing * Time.deltaTime);
             if(Mathf.Abs(canvasGroup.alpha - targetAlpha) < .01f) {
                 canvasGroup.alpha = targetAlpha;
             }
         }
     }

     /// <summary>
     /// 根据物品ID存储物品
     /// </summary>
     public bool StoreItem(int id) {
         Item item = InventoryManager.Instance.GetItemById(id);
         return StoreItem(item);
     }

     /// <summary>
     /// 存储物品
     /// </summary>
     public bool StoreItem(Item item) {
         if(item == null) {
             Debug.LogWarning("要存储的物品的id不存在");
             return false;
         }
         ) {
             Slot slot = FindEmptySlot();
             if(slot == null) {
                 Debug.LogWarning("没有空的物品槽");
                 return false;
             } else {
                 slot.StoreItem(item);//把物品存储到这个空的物品槽里面
             }
         } else {
             Slot slot = FindSameIdSlot(item);
             if(slot != null) {
                 slot.StoreItem(item);
             } else {
                 Slot emptySlot = FindEmptySlot();
                 if(emptySlot != null) {
                     emptySlot.StoreItem(item);
                 } else {
                     Debug.LogWarning("没有空的物品槽");
                     return false;
                 }
             }
         }
         return true;
     }

     /// <summary>
     /// 查找空插槽
     /// </summary>
     private Slot FindEmptySlot() {
         //遍历插槽列表
         foreach(Slot slot in slotList) {
             //没有子物体
             ) {
                 //返回这个插槽
                 return slot;
             }
         }
         return null;
     }

     /// <summary>
     /// 查抄相同ID的插槽
     /// </summary>
     private Slot FindSameIdSlot(Item item) {
         //遍历插槽列表
         foreach(Slot slot in slotList) {
             //有子物体,ID相同,插槽没满
              && slot.GetItemId() == item.ID && slot.IsFilled() == false) {
                 //返回插槽
                 return slot;
             }
         }
         return null;
     }

     /// <summary>
     /// 显示
     /// </summary>
     public void Show() {
         canvasGroup.blocksRaycasts = true;
         targetAlpha = ;
     }

     /// <summary>
     /// 隐藏
     /// </summary>
     public void Hide() {
         canvasGroup.blocksRaycasts = false;
         targetAlpha = ;
     }

     /// <summary>
     /// 切换显示/隐藏
     /// </summary>
     public void DisplaySwitch() {
         ) {
             Show();
         } else {
             Hide();
         }
     }

     /// <summary>
     /// 保存信息
     /// </summary>
     public void SaveInventory() {
         StringBuilder sb = new StringBuilder();
         //遍历插槽
         foreach(Slot slot in slotList) {
             //有子物体
             ) {
                 //获取物品UI
                 ItemUI itemUI = slot.transform.GetChild().GetComponent<ItemUI>();
                 sb.Append(itemUI.Item.ID + "," + itemUI.Amount + "-");
             } else {
                 sb.Append("0-");
             }
         }
         PlayerPrefs.SetString(this.gameObject.name,sb.ToString());
     }

     /// <summary>
     /// 加载信息
     /// </summary>
     public void LoadInventory() {
         if(PlayerPrefs.HasKey(this.gameObject.name) == false) return;
         string str = PlayerPrefs.GetString(this.gameObject.name);
         string[] itemArray = str.Split('-');
         ;i < itemArray.Length - ;i++) {
             string itemStr = itemArray[i];
             ") {
                 print(itemStr);
                 string[] temp = itemStr.Split(',');
                 ]);
                 Item item = InventoryManager.Instance.GetItemById(id);
                 ]);
                 ;j < amount;j++) {
                     slotList[i].StoreItem(item);
                 }
             }
         }
     }
 }

Inventory

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;

 /// <summary>
 /// 角色面板
 /// </summary>
 public class CharacterPanel : Inventory
 {
     /// <summary>
     /// 单例
     /// </summary>
     private static CharacterPanel _instance;

     /// <summary>
     /// 单例
     /// </summary>
     public static CharacterPanel Instance
     {
         get
         {
             if (_instance == null)
             {
                 _instance = GameObject.Find("CharacterPanel").GetComponent<CharacterPanel>();
             }
             return _instance;
         }
     }

     /// <summary>
     /// 属性文本
     /// </summary>
     private Text propertyText;
     /// <summary>
     /// 玩家
     /// </summary>
     private Player player;

     public override void Start()
     {
         base.Start();
         propertyText = transform.Find("PropertyPanel/Text").GetComponent<Text>();
         player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
         UpdatePropertyText();
         Hide();
     }

     /// <summary>
     /// 穿装备和武器
     /// </summary>
     public void PutOn(Item item)
     {
         Item exitItem = null;
         foreach (Slot slot in slotList)
         {
             EquipmentSlot equipmentSlot = (EquipmentSlot)slot;
             if (equipmentSlot.IsRightItem(item))
             {
                 )
                 {
                     ItemUI currentItemUI= equipmentSlot.transform.GetChild().GetComponent<ItemUI>();
                     exitItem = currentItemUI.Item;
                     currentItemUI.SetItem(item, );
                 }
                 else
                 {
                     equipmentSlot.StoreItem(item);
                 }
                 break;
             }
         }
         if(exitItem!=null)
             KnapsackPanel.Instance.StoreItem(exitItem);

         UpdatePropertyText();
     }

     public void PutOff(Item item)
     {
         KnapsackPanel.Instance.StoreItem(item);
         UpdatePropertyText();
     }

     private void UpdatePropertyText()
     {
         //Debug.Log("UpdatePropertyText");
         , intellect = , agility = , stamina = , damage = ;
         foreach(EquipmentSlot slot in slotList){
             )
             {
                 Item item = slot.transform.GetChild().GetComponent<ItemUI>().Item;
                 if (item is Equipment)
                 {
                     Equipment e = (Equipment)item;
                     strength += e.Strength;
                     intellect += e.Intellect;
                     agility += e.Agility;
                     stamina += e.Stamina;
                 }
                 else if (item is Weapon)
                 {
                     damage += ((Weapon)item).Damage;
                 }
             }
         }
         strength += player.BasicStrength;
         intellect += player.BasicIntellect;
         agility += player.BasicAgility;
         stamina += player.BasicStamina;
         damage += player.BasicDamage;
         string text = string.Format("力量:{0}\n智力:{1}\n敏捷:{2}\n体力:{3}\n攻击力:{4} ", strength, intellect, agility, stamina, damage);
         propertyText.text = text;
     }

 }

CharacterPanel

 using UnityEngine;
 using System.Collections;

 /// <summary>
 /// 箱子面板
 /// </summary>
 public class ChestPanel : Inventory {

     /// <summary>
     /// 单例
     /// </summary>
     private static ChestPanel _instance;

     /// <summary>
     /// 单例
     /// </summary>
     public static ChestPanel Instance
     {
         get
         {
             if (_instance == null)
             {
                 _instance = GameObject.Find("ChestPanel").GetComponent<ChestPanel>();
             }
             return _instance;
         }
     }
 }

ChestPanel

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

 /// <summary>
 /// 锻造面板
 /// </summary>
 public class ForgePanel : Inventory {

     /// <summary>
     /// 单例
     /// </summary>
     private static ForgePanel _instance;

     /// <summary>
     /// 单例
     /// </summary>
     public static ForgePanel Instance
     {
         get
         {
             if (_instance == null)
             {
                 _instance = GameObject.Find("ForgePanel").GetComponent<ForgePanel>();
             }
             return _instance;
         }
     }

     /// <summary>
     ///
     /// </summary>
     private List<Formula> formulaList;

     public override void Start()
     {
         base.Start();
         ParseFormulaJson();
     }

     void ParseFormulaJson()
     {
         formulaList = new List<Formula>();
         TextAsset formulasText = Resources.Load<TextAsset>("Formulas");
         string formulasJson = formulasText.text;//配方信息的Json数据
         JSONObject jo = new JSONObject(formulasJson);
         foreach (JSONObject temp in jo.list)
         {
             int item1ID = (int)temp["Item1ID"].n;
             int item1Amount = (int)temp["Item1Amount"].n;
             int item2ID = (int)temp["Item2ID"].n;
             int item2Amount = (int)temp["Item2Amount"].n;
             int resID = (int)temp["ResID"].n;
             Formula formula = new Formula(item1ID, item1Amount, item2ID, item2Amount, resID);
             formulaList.Add(formula);
         }
         //Debug.Log(formulaList[1].ResID);
     }

     public void ForgeItem(){
         // 得到当前有哪些材料
         // 判断满足哪一个秘籍的要求

         List<int> haveMaterialIDList = new List<int>();//存储当前拥有的材料的id
         foreach (Slot slot in slotList)
         {
             )
             {
                 ItemUI currentItemUI = slot.transform.GetChild().GetComponent<ItemUI>();
                 ; i < currentItemUI.Amount; i++)
                 {
                     haveMaterialIDList.Add(currentItemUI.Item.ID);//这个格子里面有多少个物品 就存储多少个id
                 }
             }
         }

         Formula matchedFormula = null;
         foreach (Formula formula in formulaList)
         {
             bool isMatch = formula.Match(haveMaterialIDList);
             if (isMatch)
             {
                 matchedFormula = formula; break;
             }
         }
         if (matchedFormula != null)
         {
             KnapsackPanel.Instance.StoreItem(matchedFormula.ResID);
             //去掉消耗的材料
             foreach(int id in matchedFormula.NeedIdList){
                 foreach (Slot slot in slotList)
                 {
                     )
                     {
                         ItemUI itemUI = slot.transform.GetChild().GetComponent<ItemUI>();
                         )
                         {
                             itemUI.ReduceAmount();
                             )
                             {
                                 DestroyImmediate(itemUI.gameObject);
                             }
                             break;
                         }
                     }
                 }
             }

         }

     }
 }

ForgePanel

 using UnityEngine;
 using System.Collections;

 /// <summary>
 /// 背包
 /// </summary>
 public class KnapsackPanel : Inventory
 {
     /// <summary>
     /// 单例
     /// </summary>
     private static KnapsackPanel _instance;

     /// <summary>
     /// 单例
     /// </summary>
     public static KnapsackPanel Instance
     {
         get
         {
             if (_instance == null)
             {
                 _instance =  GameObject.Find("KnapsackPanel").GetComponent<KnapsackPanel>();
             }
             return _instance;
         }
     }
 }

KnapsackPanel

 using UnityEngine;
 using System.Collections;

 /// <summary>
 /// 商店面板
 /// </summary>
 public class VendorPanel : Inventory {

     /// <summary>
     /// 单例
     /// </summary>
     private static VendorPanel _instance;

     /// <summary>
     /// 单例
     /// </summary>
     public static VendorPanel Instance
     {
         get
         {
             if (_instance == null)
             {
                 _instance = GameObject.Find("VendorPanel").GetComponent<VendorPanel>();
             }
             return _instance;
         }
     }

     /// <summary>
     /// 物品ID列表
     /// </summary>
     public int[] itemIdArray;

     /// <summary>
     /// 玩家
     /// </summary>
     private Player player;

     public override void Start()
     {
         base.Start();
         InitShop();
         player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
         Hide();
     }

     private void InitShop()
     {
         foreach (int itemId in itemIdArray)
         {
             StoreItem(itemId);
         }
     }
     /// <summary>
     /// 主角购买
     /// </summary>
     /// <param name="item"></param>
     public void BuyItem(Item item)
     {
         bool isSuccess = player.ConsumeCoin(item.BuyPrice);
         if (isSuccess)
         {
             KnapsackPanel.Instance.StoreItem(item);
         }
     }
     /// <summary>
     /// 主角出售物品
     /// </summary>
     public void SellItem()
     {
         ;
         if (Input.GetKey(KeyCode.LeftControl))
         {
             sellAmount = ;
         }
         else
         {
             sellAmount = InventoryManager.Instance.PickedItemUI.Amount;
         }

         int coinAmount = InventoryManager.Instance.PickedItemUI.Item.SellPrice * sellAmount;
         player.EarnCoin(coinAmount);
         InventoryManager.Instance.RemoveItem(sellAmount);
     }
 }

VendorPanel

Item

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;

 /// <summary>
 /// UI物品
 /// </summary>
 public class ItemUI:MonoBehaviour {

     /// <summary>
     /// 关联的物品
     /// </summary>
     public Item Item { get; private set; }
     /// <summary>
     /// 关联的数量
     /// </summary>
     public int Amount { get; private set; }

     /// <summary>
     /// 物品图片
     /// </summary>
     private Image itemImage;
     /// <summary>
     /// 数量文本
     /// </summary>
     private Text amountText;

     /// <summary>
     /// 物品图片
     /// </summary>
     private Image ItemImage {
         get {
             if(itemImage == null) {
                 itemImage = GetComponent<Image>();
             }
             return itemImage;
         }
     }

     /// <summary>
     /// 数量文本
     /// </summary>
     private Text AmountText {
         get {
             if(amountText == null) {
                 amountText = GetComponentInChildren<Text>();
             }
             return amountText;
         }
     }

     /// <summary>
     /// 目标缩放
     /// </summary>
     private float targetScale = 1f;

     /// <summary>
     /// 动画缩放
     /// </summary>
     private Vector3 animationScale = new Vector3(1.4f,1.4f,1.4f);

     /// <summary>
     /// 动画速度
     /// </summary>
     ;

     void Update() {
         //当前缩放不等于目标缩放
         if(transform.localScale.x != targetScale) {
             //计算缩放插值
             float scale = Mathf.Lerp(transform.localScale.x,targetScale,smoothing * Time.deltaTime);
             //修改缩放
             transform.localScale = new Vector3(scale,scale,scale);
             //当前缩放和目标缩放的差值小于0.2
             if(Mathf.Abs(transform.localScale.x - targetScale) < .02f) {
                 //修改为目标缩放
                 transform.localScale = new Vector3(targetScale,targetScale,targetScale);
             }
         }
     }

     /// <summary>
     /// 设置物品
     /// </summary>
     ) {
         //修改缩放
         transform.localScale = animationScale;
         //设置物品
         this.Item = item;
         //设置数量
         this.Amount = amount;
         //根据精灵名称加载精灵
         ItemImage.sprite = Resources.Load<Sprite>(item.Sprite);
         //容量大于1
         )
             //修改数量文本
             AmountText.text = Amount.ToString();
         //容量不大于1
         else
             //不显示数量文本
             AmountText.text = "";
     }

     /// <summary>
     /// 增加数量
     /// </summary>
     ) {
         ///修改缩放
         transform.localScale = animationScale;
         //增加数量
         this.Amount += amount;
         //容量大于1
         )
             //修改数量
             AmountText.text = Amount.ToString();
         //容量不大于1
         else
             //不显示数量文本
             AmountText.text = "";
     }

     /// <summary>
     /// 减少数量
     /// </summary>
     ) {
         //修改缩放
         transform.localScale = animationScale;
         //减少数量
         this.Amount -= amount;
         //根据容量显示数量
         )
             AmountText.text = Amount.ToString();
         else
             AmountText.text = "";
     }

     /// <summary>
     /// 设置数量
     /// </summary>
     public void SetAmount(int amount) {
         transform.localScale = animationScale;
         this.Amount = amount;
         //根据容量显示数量
         )
             AmountText.text = Amount.ToString();
         else
             AmountText.text = "";
     }

     /// <summary>
     /// 交换物品UI
     /// </summary>
     public void Exchange(ItemUI itemUI) {
         Item itemTemp = itemUI.Item;
         int amountTemp = itemUI.Amount;
         itemUI.SetItem(this.Item,this.Amount);
         this.SetItem(itemTemp,amountTemp);
     }

     /// <summary>
     /// 显示
     /// </summary>
     public void Show() {
         gameObject.SetActive(true);
     }

     /// <summary>
     /// 隐藏
     /// </summary>
     public void Hide() {
         gameObject.SetActive(false);
     }

     /// <summary>
     /// 设置局部坐标
     /// </summary>
     public void SetLocalPosition(Vector3 position) {
         transform.localPosition = position;
     }
 }

ItemUI

 using UnityEngine;
 using System.Collections;

 /// <summary>
 /// 物品基类
 /// </summary>
 public class Item {

     /// <summary>
     /// ID
     /// </summary>
     public int ID { get; set; }
     /// <summary>
     /// 名称
     /// </summary>
     public string Name { get; set; }
     /// <summary>
     /// 类型
     /// </summary>
     public ItemType Type { get; set; }
     /// <summary>
     /// 质量
     /// </summary>
     public ItemQuality Quality { get; set; }
     /// <summary>
     /// 描述
     /// </summary>
     public string Description { get; set; }
     /// <summary>
     /// 容量
     /// </summary>
     public int Capacity { get; set; }
     /// <summary>
     /// 买的价格
     /// </summary>
     public int BuyPrice { get; set; }
     /// <summary>
     /// 卖的价格
     /// </summary>
     public int SellPrice { get; set; }
     /// <summary>
     /// 图片
     /// </summary>
     public string Sprite { get; set; }

     public Item() {
         //默认ID-1
         ;
     }

     public Item(int id,string name,ItemType type,ItemQuality quality,string des,int capacity,int buyPrice,int sellPrice,string sprite) {
         this.ID = id;
         this.Name = name;
         this.Type = type;
         this.Quality = quality;
         this.Description = des;
         this.Capacity = capacity;
         this.BuyPrice = buyPrice;
         this.SellPrice = sellPrice;
         this.Sprite = sprite;
     }

     /// <summary>
     /// 物品类型
     /// </summary>
     public enum ItemType {
         /// <summary>
         /// 消耗品
         /// </summary>
         Consumable,
         /// <summary>
         /// 装备
         /// </summary>
         Equipment,
         /// <summary>
         /// 武器
         /// </summary>
         Weapon,
         /// <summary>
         /// 材料
         /// </summary>
         Material
     }

     /// <summary>
     /// 品质
     /// </summary>
     public enum ItemQuality {
         /// <summary>
         /// 普通
         /// </summary>
         Common,
         /// <summary>
         /// 罕见
         /// </summary>
         Uncommon,
         /// <summary>
         /// 稀有
         /// </summary>
         Rare,
         /// <summary>
         /// 史诗
         /// </summary>
         Epic,
         /// <summary>
         /// 传奇
         /// </summary>
         Legendary,
         /// <summary>
         /// 远古
         /// </summary>
         Artifact
     }

     /// <summary>
     /// 获取提示文本
     /// </summary>
     /// <returns></returns>
     public virtual string GetToolTipText() {
         string color = "";
         switch(Quality) {
         case ItemQuality.Common:
             color = "white";
             break;
         case ItemQuality.Uncommon:
             color = "lime";
             break;
         case ItemQuality.Rare:
             color = "navy";
             break;
         case ItemQuality.Epic:
             color = "magenta";
             break;
         case ItemQuality.Legendary:
             color = "orange";
             break;
         case ItemQuality.Artifact:
             color = "red";
             break;
         }
         string text = string.Format("<color={4}>{0}</color>\n<size=10><color=green>购买价格:{1} 出售价格:{2}</color></size>\n<color=yellow><size=10>{3}</size></color>",Name,BuyPrice,SellPrice,Description,color);
         return text;
     }
 }

Item

 using UnityEngine;
 using System.Collections;

 /// <summary>
 /// 消耗品类
 /// </summary>
 public class Consumable:Item {

     /// <summary>
     /// 增加的血量
     /// </summary>
     public int HP { get; set; }
     /// <summary>
     /// 增加的蓝量
     /// </summary>
     public int MP { get; set; }

     public Consumable(int id,string name,ItemType type,ItemQuality quality,string des,int capacity,int buyPrice,int sellPrice,string sprite,int hp,int mp)
         : base(id,name,type,quality,des,capacity,buyPrice,sellPrice,sprite) {
         this.HP = hp;
         this.MP = mp;
     }

     public override string GetToolTipText() {
         string text = base.GetToolTipText();

         string newText = string.Format("{0}\n\n<color=blue>加血:{1}\n加蓝:{2}</color>",text,HP,MP);

         return newText;
     }

     public override string ToString() {
         string s = "";
         s += ID.ToString();
         s += Type;
         s += Quality;
         s += Description;
         s += Capacity;
         s += BuyPrice;
         s += SellPrice;
         s += Sprite;
         s += HP;
         s += MP;
         return s;
     }

 }

Consumable

 using UnityEngine;
 using System.Collections;

 /// <summary>
 /// 装备
 /// </summary>
 public class Equipment:Item {

     /// <summary>
     /// 力量
     /// </summary>
     public int Strength { get; set; }
     /// <summary>
     /// 智力
     /// </summary>
     public int Intellect { get; set; }
     /// <summary>
     /// 敏捷
     /// </summary>
     public int Agility { get; set; }
     /// <summary>
     /// 体力
     /// </summary>
     public int Stamina { get; set; }
     /// <summary>
     /// 装备类型
     /// </summary>
     public EquipmentType EquipType { get; set; }

     public Equipment(int id,string name,ItemType type,ItemQuality quality,string des,int capacity,int buyPrice,int sellPrice,string sprite,
         int strength,int intellect,int agility,int stamina,EquipmentType equipType)
         : base(id,name,type,quality,des,capacity,buyPrice,sellPrice,sprite) {
         this.Strength = strength;
         this.Intellect = intellect;
         this.Agility = agility;
         this.Stamina = stamina;
         this.EquipType = equipType;
     }

     /// <summary>
     /// 装备类型
     /// </summary>
     public enum EquipmentType {
         /// <summary>
         /// 默认
         /// </summary>
         None,
         /// <summary>
         /// 头
         /// </summary>
         Head,
         /// <summary>
         /// 脖子
         /// </summary>
         Neck,
         /// <summary>
         /// 胸
         /// </summary>
         Chest,
         /// <summary>
         /// 戒指
         /// </summary>
         Ring,
         /// <summary>
         /// 腿
         /// </summary>
         Leg,
         /// <summary>
         /// 护腕
         /// </summary>
         Bracer,
         /// <summary>
         /// 鞋子
         /// </summary>
         Boots,
         /// <summary>
         /// 肩膀
         /// </summary>
         Shoulder,
         /// <summary>
         /// 腰带
         /// </summary>
         Belt,
         /// <summary>
         /// 副手
         /// </summary>
         OffHand
     }

     public override string GetToolTipText() {
         string text = base.GetToolTipText();

         string equipTypeText = "";
         switch(EquipType) {
         case EquipmentType.Head:
             equipTypeText = "头部";
             break;
         case EquipmentType.Neck:
             equipTypeText = "脖子";
             break;
         case EquipmentType.Chest:
             equipTypeText = "胸部";
             break;
         case EquipmentType.Ring:
             equipTypeText = "戒指";
             break;
         case EquipmentType.Leg:
             equipTypeText = "腿部";
             break;
         case EquipmentType.Bracer:
             equipTypeText = "护腕";
             break;
         case EquipmentType.Boots:
             equipTypeText = "靴子";
             break;
         case EquipmentType.Shoulder:
             equipTypeText = "护肩";
             break;
         case EquipmentType.Belt:
             equipTypeText = "腰带";
             break;
         case EquipmentType.OffHand:
             equipTypeText = "副手";
             break;
         }

         string newText = string.Format("{0}\n\n<color=blue>装备类型:{1}\n力量:{2}\n智力:{3}\n敏捷:{4}\n体力:{5}</color>",text,equipTypeText,Strength,Intellect,Agility,Stamina);

         return newText;
     }
 }

Equipment

 using UnityEngine;
 using System.Collections;

 /// <summary>
 /// 材料类
 /// </summary>
 public class Material:Item {

     public Material(int id,string name,ItemType type,ItemQuality quality,string des,int capacity,int buyPrice,int sellPrice,string sprite)
         : base(id,name,type,quality,des,capacity,buyPrice,sellPrice,sprite) {
     }
 }

Material

 using UnityEngine;
 using System.Collections;

 /// <summary>
 /// 武器
 /// </summary>
 public class Weapon:Item {

     /// <summary>
     /// 伤害
     /// </summary>
     public int Damage { get; set; }

     /// <summary>
     /// 武器类型
     /// </summary>
     public WeaponType WpType { get; set; }

     public Weapon(int id,string name,ItemType type,ItemQuality quality,string des,int capacity,int buyPrice,int sellPrice,string sprite,
        int damage,WeaponType wpType)
         : base(id,name,type,quality,des,capacity,buyPrice,sellPrice,sprite) {
         this.Damage = damage;
         this.WpType = wpType;
     }

     /// <summary>
     /// 武器类型
     /// </summary>
     public enum WeaponType {
         /// <summary>
         /// 默认
         /// </summary>
         None,
         /// <summary>
         /// 副手
         /// </summary>
         OffHand,
         /// <summary>
         /// 主手
         /// </summary>
         MainHand
     }

     /// <summary>
     /// 获取提示信息
     /// </summary>
     public override string GetToolTipText() {
         string text = base.GetToolTipText();

         string wpTypeText = "";

         switch(WpType) {
         case WeaponType.OffHand:
             wpTypeText = "副手";
             break;
         case WeaponType.MainHand:
             wpTypeText = "主手";
             break;
         }

         string newText = string.Format("{0}\n\n<color=blue>武器类型:{1}\n攻击力:{2}</color>",text,wpTypeText,Damage);

         return newText;
     }
 }

Weapon

Slot

 using UnityEngine;
 using System.Collections;
 using UnityEngine.EventSystems;

 /// <summary>
 /// 物品槽
 /// </summary>
 public class Slot:MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler {

     /// <summary>
     /// 物品预设
     /// </summary>
     public GameObject itemPrefab;

     /// <summary>
     /// 存储物品
     /// </summary>
     public void StoreItem(Item item) {
         //没有子物体
         ) {
             //实例化预设
             GameObject itemGameObject = Instantiate(itemPrefab) as GameObject;
             //设置父物体
             itemGameObject.transform.SetParent(this.transform);
             //设置缩放
             itemGameObject.transform.localScale = Vector3.one;
             //设置位置
             itemGameObject.transform.localPosition = Vector3.zero;

             itemGameObject.GetComponent<ItemUI>().SetItem(item);
         //有子物体
         } else {
             //物品数量加1
             transform.GetChild().GetComponent<ItemUI>().AddAmount();
         }
     }

     /// <summary>
     /// 得到当前物品槽存储的物品类型
     /// </summary>
     public Item.ItemType GetItemType() {
         ).GetComponent<ItemUI>().Item.Type;
     }

     /// <summary>
     /// 得到物品的id
     /// </summary>
     /// <returns></returns>
     public int GetItemId() {
         ).GetComponent<ItemUI>().Item.ID;
     }

     /// <summary>
     /// 是否满了
     /// </summary>
     /// <returns></returns>
     public bool IsFilled() {
         ItemUI itemUI = transform.GetChild().GetComponent<ItemUI>();
         //当前的数量是否大于等于容量
         return itemUI.Amount >= itemUI.Item.Capacity;
     }

     /// <summary>
     /// 鼠标进入
     /// </summary>
     public void OnPointerEnter(PointerEventData eventData) {
         //子物体数量大于0
         ) {
             //获取物品的提示文本
             ).GetComponent<ItemUI>().Item.GetToolTipText();
             //显示提示文本
             InventoryManager.Instance.ShowToolTip(toolTipText);
         }
     }

     /// <summary>
     /// 鼠标移除
     /// </summary>
     public void OnPointerExit(PointerEventData eventData) {
         //子物体数量大于0
         )
             //隐藏提示文本
             InventoryManager.Instance.HideToolTip();
     }

     /// <summary>
     /// 鼠标按下
     /// </summary>
     public virtual void OnPointerDown(PointerEventData eventData) {
         //右键点击
         if(eventData.button == PointerEventData.InputButton.Right) {
             //没有选取的物品且子物体数量大于0
             ) {
                 //获取物品UI
                 ItemUI currentItemUI = transform.GetChild().GetComponent<ItemUI>();
                 //如果物品是装备或武器
                 if(currentItemUI.Item is Equipment || currentItemUI.Item is Weapon) {
                     //数量减1
                     currentItemUI.ReduceAmount();
                     //获取物品
                     Item currentItem = currentItemUI.Item;
                     //物品UI数量小于等于0
                     ) {
                         //删除物品UI
                         DestroyImmediate(currentItemUI.gameObject);
                         //隐藏提示文本
                         InventoryManager.Instance.HideToolTip();
                     }
                     //穿装备和武器
                     CharacterPanel.Instance.PutOn(currentItem);
                 }
             }
         }
         //不是左键,返回
         if(eventData.button != PointerEventData.InputButton.Left) return;
         //子物体数量大于0
         ) {
             //获取当前ItemUI
             ItemUI currentItemUI = transform.GetChild().GetComponent<ItemUI>();

             //鼠标上没有物品
             if(InventoryManager.Instance.IsPickedItem == false)
             {
                 //同时按下左Control
                 if(Input.GetKey(KeyCode.LeftControl)) {
                     //计算拾取物品的数量
                     ) / ;
                     //鼠标拾取物品
                     InventoryManager.Instance.PickupItem(currentItemUI.Item,amountPicked);
                     //计算剩余数量
                     int amountRemained = currentItemUI.Amount - amountPicked;
                     //剩余数量小于等于0
                     ) {
                         //销毁当前物品UI
                         Destroy(currentItemUI.gameObject);//销毁当前物品
                     //剩余数量大于0
                     } else {
                         //修改剩余数量
                         currentItemUI.SetAmount(amountRemained);
                     }
                 //没有按下左Control
                 } else {
                     //拾取物品
                     InventoryManager.Instance.PickupItem(currentItemUI.Item,currentItemUI.Amount);
                     //销毁当前物品
                     Destroy(currentItemUI.gameObject);
                 }
             //鼠标上有物品
             } else {
                 //拾取物品ID等于当前物品ID
                 if(currentItemUI.Item.ID == InventoryManager.Instance.PickedItemUI.Item.ID) {
                     //同时按下左Control
                     if(Input.GetKey(KeyCode.LeftControl)) {
                         //当前物品UI的容量大于当前物品UI的数量
                         if(currentItemUI.Item.Capacity > currentItemUI.Amount)
                         {
                             //当前物品UI增加数量
                             currentItemUI.AddAmount();
                             //减少鼠标物品UI的数量
                             InventoryManager.Instance.RemoveItem();
                         //容量小于数量,不处理
                         } else {
                             return;
                         }
                     //没有按下左Control
                     } else {
                         //当前物品UI的容量大于当前物品UI的数量
                         if(currentItemUI.Item.Capacity > currentItemUI.Amount) {
                             //获取当前物品UI的剩余数量
                             int amountRemain = currentItemUI.Item.Capacity - currentItemUI.Amount;//当前物品槽剩余的空间
                             //当前物品UI的剩余数量大于等于鼠标物品UI的数量
                             if(amountRemain >= InventoryManager.Instance.PickedItemUI.Amount) {
                                 //修改当前物品UI数量
                                 currentItemUI.SetAmount(currentItemUI.Amount + InventoryManager.Instance.PickedItemUI.Amount);
                                 //鼠标物品UI移除相应数量
                                 InventoryManager.Instance.RemoveItem(InventoryManager.Instance.PickedItemUI.Amount);
                             //当前物品UI的容量小于等于当前物品UI的数量
                             } else {
                                 //修改当前物品UI数量
                                 currentItemUI.SetAmount(currentItemUI.Amount + amountRemain);
                                 //鼠标物品UI移除相应数量
                                 InventoryManager.Instance.RemoveItem(amountRemain);
                             }
                         //当前物品UI的容量小于等于当前物品UI的数量,不处理
                         } else {
                             return;
                         }
                     }
                 //拾取物品ID不等于当前物品ID
                 } else {
                     //获取当前物品
                     Item item = currentItemUI.Item;
                     //获取当前物品数量
                     int amount = currentItemUI.Amount;
                     //设置当前物品为鼠标拾取物品
                     currentItemUI.SetItem(InventoryManager.Instance.PickedItemUI.Item,InventoryManager.Instance.PickedItemUI.Amount);
                     //设置鼠标拾取物品为当前物品
                     InventoryManager.Instance.PickedItemUI.SetItem(item,amount);
                 }

             }
         //子物体数量小于等于0
         } else {
             //鼠标上有拾取物品
             if(InventoryManager.Instance.IsPickedItem == true) {
                 //同时按下左Control
                 if(Input.GetKey(KeyCode.LeftControl)) {
                     //存储物品
                     this.StoreItem(InventoryManager.Instance.PickedItemUI.Item);
                     //鼠标拾取物体数量减1
                     InventoryManager.Instance.RemoveItem();
                 //没有按下左Control
                 } else {
                     //循环添加物品
                     ;i < InventoryManager.Instance.PickedItemUI.Amount;i++) {
                         this.StoreItem(InventoryManager.Instance.PickedItemUI.Item);
                     }
                     //移除鼠标拾取物品
                     InventoryManager.Instance.RemoveItem(InventoryManager.Instance.PickedItemUI.Amount);
                 }
             } else {
                 return;
             }
         }
     }
 }

Slot

 using UnityEngine;
 using System.Collections;
 using UnityEngine.EventSystems;

 /// <summary>
 /// 装备槽
 /// </summary>
 public class EquipmentSlot : Slot {

     /// <summary>
     /// 装备类型
     /// </summary>
     public Equipment.EquipmentType equipType;
     /// <summary>
     /// 武器类型
     /// </summary>
     public Weapon.WeaponType wpType;

     /// <summary>
     /// 重写鼠标按下
     /// </summary>
     /// <param name="eventData"></param>
     public override void OnPointerDown(UnityEngine.EventSystems.PointerEventData eventData)
     {
         //右键按下
         if (eventData.button == PointerEventData.InputButton.Right)
         {
             //鼠标上没有拾取物,有子物体
             )
             {
                 ItemUI currentItemUI = transform.GetChild().GetComponent<ItemUI>();
                 Item itemTemp = currentItemUI.Item;
                 //删除当前物品UI
                 DestroyImmediate(currentItemUI.gameObject);
                 //脱掉放到背包里面
                 transform.parent.SendMessage("PutOff", itemTemp);
                 //隐藏提示
                 InventoryManager.Instance.HideToolTip();
             }
         }
         //不是左键按下 返回
         if (eventData.button != PointerEventData.InputButton.Left) return;
         // 手上有 东西
                         //当前装备槽 有装备
                         //无装备
         // 手上没 东西
                         //当前装备槽 有装备
                         //无装备  不做处理
         bool isUpdateProperty = false;
         if (InventoryManager.Instance.IsPickedItem == true)
         {
             //手上有东西的情况
             ItemUI pickedItem = InventoryManager.Instance.PickedItemUI;
             )
             {
                 ItemUI currentItemUI  = transform.GetChild().GetComponent<ItemUI>();//当前装备槽里面的物品

                 if( IsRightItem(pickedItem.Item) ){
                     InventoryManager.Instance.PickedItemUI.Exchange(currentItemUI);
                     isUpdateProperty = true;
                 }
             }
             else
             {
                 if (IsRightItem(pickedItem.Item))
                 {
                     this.StoreItem(InventoryManager.Instance.PickedItemUI.Item);
                     InventoryManager.Instance.RemoveItem();
                     isUpdateProperty = true;
                 }

             }
         }
         else
         {
             //手上没东西的情况
             )
             {
                 ItemUI currentItemUI = transform.GetChild().GetComponent<ItemUI>();
                 InventoryManager.Instance.PickupItem(currentItemUI.Item, currentItemUI.Amount);
                 Destroy(currentItemUI.gameObject);
                 isUpdateProperty = true;
             }
         }
         if (isUpdateProperty)
         {
             transform.parent.SendMessage("UpdatePropertyText");
         }
     }

     //判断item是否适合放在这个位置
     public bool IsRightItem(Item item)
     {
         if ((item is Equipment && ((Equipment)(item)).EquipType == this.equipType) ||
                     (item is Weapon && ((Weapon)(item)).WpType == this.wpType))
         {
             return true;
         }
         return false;
     }
 }

EquipmentSlot

 using UnityEngine;
 using System.Collections;
 using UnityEngine.EventSystems;

 /// <summary>
 /// 商店插槽
 /// </summary>
 public class VendorSlot:Slot {

     /// <summary>
     /// 重写鼠标按下
     /// </summary>
     public override void OnPointerDown(UnityEngine.EventSystems.PointerEventData eventData) {
         //按下鼠标右键且鼠标上没有拾取物
         if(eventData.button == PointerEventData.InputButton.Right && InventoryManager.Instance.IsPickedItem == false) {
             //子物体数量大于0
             ) {
                 //获取当前物品
                 Item currentItem = transform.GetChild().GetComponent<ItemUI>().Item;
                 //
                 transform.parent.parent.SendMessage("BuyItem",currentItem);
             }
         //按下鼠标左键且鼠标上有拾取物
         } else if(eventData.button == PointerEventData.InputButton.Left && InventoryManager.Instance.IsPickedItem == true) {
             transform.parent.parent.SendMessage("SellItem");
         }

     }
 }

VendorSlot

Other

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

 /// <summary>
 /// 配方
 /// </summary>
 public class Formula  {

     /// <summary>
     /// 物品1ID
     /// </summary>
     public int Item1ID { get;private set; }
     /// <summary>
     /// 物品1数量
     /// </summary>
     public int Item1Amount { get;private set; }
     /// <summary>
     /// 物品2ID
     /// </summary>
     public int Item2ID { get;private set; }
     /// <summary>
     /// 物品2数量
     /// </summary>
     public int Item2Amount { get;private set; }

     /// <summary>
     /// 锻造结果的物品ID
     /// </summary>
     public int ResID { get;private set; }

     /// <summary>
     /// 所需物品ID列表
     /// </summary>
     private List<int> needIdList = new List<int>();

     /// <summary>
     /// 所需物品ID列表
     /// </summary>
     public List<int> NeedIdList
     {
         get
         {
             return needIdList;
         }
     }

     public Formula(int item1ID, int item1Amount, int item2ID, int item2Amount, int resID)
     {
         this.Item1ID = item1ID;
         this.Item1Amount = item1Amount;
         this.Item2ID = item2ID;
         this.Item2Amount = item2Amount;
         this.ResID = resID;

         ; i < Item1Amount; i++)
         {
             needIdList.Add(Item1ID);
         }
         ; i < Item2Amount; i++)
         {
             needIdList.Add(Item2ID);
         }
     }

     /// <summary>
     /// 提供的物品ID是否匹配所需物品ID
     /// </summary>
     public bool Match(List<int> idList )
     {
         List<int> tempIDList = new List<int>(idList);
         foreach(int id in needIdList){
             bool isSuccess = tempIDList.Remove(id);
             if (isSuccess == false)
             {
                 return false;
             }
         }
         return true;
     }
 } 

Formula

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

 /// <summary>
 /// 管理
 /// </summary>
 public class InventoryManager:MonoBehaviour {

     /// <summary>
     /// 单例
     /// </summary>
     private static InventoryManager _instance;

     /// <summary>
     /// 单例
     /// </summary>
     public static InventoryManager Instance {
         get {
             if(_instance == null) {
                 _instance = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
             }
             return _instance;
         }
     }

     /// <summary>
     /// 物品列表
     /// </summary>
     private List<Item> itemList;

     /// <summary>
     /// 提示
     /// </summary>
     private ToolTip toolTip;
     /// <summary>
     /// 提示是否显示
     /// </summary>
     private bool isToolTipShow = false;
     /// <summary>
     /// 提示位置
     /// </summary>
     ,-);

     /// <summary>
     /// Canvas
     /// </summary>
     private Canvas canvas;

     /// <summary>
     /// 鼠标上是否有物品UI
     /// </summary>
     private bool isPickedItem = false;

     /// <summary>
     /// 鼠标上是否有物品UI
     /// </summary>
     public bool IsPickedItem {
         get {
             return isPickedItem;
         }
     }

     /// <summary>
     /// 鼠标上的物品UI
     /// </summary>
     private ItemUI pickedItemUI;

     /// <summary>
     /// 鼠标上的物品UI
     /// </summary>
     public ItemUI PickedItemUI {
         get {
             return pickedItemUI;
         }
     }

     void Awake() {
         ParseItemJson();
     }

     void Start() {
         toolTip = GameObject.FindObjectOfType<ToolTip>();
         canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
         pickedItemUI = GameObject.Find("PickedItem").GetComponent<ItemUI>();
         pickedItemUI.Hide();
     }

     void Update() {
         //鼠标上有拾取物品UI
         if(isPickedItem) {
             //让物品UI跟随鼠标位置
             Vector2 position;
             RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform,Input.mousePosition,null,out position);
             pickedItemUI.SetLocalPosition(position);
         //显示提示
         } else if(isToolTipShow) {
             //提示跟随鼠标位置
             Vector2 position;
             RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform,Input.mousePosition,null,out position);
             toolTip.SetLocalPotion(position + toolTipPosionOffset);
         }

         //丢弃物品
         ) && UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject(-) == false) {
             isPickedItem = false;
             PickedItemUI.Hide();
         }
     }

     /// <summary>
     /// 解析物品信息
     /// </summary>
     void ParseItemJson() {
         itemList = new List<Item>();
         //加载文本
         TextAsset itemText = Resources.Load<TextAsset>("Items");
         string itemsJson = itemText.text;
         //用文本信息创建JSONObject
         JSONObject j = new JSONObject(itemsJson);
         //遍历json
         foreach(JSONObject temp in j.list) {
             //获取类型字符串
             string typeStr = temp["type"].str;
             //将字符串转换为枚举
             Item.ItemType type = (Item.ItemType)System.Enum.Parse(typeof(Item.ItemType),typeStr);

             //转换共有属性
             int id = (int)(temp["id"].n);
             string name = temp["name"].str;
             Item.ItemQuality quality = (Item.ItemQuality)System.Enum.Parse(typeof(Item.ItemQuality),temp["quality"].str);
             string description = temp["description"].str;
             int capacity = (int)(temp["capacity"].n);
             int buyPrice = (int)(temp["buyPrice"].n);
             int sellPrice = (int)(temp["sellPrice"].n);
             string sprite = temp["sprite"].str;

             Item item = null;
             switch(type) {
             //消耗品
             case Item.ItemType.Consumable:
                 int hp = (int)(temp["hp"].n);
                 int mp = (int)(temp["mp"].n);
                 item = new Consumable(id,name,type,quality,description,capacity,buyPrice,sellPrice,sprite,hp,mp);
                 break;
             //装备
             case Item.ItemType.Equipment:
                 int strength = (int)temp["strength"].n;
                 int intellect = (int)temp["intellect"].n;
                 int agility = (int)temp["agility"].n;
                 int stamina = (int)temp["stamina"].n;
                 Equipment.EquipmentType equipType = (Equipment.EquipmentType)System.Enum.Parse(typeof(Equipment.EquipmentType),temp["equipType"].str);
                 item = new Equipment(id,name,type,quality,description,capacity,buyPrice,sellPrice,sprite,strength,intellect,agility,stamina,equipType);
                 break;
             //武器
             case Item.ItemType.Weapon:
                 int damage = (int)temp["damage"].n;
                 Weapon.WeaponType wpType = (Weapon.WeaponType)System.Enum.Parse(typeof(Weapon.WeaponType),temp["weaponType"].str);
                 item = new Weapon(id,name,type,quality,description,capacity,buyPrice,sellPrice,sprite,damage,wpType);
                 break;
             //材料
             case Item.ItemType.Material:
                 item = new Material(id,name,type,quality,description,capacity,buyPrice,sellPrice,sprite);
                 break;
             }
             itemList.Add(item);
             //Debug.Log(item);
         }
     }

     /// <summary>
     /// 通过ID获取物品
     /// </summary>
     public Item GetItemById(int id) {
         foreach(Item item in itemList) {
             if(item.ID == id) {
                 return item;
             }
         }
         return null;
     }

     /// <summary>
     /// 显示提示
     /// </summary>
     public void ShowToolTip(string content) {
         if(this.isPickedItem) return;
         isToolTipShow = true;
         toolTip.Show(content);
     }

     /// <summary>
     /// 隐藏提示
     /// </summary>
     public void HideToolTip() {
         isToolTipShow = false;
         toolTip.Hide();
     }

     /// <summary>
     /// 鼠标拾取物品
     /// </summary>
     public void PickupItem(Item item,int amount) {
         //设置物品和数量
         PickedItemUI.SetItem(item,amount);
         //修改标志位
         isPickedItem = true;
         //显示拾取物品
         PickedItemUI.Show();
         //隐藏提示文本
         this.toolTip.Hide();

         //让物品UI跟随鼠标位置
         Vector2 position;
         RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform,Input.mousePosition,null,out position);
         pickedItemUI.SetLocalPosition(position);
     }

     /// <summary>
     /// 从手上拿掉一个物品放在物品槽里面
     /// </summary>
     ) {
         //减少数量
         PickedItemUI.ReduceAmount(amount);
         //数量小于等于0
         ) {
             //修改标志位
             isPickedItem = false;
             //隐藏鼠标拾取物品UI
             PickedItemUI.Hide();
         }
     }

     /// <summary>
     /// 保存所有信息
     /// </summary>
     public void SaveInventory() {
         KnapsackPanel.Instance.SaveInventory();
         ChestPanel.Instance.SaveInventory();
         CharacterPanel.Instance.SaveInventory();
         ForgePanel.Instance.SaveInventory();
         PlayerPrefs.SetInt("CoinAmount",GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().CoinAmount);
     }

     /// <summary>
     /// 加载所有信息
     /// </summary>
     public void LoadInventory() {
         KnapsackPanel.Instance.LoadInventory();
         ChestPanel.Instance.LoadInventory();
         CharacterPanel.Instance.LoadInventory();
         ForgePanel.Instance.LoadInventory();
         if(PlayerPrefs.HasKey("CoinAmount")) {
             GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().CoinAmount = PlayerPrefs.GetInt("CoinAmount");
         }
     }

 }

InventoryManager

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;

 /// <summary>
 /// 玩家
 /// </summary>
 public class Player : MonoBehaviour
 {

     /// <summary>
     /// 基础力量
     /// </summary>
     ;
     /// <summary>
     /// 基础智力
     /// </summary>
     ;
     /// <summary>
     /// 基础敏捷
     /// </summary>
     ;
     /// <summary>
     /// 基础体力
     /// </summary>
     ;
     /// <summary>
     /// 基础伤害
     /// </summary>
     ;

     /// <summary>
     /// 基础力量
     /// </summary>
     public int BasicStrength
     {
         get
         {
             return basicStrength;
         }
     }

     /// <summary>
     /// 基础智力
     /// </summary>
     public int BasicIntellect
     {
         get
         {
             return basicIntellect;
         }
     }

     /// <summary>
     /// 基础敏捷
     /// </summary>
     public int BasicAgility
     {
         get
         {
             return basicAgility;
         }
     }

     /// <summary>
     /// 基础体力
     /// </summary>
     public int BasicStamina
     {
         get
         {
             return basicStamina;
         }
     }

     /// <summary>
     /// 基础伤害
     /// </summary>
     public int BasicDamage
     {
         get
         {
             return basicDamage;
         }
     }

     /// <summary>
     /// 金币数量
     /// </summary>
     ;

     /// <summary>
     /// 金币数量文本
     /// </summary>
     private Text coinText;

     /// <summary>
     /// 金币数量
     /// </summary>
     public int CoinAmount
     {
         get
         {
             return coinAmount;
         }
         set
         {
             coinAmount = value;
             //同时更新文本
             coinText.text = coinAmount.ToString();
         }
     }

     void Start()
     {
         //查找金币文本
         coinText = GameObject.Find("Coin").GetComponentInChildren<Text>();
         //更新金币文本
         coinText.text = coinAmount.ToString();
     }

     void Update () {
         //G 随机得到一个物品放到背包里面
         if (Input.GetKeyDown(KeyCode.G))
         {
             , );
             KnapsackPanel.Instance.StoreItem(id);
         }

         //T 控制背包的显示和隐藏
         if (Input.GetKeyDown(KeyCode.T))
         {
             KnapsackPanel.Instance.DisplaySwitch();
         }

         //Y 控制箱子的显示和隐藏
         if (Input.GetKeyDown(KeyCode.Y))
         {
             ChestPanel.Instance.DisplaySwitch();
         }
         //U 控制角色面板的 显示和隐藏
         if (Input.GetKeyDown(KeyCode.U))
         {
             CharacterPanel.Instance.DisplaySwitch();
         }
         //I 控制商店显示和隐藏
         if (Input.GetKeyDown(KeyCode.I))
         {
             VendorPanel.Instance.DisplaySwitch();
         }
         //O 控制锻造界面显示和隐藏
         if (Input.GetKeyDown(KeyCode.O))
         {
             ForgePanel.Instance.DisplaySwitch();
         }
     }

     /// <summary>
     /// 花费金币
     /// </summary>
     public bool ConsumeCoin(int amount)
     {
         if (coinAmount >= amount)
         {
             coinAmount -= amount;
             coinText.text = coinAmount.ToString();
             return true;
         }
         return false;
     }

     /// <summary>
     /// 赚取金币
     /// </summary>
     public void EarnCoin(int amount)
     {
         this.coinAmount += amount;
         coinText.text = coinAmount.ToString();
     }
 }

Player

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;

 /// <summary>
 /// 提示
 /// </summary>
 public class ToolTip : MonoBehaviour {

     /// <summary>
     /// 提示文本
     /// </summary>
     private Text toolTipText;
     /// <summary>
     /// 内容文本
     /// </summary>
     private Text contentText;
     /// <summary>
     /// CanvasGroup
     /// </summary>
     private CanvasGroup canvasGroup;
     /// <summary>
     /// 目标透明度
     /// </summary>
      ;
     /// <summary>
     /// 动画速度
     /// </summary>
     ;

     void Start()
     {
         toolTipText = GetComponent<Text>();
         contentText = transform.Find("Content").GetComponent<Text>();
         canvasGroup = GetComponent<CanvasGroup>();
     }

     void Update()
     {
         //缩放动画
         if (canvasGroup.alpha != targetAlpha)
         {
             canvasGroup.alpha = Mathf.Lerp(canvasGroup.alpha, targetAlpha,smoothing*Time.deltaTime);
             if (Mathf.Abs(canvasGroup.alpha - targetAlpha) < 0.01f)
             {
                 canvasGroup.alpha = targetAlpha;
             }
         }
     }

     /// <summary>
     /// 显示
     /// </summary>
     public void Show(string text)
     {
         toolTipText.text = text;
         contentText.text = text;
         targetAlpha = ;
     }

     /// <summary>
     /// 隐藏
     /// </summary>
     public void Hide()
     {
         targetAlpha = ;
     }

     /// <summary>
     /// 设置局部坐标
     /// </summary>
     public void SetLocalPotion(Vector3 position)
     {
         transform.localPosition = position;
     }

 }

ToolTip

资源

 [
   {
     ,
     "name": "血瓶",
     "type": "Consumable",
     "quality": "Common",
     "description": "这个是用来加血的",
     ,
     ,
     ,
     ,
     ,
     "sprite": "Sprites/Items/hp"
   },
   {
     ,
     "name": "蓝瓶",
     "type": "Consumable",
     "quality": "Common",
     "description": "这个是用来加蓝的",
     ,
     ,
     ,
     ,
     ,
     "sprite": "Sprites/Items/mp"
   },
   {
     ,
     "name": "胸甲",
     "type": "Equipment",
     "quality": "Rare",
     "description": "这个胸甲很牛B",
     ,
     ,
     ,
     "sprite": "Sprites/Items/armor",
     ,
     ,
     ,
     ,
     "equipType": "Chest"
   },
   {
     ,
     "name": "皮腰带",
     "type": "Equipment",
     "quality": "Epic",
     "description": "这个腰带可以加速",
     ,
     ,
     ,
     "sprite": "Sprites/Items/belts",
     ,
     ,
     ,
     ,
     "equipType": "Belt"
   },
   {
     ,
     "name": "靴子",
     "type": "Equipment",
     "quality": "Legendary",
     "description": "这个靴子可以加速",
     ,
     ,
     ,
     "sprite": "Sprites/Items/boots",
     ,
     ,
     ,
     ,
     "equipType": "Boots"
   },
   {
     ,
     "name": "护腕",
     "type": "Equipment",
     "quality": "Rare",
     "description": "这个护腕可以增加防御",
     ,
     ,
     ,
     "sprite": "Sprites/Items/bracers",
     ,
     ,
     ,
     ,
     "equipType": "Bracer"
   },
   {
     ,
     "name": "神启手套",
     "type": "Equipment",
     "quality": "Common",
     "description": "很厉害的手套",
     ,
     ,
     ,
     "sprite": "Sprites/Items/gloves",
     ,
     ,
     ,
     ,
     "equipType": "OffHand"
   },
   {
     ,
     "name": "头盔",
     "type": "Equipment",
     "quality": "Artifact",
     "description": "很厉害的头盔",
     ,
     ,
     ,
     "sprite": "Sprites/Items/helmets",
     ,
     ,
     ,
     ,
     "equipType": "Head"
   },
   {
     ,
     "name": "项链",
     "type": "Equipment",
     "quality": "Rare",
     "description": "很厉害的项链",
     ,
     ,
     ,
     "sprite": "Sprites/Items/necklace",
     ,
     ,
     ,
     ,
     "equipType": "Neck"
   },
   {
     ,
     "name": "戒指",
     "type": "Equipment",
     "quality": "Common",
     "description": "很厉害的戒指",
     ,
     ,
     ,
     "sprite": "Sprites/Items/rings",
     ,
     ,
     ,
     ,
     "equipType": "Ring"
   },
   {
     ,
     "name": "裤子",
     "type": "Equipment",
     "quality": "Uncommon",
     "description": "很厉害的裤子",
     ,
     ,
     ,
     "sprite": "Sprites/Items/pants",
     ,
     ,
     ,
     ,
     "equipType": "Leg"
   },
   {
     ,
     "name": "护肩",
     "type": "Equipment",
     "quality": "Legendary",
     "description": "很厉害的护肩",
     ,
     ,
     ,
     "sprite": "Sprites/Items/shoulders",
     ,
     ,
     ,
     ,
     "equipType": "Shoulder"
   },
   {
     ,
     "name": "开天斧",
     "type": "Weapon",
     "quality": "Rare",
     "description": "渔翁移山用的斧子",
     ,
     ,
     ,
     "sprite": "Sprites/Items/axe",
     ,
     "weaponType": "MainHand"
   },
   {
     ,
     "name": "阴阳剑",
     "type": "Weapon",
     "quality": "Rare",
     "description": "非常厉害的剑",
     ,
     ,
     ,
     "sprite": "Sprites/Items/sword",
     ,
     "weaponType": "OffHand"
   },
   {
     ,
     "name": "开天斧的锻造秘籍",
     "type": "Material",
     "quality": "Artifact",
     "description": "用来锻造开天斧的秘籍",
     ,
     ,
     ,
     "sprite": "Sprites/Items/book"
   },
   {
     ,
     "name": "头盔的锻造秘籍",
     "type": "Material",
     "quality": "Common",
     "description": "用来锻造头盔的秘籍",
     ,
     ,
     ,
     "sprite": "Sprites/Items/scroll"
   },
   {
     ,
     "name": "铁块",
     "type": "Material",
     "quality": "Common",
     "description": "用来锻造其他东西的必备材料",
     ,
     ,
     ,
     "sprite": "Sprites/Items/ingots"
   }
 ]

Items.Json

 [
   {
     ,
     ,
     ,
     ,

   },
   {
     ,
     ,
     ,
     ,

   }
 ]

Formulas.Json

项目:https://pan.baidu.com/s/1gf86aY3

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