character creation

 using UnityEngine;
 using System.Collections;

 public class CharacterCreation : MonoBehaviour {

     public GameObject[] characterPrefabs;
     public UIInput nameInput;//用来得到输入的文本
     private GameObject[] characterGameObjects;
     ;
     private int length;//所有可供选择的角色的个数

     // Use this for initialization
     void Start () {
         length = characterPrefabs.Length;
         characterGameObjects = new GameObject[length];
         ; i < length; i++) {
             characterGameObjects[i] = GameObject.Instantiate(characterPrefabs[i], transform.position, transform.rotation) as GameObject;
         }
         UpdateCharacterShow();
     }

     void UpdateCharacterShow() {//更新所有角色的显示
         characterGameObjects[selectedIndex].SetActive(true);
         ; i < length; i++) {
             if (i != selectedIndex) {
                 characterGameObjects[i].SetActive(false);//把为选择的角色设置为隐藏
             }
         }
     }

     public void OnNextButtonClick() {//当我们点击了下一个按钮
         selectedIndex++;
         selectedIndex %= length;
         UpdateCharacterShow();
     }
     public void OnPrevButtonClick() {//当我们点击了上一个按钮
         selectedIndex--;
         ) {
             selectedIndex = length - ;
         }
         UpdateCharacterShow();
     }
     public void OnOkButtonClick() {
         PlayerPrefs.SetInt("SelectedCharacterIndex", selectedIndex);//存储选择的角色
         PlayerPrefs.SetString("name", nameInput.value);//存储输入的名字
         //加载下一个场景
         Application.LoadLevel();
     }

 }

CharacterCreation

custom

 using UnityEngine;
 using System.Collections;

 public class CursorManager : MonoBehaviour {

     public static CursorManager _instance;

     public Texture2D cursor_normal;
     public Texture2D cursor_npc_talk;
     public Texture2D cursor_attack;
     public Texture2D cursor_lockTarget;
     public Texture2D cursor_pick;

     private Vector2 hotspot = Vector2.zero;
     private CursorMode mode = CursorMode.Auto;

     void Start() {
         _instance = this;
     }

     public void SetNormal() {
         Cursor.SetCursor(cursor_normal, hotspot, mode);
     }
     public void SetNpcTalk() {
         Cursor.SetCursor(cursor_npc_talk, hotspot, mode);
     }
     public void SetAttack() {
         Cursor.SetCursor(cursor_attack, hotspot, mode);
     }
     public void SetLockTarget() {
         Cursor.SetCursor(cursor_lockTarget, hotspot, mode);
     }
 }

CursorManager

 using UnityEngine;
 using System.Collections;

 public class GameLoad : MonoBehaviour {

     public GameObject magicianPrefab;
     public GameObject swordmanPrefab;

     void Awake() {
         int selectdIndex = PlayerPrefs.GetInt("SelectedCharacterIndex");
         string name = PlayerPrefs.GetString("name");

         GameObject go = null;
         ) {
             go = GameObject.Instantiate(magicianPrefab) as GameObject;
         } ) {
             go = GameObject.Instantiate(swordmanPrefab) as GameObject;
         }
         go.GetComponent<PlayerStatus>().name = name;
     }
 }

GameLoad

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

 public class ObjectsInfo : MonoBehaviour {

     public static ObjectsInfo _instance;

     private Dictionary<int, ObjectInfo> objectInfoDict = new Dictionary<int, ObjectInfo>();

     public TextAsset objectsInfoListText;

     void Awake() {
         _instance = this;
         ReadInfo();

     }

     public ObjectInfo GetObjectInfoById(int id) {
         ObjectInfo info=null;

         objectInfoDict.TryGetValue(id, out info);

         return info;
     }

     void ReadInfo() {
         string text = objectsInfoListText.text;
         string[] strArray = text.Split('\n');

         foreach (string str in strArray) {
             string[] proArray = str.Split(',');
             ObjectInfo info = new ObjectInfo();

             ]);
             ];
             ];
             ];
             ObjectType type = ObjectType.Drug;
             switch (str_type) {
                 case "Drug":
                     type = ObjectType.Drug;
                     break;
                 case "Equip":
                     type = ObjectType.Equip;
                     break;
                 case "Mat":
                     type = ObjectType.Mat;
                     break;
             }
             info.id = id; info.name = name; info.icon_name = icon_name;
             info.type = type;
             if (type == ObjectType.Drug) {
                 ]);
                 ]);
                 ]);
                 ]);
                 info.hp = hp; info.mp = mp;
                 info.price_buy = price_buy; info.price_sell = price_sell;
             } else if (type == ObjectType.Equip) {
                 info.attack = ]);
                 info.def = ]);
                 info.speed = ]);
                 info.price_sell = ]);
                 info.price_buy = ]);
                 ];
                 switch (str_dresstype) {
                     case "Headgear":
                         info.dressType = DressType.Headgear;
                         break;
                     case "Armor":
                         info.dressType = DressType.Armor;
                         break;
                     case "LeftHand":
                         info.dressType = DressType.LeftHand;
                         break;
                     case "RightHand":
                         info.dressType = DressType.RightHand;
                         break;
                     case "Shoe":
                         info.dressType = DressType.Shoe;
                         break;
                     case "Accessory":
                         info.dressType = DressType.Accessory;
                         break;
                 }
                 ];
                 switch (str_apptype) {
                     case "Swordman":
                         info.applicationType = ApplicationType.Swordman;
                         break;
                     case "Magician":
                         info.applicationType = ApplicationType.Magician;
                         break;
                     case "Common":
                         info.applicationType = ApplicationType.Common;
                         break;
                 }

             }

             objectInfoDict.Add(id, info);//添加到字典中,id为key,可以很方便的根据id查找到这个物品信息
         }
     }

 }

 //id
 //名称
 //icon名称
 //类型(药品drug)
 //加血量值
 //加魔法值
 //出售价
 //购买
 public enum ObjectType {
     Drug,
     Equip,
     Mat
 }
 public enum DressType {
     Headgear,
     Armor,
     RightHand,
     LeftHand,
     Shoe,
     Accessory
 }
 public enum ApplicationType{
     Swordman,//剑士
     Magician,//魔法师
     Common//通用
 }

 public class ObjectInfo {
     public int id;
     public string name;
     public string icon_name;//这个名称是存储在图集中的名称
     public ObjectType type;
     public int hp;
     public int mp;
     public int price_sell;
     public int price_buy;

     public int attack;
     public int def;
     public int speed;
     public DressType dressType;
     public ApplicationType applicationType;
 }

ObjectsInfo

 using UnityEngine;
 using System.Collections;

 public class Status : MonoBehaviour {

     public static Status _instance;
     private TweenPosition tween;
     private bool isShow = false;

     private UILabel attackLabel;
     private UILabel defLabel;
     private UILabel speedLabel;
     private UILabel pointRemainLabel;
     private UILabel summaryLabel;

     private GameObject attackButtonGo;
     private GameObject defButtonGo;
     private GameObject speedButtonGo;

     private PlayerStatus ps;

     void Awake() {
         _instance = this;
         tween = this.GetComponent<TweenPosition>();

         attackLabel = transform.Find("attack").GetComponent<UILabel>();
         defLabel = transform.Find("def").GetComponent<UILabel>();
         speedLabel = transform.Find("speed").GetComponent<UILabel>();
         pointRemainLabel = transform.Find("point_remain").GetComponent<UILabel>();
         summaryLabel = transform.Find("summary").GetComponent<UILabel>();
         attackButtonGo = transform.Find("attack_plusbutton").gameObject;
         defButtonGo = transform.Find("def_plusbutton").gameObject;
         speedButtonGo = transform.Find("speed_plusbutton").gameObject;

     }
     void Start() {
         ps = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerStatus>();
     }

     public void TransformState() {
         if (isShow == false) {
             UpdateShow();
             tween.PlayForward(); isShow = true;
         } else {
             tween.PlayReverse(); isShow = false;
         }
     }

     void UpdateShow() {// 更新显示 根据ps playerstatus的属性值,去更新显示
         attackLabel.text = ps.attack + " + " + ps.attack_plus;
         defLabel.text = ps.def + " + " + ps.def_plus;
         speedLabel.text = ps.speed + " + " + ps.speed_plus;

         pointRemainLabel.text = ps.point_remain.ToString();

         summaryLabel.text = "伤害:" + (ps.attack + ps.attack_plus)
             + "  " + "防御:" + (ps.def + ps.def_plus)
             + "  " + "速度:" + (ps.speed + ps.speed_plus);

         ) {
             attackButtonGo.SetActive(true);
             defButtonGo.SetActive(true);
             speedButtonGo.SetActive(true);
         } else {
             attackButtonGo.SetActive(false);
             defButtonGo.SetActive(false);
             speedButtonGo.SetActive(false);
         }

     }

     public void OnAttackPlusClick() {
         bool success = ps.GetPoint();
         if (success) {
             ps.attack_plus++;
             UpdateShow();
         }
     }
     public void OnDefPlusClick() {
         bool success = ps.GetPoint();
         if (success) {
             ps.def_plus++;
             UpdateShow();
         }
     }
     public void OnSpeedPlusClick() {
         bool success = ps.GetPoint();
         if (success) {
             ps.speed_plus++;
             UpdateShow();
         }
     }

 }

Status

 using UnityEngine;
 using System.Collections;

 public class Tags : MonoBehaviour {

     public const string ground = "Ground";//const 标明这个是一个共有的不可变的变量
     public const string player = "Player";
     public const string inventory_item = "InventoryItem";
     public const string inventory_item_grid = "InventoryItemGrid";
     public const string shortcut = "ShortCut";
     public const string minimap = "Minimap";
     public const string enemy = "Enemy";
 }

Tags

enemy

 using UnityEngine;
 using System.Collections;

 public enum WolfState{
     Idle,
     Walk,
     Attack,
     Death
 }

 public class WolfBaby : MonoBehaviour {

     public WolfState state = WolfState.Idle;
     ;
     ;
     ;
     public float miss_rate = 0.2f;
     public string aniname_death;

     public string aniname_idle;
     public string aniname_walk;
     public string aniname_now;
     ;
     ;

     private CharacterController cc;
     ;

     private bool is_attacked = false;
     private Color normal;
     public AudioClip miss_sound;

     private GameObject hudtextFollow;
     private GameObject hudtextGo;
     public GameObject hudtextPrefab;

     private HUDText hudtext;
     private UIFollowTarget followTarget;
     public GameObject body;

     public string aniname_normalattack;
     public float time_normalattack;

     public string aniname_crazyattack;
     public float time_crazyattack;
     public float crazyattack_rate;

     public string aniname_attack_now;
     ;//攻击速率 每秒
     ;

     public Transform target;

     ;
     ;

     public WolfSpawn spawn;
     private PlayerStatus ps;

     void Awake() {
         aniname_now = aniname_idle;

         cc = this.GetComponent<CharacterController>();
         normal = body.GetComponent<Renderer>().material.color;
         hudtextFollow = transform.Find("HUDText").gameObject;
     }
     void Start() {
         //hudtextGo = GameObject.Instantiate(hudtextPrefab, Vector3.zero, Quaternion.identity) as GameObject;
         //hudtextGo.transform.parent = HUDTextParent._instance.gameObject.transform;
         hudtextGo= NGUITools.AddChild(HUDTextParent._instance.gameObject, hudtextPrefab);

         hudtext = hudtextGo.GetComponent<HUDText>();
         followTarget = hudtextGo.GetComponent<UIFollowTarget>();
         followTarget.target = hudtextFollow.transform;
         followTarget.gameCamera = Camera.main;

         ps = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerStatus>();
         //followTarget.uiCamera = UICamera.current.GetComponent<Camera>();
     }

     void Update() {

         if (state == WolfState.Death) {//死亡
             GetComponent<Animation>().CrossFade(aniname_death);
         } else if (state == WolfState.Attack) {//自动攻击状态
             AutoAttack();
         } else {//巡逻
             GetComponent<Animation>().CrossFade(aniname_now);//播放当前动画
             if (aniname_now == aniname_walk) {
                 cc.SimpleMove(transform.forward * speed);
             }

             timer += Time.deltaTime;
             if (timer >= time) {//计时结束  切换状态
                 timer = ;
                 RandomState();
             }

         }

     }

     void RandomState() {
         , );
         ) {
             aniname_now = aniname_idle;
         } else {
             if (aniname_now != aniname_walk) {
                 transform.Rotate(transform.up * Random.Range(, ));//当状态切换的时候,重新生成方向
             }
             aniname_now = aniname_walk;
         }
     }

     public void TakeDamage(int attack) {//受到伤害
         if (state == WolfState.Death) return;
         target = GameObject.FindGameObjectWithTag(Tags.player).transform;
         state = WolfState.Attack;
         float value = Random.Range(0f, 1f);
         if (value < miss_rate) {// Miss效果
             AudioSource.PlayClipAtPoint(miss_sound, transform.position);
             hudtext.Add();
         } else {//打中的效果
             hudtext.Add();
             this.hp -= attack;
             StartCoroutine( ShowBodyRed() );
             ) {
                 state = WolfState.Death;
                 Destroy();
             }
         }
     }

     IEnumerator ShowBodyRed() {
         body.GetComponent<Renderer>().material.color = Color.red;
         yield return new WaitForSeconds(1f);
         body.GetComponent<Renderer>().material.color = normal;
     }

     void AutoAttack() {
         if (target != null) {
             PlayerState playerState = target.GetComponent<PlayerAttack>().state;
             if (playerState == PlayerState.Death) {
                 target = null;
                 state = WolfState.Idle; return;
             }
             float distance = Vector3.Distance(target.position, transform.position);
             if (distance > maxDistance) {//停止自动攻击
                 target = null;
                 state = WolfState.Idle;
             } else if (distance <= minDistance) {//自动攻击
                 attack_timer+=Time.deltaTime;
                 GetComponent<Animation>().CrossFade(aniname_attack_now);
                 if (aniname_attack_now == aniname_normalattack) {
                     if (attack_timer > time_normalattack) {
                         //产生伤害
                         target.GetComponent<PlayerAttack>().TakeDamage(attack);
                         aniname_attack_now = aniname_idle;
                     }
                 } else if (aniname_attack_now == aniname_crazyattack) {
                     if (attack_timer > time_crazyattack) {
                         //产生伤害
                         target.GetComponent<PlayerAttack>().TakeDamage(attack);
                         aniname_attack_now = aniname_idle;
                     }
                 }
                 if (attack_timer > (1f / attack_rate)) {
                     RandomAttack();
                     attack_timer = ;
                 }
             } else {//朝着角色移动
                 transform.LookAt(target);
                 cc.SimpleMove(transform.forward * speed);
                 GetComponent<Animation>().CrossFade(aniname_walk);
             }
         } else {
             state = WolfState.Idle;
         }
     }

     void RandomAttack() {
         float value = Random.Range(0f, 1f);
         if (value < crazyattack_rate) {//进行疯狂攻击
             aniname_attack_now = aniname_crazyattack;
         } else {//进行普通攻击
             aniname_attack_now = aniname_normalattack;
         }
     }

     void OnDestroy() {
         spawn.MinusNumber();
         ps.GetExp(exp);
         BarNPC._instance.OnKillWolf();
         GameObject.Destroy(hudtextGo);
     }

     void OnMouseEnter() {
         if(PlayerAttack._instance.isLockingTarget==false)
         CursorManager._instance.SetAttack();
     }
     void OnMouseExit() {
         if (PlayerAttack._instance.isLockingTarget == false)
         CursorManager._instance.SetNormal();
     }

 }

WolfBaby

 using UnityEngine;
 using System.Collections;

 public class WolfSpawn : MonoBehaviour {

     ;
     ;
     ;
     ;
     public GameObject prefab;
     void Update() {
         if (currentnum < maxnum) {
             timer += Time.deltaTime;
             if (timer > time) {
                 Vector3 pos = transform.position;
                 pos.x += Random.Range(-, );
                 pos.z += Random.Range(-, );
                 GameObject go = GameObject.Instantiate(prefab, pos, Quaternion.identity) as GameObject;
                 go.GetComponent<WolfBaby>().spawn = this;
                 timer = ;
                 currentnum++;
             }
         }
     }

     public void MinusNumber() {
         this.currentnum--;
     }

 }

WolfSpawn

inventory

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

 public class Inventory : MonoBehaviour {

     public static Inventory _instance;

     private TweenPosition tween;
     ;//金币数量

     public List<InventoryItemGrid> itemGridList = new List<InventoryItemGrid>();
     public UILabel coinNumberLabel;
     public GameObject inventoryItem;

     void Awake() {
         _instance = this;
         tween = this.GetComponent<TweenPosition>();
     }

     void Update() {
         if (Input.GetKeyDown(KeyCode.X)) {
             GetId(Random.Range(, ));
         }
     }

     //拾取到id的物品,并添加到物品栏里面
     //处理拾取物品的功能
     ) {
         //第一步是查找在所有的物品中是否存在该物品
             //第二 如果存在,让num +1

         InventoryItemGrid grid = null;
         foreach (InventoryItemGrid temp in itemGridList) {
             if (temp.id == id) {
                 grid = temp; break;
             }
         }
         if (grid != null) {//存在的情况
             grid.PlusNumber(count);
         } else {//不存在的情况
             foreach (InventoryItemGrid temp in itemGridList) {
                 ) {
                     grid = temp; break;
                 }
             }
             if (grid != null) {//第三 不过不存在,查找空的方格,然后把新创建的Inventoryitem放到这个空的方格里面
                 GameObject itemGo = NGUITools.AddChild(grid.gameObject, inventoryItem);
                 itemGo.transform.localPosition = Vector3.zero;
                 itemGo.GetComponent<UISprite>().depth = ;
                 grid.SetId(id,count);
             }
         }
     }

     ) {
         InventoryItemGrid grid = null;
         foreach (InventoryItemGrid temp in itemGridList) {
             if (temp.id == id) {
                 grid = temp; break;
             }
         }
         if (grid == null) {
             return false;
         } else {
             bool isSuccess = grid.MinusNumber(count);
             return isSuccess;
         }
     }

     private bool isShow = false;

     void Show() {
         isShow = true;
         tween.PlayForward();
     }

     void Hide() {
         isShow = false;
         tween.PlayReverse();
     }

     public void TransformState() {// 转变状态
         if (isShow == false) {
             Show();
         } else {
             Hide();
         }
     }

     public void AddCoin(int count) {
         coinCount += count;
         coinNumberLabel.text = coinCount.ToString();//更新金币的显示
     }

     //这个是取款方法,返回true表示取款成功,返回false取款失败
     public bool GetCoin(int count) {
         if (coinCount >= count) {
             coinCount -= count;
             coinNumberLabel.text = coinCount.ToString();//更新金币的显示
             return true;
         }
         return false;
     }

 }

Inventory

 using UnityEngine;
 using System.Collections;

 public class InventoryDes : MonoBehaviour {

     public static InventoryDes _instance;
     private UILabel label;
     ;

     void Awake() {
         _instance = this;
         label = this.GetComponentInChildren<UILabel>();
         this.gameObject.SetActive(false);
     }

     // Update is called once per frame
     void Update () {
         if (this.gameObject.activeInHierarchy == true) {
             timer -= Time.deltaTime;
             ) {
                 this.gameObject.SetActive(false);
             }
         }
     }

     public void Show(int id) {
         this.gameObject.SetActive(true); timer = 0.1f;
         transform.position = UICamera.currentCamera.ScreenToWorldPoint(Input.mousePosition);
         ObjectInfo info = ObjectsInfo._instance.GetObjectInfoById(id);
         string des = "";
         switch (info.type) {
             case ObjectType.Drug:
                 des = GetDrugDes(info);
                 break;
             case ObjectType.Equip:
                 des = GetEquipDes(info);
                 break;
         }
         label.text = des;
     }

     string GetDrugDes(ObjectInfo info) {
         string str = "";
         str += "名称:" + info.name + "\n";
         str += "+HP : " + info.hp + "\n";
         str += "+MP:" + info.mp + "\n";
         str += "出售价:" + info.price_sell + "\n";
         str += "购买价:" + info.price_buy;

         return str;
     }

     string GetEquipDes(ObjectInfo info) {
         string str = "";
         str += "名称:" + info.name + "\n";
         switch (info.dressType) {
             case DressType.Headgear:
                 str += "穿戴类型:头盔\n";
                 break;
             case DressType.Armor:
                 str += "穿戴类型:盔甲\n";
                 break;
             case DressType.LeftHand:
                 str += "穿戴类型:左手\n";
                 break;
             case DressType.RightHand:
                 str += "穿戴类型:右手\n";
                 break;
             case DressType.Shoe:
                 str += "穿戴类型:鞋\n";
                 break;
             case DressType.Accessory:
                 str += "穿戴类型:饰品\n";
                     break;
         }
         switch (info.applicationType) {
             case ApplicationType.Swordman:
                 str += "适用类型:剑士\n";
                 break;
             case ApplicationType.Magician:
                 str += "适用类型:魔法师\n";
                 break;
             case ApplicationType.Common:
                 str += "适用类型:通用\n";
                 break;
         }

         str += "伤害值:" + info.attack + "\n";
         str += "防御值:" + info.def + "\n";
         str += "速度值:" + info.speed + "\n";

         str += "出售价:" + info.price_sell + "\n";
         str += "购买价:" + info.price_buy;

         return str;
     }
 }

InventoryDes

 using UnityEngine;
 using System.Collections;

 public class InventoryItem : UIDragDropItem {

     private UISprite sprite;
     private int id;
     void Awake() {
         sprite = this.GetComponent<UISprite>();
     }

     void Update() {
         if (isHover) {
             //显示提示信息
             InventoryDes._instance.Show(id);

             )) {
                 //出来穿戴功能
                 bool success = EquipmentUI._instance.Dress(id);
                 if (success) {
                     transform.parent.GetComponent<InventoryItemGrid>().MinusNumber();
                 }
             }
         }
     }

     protected override void OnDragDropRelease(GameObject surface) {
         base.OnDragDropRelease(surface);
         if (surface != null) {
             if (surface.tag == Tags.inventory_item_grid) {//当拖放到了一个空的格子里面
                 if (surface == this.transform.parent.gameObject) {//拖放到了自己的格子里面

                 } else {
                     InventoryItemGrid oldParent = this.transform.parent.GetComponent<InventoryItemGrid>();

                     this.transform.parent = surface.transform; ResetPosition();
                     InventoryItemGrid newParent = surface.GetComponent<InventoryItemGrid>();
                     newParent.SetId(oldParent.id, oldParent.num);

                     oldParent.ClearInfo();
                 }

             } else if (surface.tag == Tags.inventory_item) {//当拖放到了一个有物品的格子里面
                 InventoryItemGrid grid1 = this.transform.parent.GetComponent<InventoryItemGrid>();
                 InventoryItemGrid grid2 = surface.transform.parent.GetComponent<InventoryItemGrid>();
                 int id = grid1.id; int num = grid1.num;
                 grid1.SetId(grid2.id, grid2.num);
                 grid2.SetId(id, num);
             } else if (surface.tag == Tags.shortcut) {//拖到的快捷方式里面
                 surface.GetComponent<ShortCutGrid>().SetInventory(id);
             }

         }

         ResetPosition();
     }

     void ResetPosition() {
         transform.localPosition = Vector3.zero;
     }

     public void SetId(int id) {
         ObjectInfo info = ObjectsInfo._instance.GetObjectInfoById(id);
         sprite.spriteName = info.icon_name;
     }
     public void SetIconName(int id,string icon_name) {
         sprite.spriteName = icon_name;
         this.id = id;
     }
     private bool isHover = false;
     public void OnHoverOver() {
         isHover = true;
     }
     public void OnHoverOut() {
         isHover = false;
     }
 }

InventoryItem

 using UnityEngine;
 using System.Collections;

 public class InventoryItemGrid : MonoBehaviour {

     ;
     private ObjectInfo info = null;
     ;

     public UILabel numLabel;

     // Use this for initialization
     void Start () {
         numLabel = this.GetComponentInChildren<UILabel>();
     }

     ) {
         this.id = id;
         info = ObjectsInfo._instance.GetObjectInfoById(id);
         InventoryItem item = this.GetComponentInChildren<InventoryItem>();
         item.SetIconName(id,info.icon_name);
         numLabel.enabled = true;
         this.num = num;
         numLabel.text = num.ToString();
     }

     ) {
         this.num += num;
         numLabel.text = this.num.ToString();
     }
     //用来减去数量的,可以用来装备的穿戴,返回值,表示是否减去成功
     ) {
         if (this.num >= num) {
             this.num -= num;
             numLabel.text = this.num.ToString();
             ) {
                 //要清空这个物品格子
                 ClearInfo();//清空存储的信息
                 GameObject.Destroy(this.GetComponentInChildren<InventoryItem>().gameObject);//销毁物品格子
             }
             return true;
         }
         return false;
     }

     //清空 格子存的物品信息
     public void ClearInfo() {
         id = ;
         info = null;
         num = ;
         numLabel.enabled = false;
     }

 }

InventoryItemGrid

npc

 using UnityEngine;
 using System.Collections;

 public class BarNPC : NPC {

     public static BarNPC _instance;
     public TweenPosition questTween;
     public UILabel desLabel;
     public GameObject acceptBtnGo;
     public GameObject okBtnGo;
     public GameObject cancelBtnGo;

     public bool isInTask = false;//表示是否在任务中
     ;//表示任务进度,已经杀死了几只小野狼

     private PlayerStatus status;

     void Awake() {
         _instance = this;
     }
     void Start() {
         status = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerStatus>();
     }

     void OnMouseOver() {//当鼠标位于这个collider之上的时候,会在每一帧调用这个方法
         )) {//当点击了老爷爷
             GetComponent<AudioSource>().Play();
             if (isInTask) {
                 ShowTaskProgress();
             } else {
                 ShowTaskDes();
             }
             ShowQuest();
         }
     }

     void ShowQuest() {
         questTween.gameObject.SetActive(true);
         questTween.PlayForward();
     }
     void HideQuest() {
         questTween.PlayReverse();
     }
     public void OnKillWolf() {
         if (isInTask) {
             killCount++;
         }
     }

     void ShowTaskDes(){
         desLabel.text = "任务:\n杀死了10只狼\n\n奖励:\n1000金币";
         okBtnGo.SetActive(false);
         acceptBtnGo.SetActive(true);
         cancelBtnGo.SetActive(true);
     }
     void ShowTaskProgress(){
         desLabel.text = "任务:\n你已经杀死了" + killCount + "\\10只狼\n\n奖励:\n1000金币";
         okBtnGo.SetActive(true);
         acceptBtnGo.SetActive(false);
         cancelBtnGo.SetActive(false);
     }

     //任务系统 任务对话框上的按钮点击时间的处理
     public void OnCloseButtonClick() {
         HideQuest();
     }

     public void OnAcceptButtonClick() {
         ShowTaskProgress();
         isInTask = true;//表示在任务中
     }
     public void OnOkButtonClick() {
         ){//完成任务
             Inventory._instance.AddCoin();
             killCount = ;
             ShowTaskDes();
         }else{
             //没有完成任务
             HideQuest();
         }
     }
     public void OnCancelButtonClick() {
         HideQuest();
     }
 }

BarNPC

 using UnityEngine;
 using System.Collections;

 public class NPC : MonoBehaviour {

     void OnMouseEnter() {
         CursorManager._instance.SetNpcTalk();
     }
     void OnMouseExit() {
         CursorManager._instance.SetNormal();
     }

 }

NPC

 using UnityEngine;
 using System.Collections;

 public class ShopDrugNPC : NPC {

     public void OnMouseOver() {//当鼠标在这个游戏物体之上的时候,会一直调用这个方法
         )) {//弹出来药品购买列表
             GetComponent<AudioSource>().Play();
             ShopDrug._instance.TransformState();
         }
     }

 }

ShopDrugNPC

 using UnityEngine;
 using System.Collections;

 public class ShopWeaponNPC : NPC {
     public void OnMouseOver() {//当鼠标在这个游戏物体之上的时候,会一直调用这个方法
         )) {//弹出来武器商店
             GetComponent<AudioSource>().Play();
             ShopWeaponUI._instance.TransformState();
         }
     }
 }

ShopWeaponNPC

player

 using UnityEngine;
 using System.Collections;

 public class FollowPlayer : MonoBehaviour {

     private Transform player;
     private Vector3 offsetPosition;//位置偏移
     private bool isRotating = false;

     ;
     ;
     ;

     // Use this for initialization
     void Start () {
         player = GameObject.FindGameObjectWithTag(Tags.player).transform;
         transform.LookAt(player.position);
         offsetPosition = transform.position - player.position;
     }

     // Update is called once per frame
     void Update () {
         transform.position = offsetPosition + player.position;
         //处理视野的旋转
         RotateView();
         //处理视野的拉近和拉远效果
         ScrollView();
     }

     void ScrollView() {
         //print(Input.GetAxis("Mouse ScrollWheel"));//向后 返回负值 (拉近视野) 向前滑动 返回正值(拉远视野)
         distance = offsetPosition.magnitude;
         distance += Input.GetAxis("Mouse ScrollWheel")*scrollSpeed;
         distance = Mathf.Clamp(distance, , );
         offsetPosition = offsetPosition.normalized * distance;
     }

     void RotateView() {
         //Input.GetAxis("Mouse X");//得到鼠标在水平方向的滑动
         //Input.GetAxis("Mouse Y");//得到鼠标在垂直方向的滑动
         )) {
             isRotating = true;
         }
         )) {
             isRotating = false;
         }

         if (isRotating) {
             transform.RotateAround(player.position,player.up, rotateSpeed * Input.GetAxis("Mouse X"));

             Vector3 originalPos = transform.position;
             Quaternion originalRotation = transform.rotation;

             transform.RotateAround(player.position,transform.right, -rotateSpeed * Input.GetAxis("Mouse Y"));//影响的属性有两个 一个是position 一个是rotation
             float x = transform.eulerAngles.x;
              || x > ) {//当超出范围之后,我们将属性归位原来的,就是让旋转无效
                 transform.position = originalPos;
                 transform.rotation = originalRotation;
             }

         }

         offsetPosition = transform.position - player.position;
     }
 }

FollowPlayer

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

 public class MagicSphere : MonoBehaviour {

     ;

     private List<WolfBaby> wolfList = new List<WolfBaby>();

     public void OnTriggerEnter(Collider col) {
         if (col.tag == Tags.enemy) {
             WolfBaby baby = col.GetComponent<WolfBaby>();
             int index = wolfList.IndexOf(baby);
             ) {
                 baby.TakeDamage((int) attack);
                 wolfList.Add(baby);
             }
         }
     }

 }

MagicSphere

 using UnityEngine;
 using System.Collections;

 public class PlayerAnimation : MonoBehaviour {

     private PlayerMove move;
     private PlayerAttack attack;

     // Use this for initialization
     void Start () {
         move = this.GetComponent<PlayerMove>();
         attack = this.GetComponent<PlayerAttack>();
     }

     // Update is called once per frame
     void LateUpdate () {
         if (attack.state == PlayerState.ControlWalk) {
             if (move.state == ControlWalkState.Moving) {
                 PlayAnim("Run");
             } else if (move.state == ControlWalkState.Idle) {
                 PlayAnim("Idle");
             }
         } else if (attack.state == PlayerState.NormalAttack) {
             if (attack.attack_state == AttackState.Moving) {
                 PlayAnim("Run");
             }
         }
     }

     void PlayAnim(string animName) {
         GetComponent<Animation>().CrossFade(animName);
     }
 }

PlayerAnimation

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

 public enum PlayerState {
     ControlWalk,
     NormalAttack,
     SkillAttack,
     Death
 }
 public enum AttackState {//攻击时候的状态
     Moving,
     Idle,
     Attack
 }

 public class PlayerAttack : MonoBehaviour {

     public static PlayerAttack _instance;

     public PlayerState state = PlayerState.ControlWalk;
     public AttackState attack_state = AttackState.Idle;

     public string aniname_normalattack;//普通攻击的动画
     public string aniname_idle;
     public string aniname_now;
     public float time_normalattack;//普通攻击的时间
     ;
     ;
     ;//默认攻击的最小距离
     private Transform target_normalattack;

     private PlayerMove move;
     public GameObject effect;
     private bool showEffect = false;
     private PlayerStatus ps;
     public float miss_rate = 0.25f;
     public GameObject hudtextPrefab;
     private GameObject hudtextFollow;
     private GameObject hudtextGo;
     private HUDText hudtext;
     public AudioClip miss_sound;
     public GameObject body;
     private Color normal;
     public string aniname_death;

     public GameObject[] efxArray;
     private Dictionary<string, GameObject> efxDict = new Dictionary<string, GameObject>();

     public bool isLockingTarget = false;//是否正在选择目标
     private SkillInfo info = null;

     void Awake() {
         _instance = this;
         move = this.GetComponent<PlayerMove>();
         ps = this.GetComponent<PlayerStatus>();
         normal = body.GetComponent<Renderer>().material.color;

         hudtextFollow = transform.Find("HUDText").gameObject;

         foreach (GameObject go in efxArray) {
             efxDict.Add(go.name, go);
         }
     }

     void Start() {

         hudtextGo = NGUITools.AddChild(HUDTextParent._instance.gameObject, hudtextPrefab);

         hudtext = hudtextGo.GetComponent<HUDText>();
         UIFollowTarget followTarget = hudtextGo.GetComponent<UIFollowTarget>();
         followTarget.target = hudtextFollow.transform;
         followTarget.gameCamera = Camera.main;

     }

     void Update() {

         ) &&  state != PlayerState.Death ) {
             //做射线检测
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hitInfo;
             bool isCollider = Physics.Raycast(ray, out hitInfo);
             if (isCollider && hitInfo.collider.tag == Tags.enemy) {
                 //当我们点击了一个敌人的时候
                 target_normalattack = hitInfo.collider.transform;
                 state = PlayerState.NormalAttack;//进入普通攻击的模式
                 timer = ; showEffect = false;
             } else {
                 state = PlayerState.ControlWalk;
                 target_normalattack = null;
             }
         }

         if (state == PlayerState.NormalAttack) {
             if (target_normalattack == null) {
                 state = PlayerState.ControlWalk;
             } else {
                 float distance = Vector3.Distance(transform.position, target_normalattack.position);
                 if (distance <= min_distance) {//进行攻击
                     transform.LookAt(target_normalattack.position);
                     attack_state = AttackState.Attack;

                     timer += Time.deltaTime;
                     GetComponent<Animation>().CrossFade(aniname_now);
                     if (timer >= time_normalattack) {
                         aniname_now = aniname_idle;
                         if (showEffect == false) {
                             showEffect = true;
                             //播放特效
                             GameObject.Instantiate(effect, target_normalattack.position, Quaternion.identity);
                             target_normalattack.GetComponent<WolfBaby>().TakeDamage(GetAttack());
                         }

                     }
                     if (timer >= (1f / rate_normalattack)) {
                         timer = ; showEffect = false;
                         aniname_now = aniname_normalattack;
                     }

                 } else {//走向敌人
                     attack_state = AttackState.Moving;
                     move.SimpleMove(target_normalattack.position);
                 }
             }
         } else if (state == PlayerState.Death) {//如果死亡就播放死亡动画
             GetComponent<Animation>().CrossFade(aniname_death);
         }

         )) {
             OnLockTarget();
         }
     }

     public int GetAttack() {
         return (int)(EquipmentUI._instance.attack + ps.attack + ps.attack_plus);
     }

     public void TakeDamage(int attack) {
         if (state == PlayerState.Death) return;
         float def = EquipmentUI._instance.def + ps.def + ps.def_plus;
          - def) / );
         ) temp = ;

         float value = Random.Range(0f, 1f);
         if (value < miss_rate) {//MISS
             AudioSource.PlayClipAtPoint(miss_sound, transform.position);
             hudtext.Add();
         } else {
             hudtext.Add();
             ps.hp_remain -= (int)temp;
             StartCoroutine(ShowBodyRed());
             ) {
                 state = PlayerState.Death;
             }
         }
         HeadStatusUI._instance.UpdateShow();
     }

     IEnumerator ShowBodyRed() {
         body.GetComponent<Renderer>().material.color = Color.red;
         yield return new WaitForSeconds(1f);
         body.GetComponent<Renderer>().material.color = normal;
     }

     void OnDestroy() {
         GameObject.Destroy(hudtextGo);

     }

     public void UseSkill(SkillInfo info) {
         if (ps.heroType == HeroType.Magician) {
             if (info.applicableRole == ApplicableRole.Swordman) {
                 return;
             }
         }
         if (ps.heroType == HeroType.Swordman) {
             if (info.applicableRole == ApplicableRole.Magician) {
                 return;
             }
         }
         switch (info.applyType) {
             case ApplyType.Passive:
                 StartCoroutine( OnPassiveSkillUse(info));
                 break;
             case ApplyType.Buff:
                 StartCoroutine(OnBuffSkillUse(info));
                 break;
             case ApplyType.SingleTarget:
                 OnSingleTargetSkillUse(info) ;
                 break;
             case ApplyType.MultiTarget:
                 OnMultiTargetSkillUse(info);
                 break;
         }

     }
     //处理增益技能
     IEnumerator OnPassiveSkillUse(SkillInfo info ) {
         state = PlayerState.SkillAttack;
         GetComponent<Animation>().CrossFade(info.aniname);
         yield return new WaitForSeconds(info.anitime);
         state = PlayerState.ControlWalk;
         , mp = ;
         if (info.applyProperty == ApplyProperty.HP) {
             hp = info.applyValue;
         } else if (info.applyProperty == ApplyProperty.MP) {
             mp = info.applyValue;
         }

         ps.GetDrug(hp,mp);
         //实例化特效
         GameObject prefab = null;
         efxDict.TryGetValue(info.efx_name, out prefab);
         GameObject.Instantiate(prefab, transform.position, Quaternion.identity);
     }
     //处理增强技能
     IEnumerator OnBuffSkillUse(SkillInfo info) {
         state = PlayerState.SkillAttack;
         GetComponent<Animation>().CrossFade(info.aniname);
         yield return new WaitForSeconds(info.anitime);
         state = PlayerState.ControlWalk;

         //实例化特效
         GameObject prefab = null;
         efxDict.TryGetValue(info.efx_name, out prefab);
         GameObject.Instantiate(prefab, transform.position, Quaternion.identity);

         switch (info.applyProperty) {
             case ApplyProperty.Attack:
                 ps.attack *= (info.applyValue / 100f);
                 break;
             case ApplyProperty.AttackSpeed:
                 rate_normalattack *= (info.applyValue / 100f);
                 break;
             case ApplyProperty.Def:
                 ps.def *= (info.applyValue / 100f);
                 break;
             case ApplyProperty.Speed:
                 move.speed *= (info.applyValue / 100f);
                 break;
         }
         yield return new WaitForSeconds(info.applyTime);
         switch (info.applyProperty) {
             case ApplyProperty.Attack:
                 ps.attack /= (info.applyValue / 100f);
                 break;
             case ApplyProperty.AttackSpeed:
                 rate_normalattack /= (info.applyValue / 100f);
                 break;
             case ApplyProperty.Def:
                 ps.def /= (info.applyValue / 100f);
                 break;
             case ApplyProperty.Speed:
                 move.speed /= (info.applyValue / 100f);
                 break;
         }
     }
     //准备选择目标
     void OnSingleTargetSkillUse(SkillInfo info) {
         state = PlayerState.SkillAttack;
         CursorManager._instance.SetLockTarget();
         isLockingTarget = true;
         this.info = info;
     }
     //选择目标完成,开始技能的释放
     void OnLockTarget() {
         isLockingTarget = false;
         switch (info.applyType) {
             case ApplyType.SingleTarget:
                 StartCoroutine( OnLockSingleTarget());
                 break;
             case ApplyType.MultiTarget:
                 StartCoroutine(OnLockMultiTarget());
                 break;
         }
     }

     IEnumerator OnLockSingleTarget() {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hitInfo;
         bool isCollider = Physics.Raycast(ray, out hitInfo);
         if (isCollider && hitInfo.collider.tag == Tags.enemy) {//选择了一个敌人
             GetComponent<Animation>().CrossFade(info.aniname);
             yield return new WaitForSeconds(info.anitime);
             state = PlayerState.ControlWalk;
             //实例化特效
             GameObject prefab = null;
             efxDict.TryGetValue(info.efx_name, out prefab);
             GameObject.Instantiate(prefab, hitInfo.collider.transform.position, Quaternion.identity);

             hitInfo.collider.GetComponent<WolfBaby>().TakeDamage((int)(GetAttack() * (info.applyValue / 100f)));
         } else {
             state = PlayerState.NormalAttack;
         }
         CursorManager._instance.SetNormal();
     }

     void OnMultiTargetSkillUse(SkillInfo info) {
         state = PlayerState.SkillAttack;
         CursorManager._instance.SetLockTarget();
         isLockingTarget = true;
         this.info = info;
     }
     IEnumerator OnLockMultiTarget() {
         CursorManager._instance.SetNormal();
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hitInfo;
         );
         if (isCollider) {
             GetComponent<Animation>().CrossFade(info.aniname);
             yield return new WaitForSeconds(info.anitime);
             state = PlayerState.ControlWalk;

             //实例化特效
             GameObject prefab = null;
             efxDict.TryGetValue(info.efx_name, out prefab);
             GameObject go = GameObject.Instantiate(prefab, hitInfo.point + Vector3.up * 0.5f, Quaternion.identity) as GameObject;
             go.GetComponent<MagicSphere>().attack = GetAttack() * (info.applyValue / 100f);
         } else {
             state = PlayerState.ControlWalk;
         }

     }
 }

PlayerAttack

 using UnityEngine;
 using System.Collections;

 public class PlayerDir : MonoBehaviour {

     public GameObject effect_click_prefab;
     public Vector3 targetPosition = Vector3.zero;
     private bool isMoving = false;//表示鼠标是否按下
     private PlayerMove playerMove;
     private PlayerAttack attack;

     void Start() {
         targetPosition = transform.position;
         playerMove = this.GetComponent<PlayerMove>();
         attack = this.GetComponent<PlayerAttack>();
     }

     // Update is called once per frame
     void Update () {
         if (attack.state == PlayerState.Death) return;
         ) && UICamera.hoveredObject == null) {
             Ray ray =Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hitInfo;
             bool isCollider = Physics.Raycast(ray, out hitInfo);
             if (isCollider && hitInfo.collider.tag == Tags.ground) {
                 isMoving = true;
                 ShowClickEffect(hitInfo.point);
                 LookAtTarget(hitInfo.point);
             }
         }

         )) {
             isMoving = false;
         }

         if (isMoving) {
             //得到要移动的目标位置
             //让主角朝向目标位置
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hitInfo;
             bool isCollider = Physics.Raycast(ray, out hitInfo);
             if (isCollider && hitInfo.collider.tag == Tags.ground) {
                 LookAtTarget(hitInfo.point);
             }
         } else {
             if (playerMove.isMoving) {
                 LookAtTarget(targetPosition);
             }
         }
     }

     //实例化出来点击的效果
     void ShowClickEffect( Vector3 hitPoint ) {
         hitPoint = new Vector3( hitPoint.x,hitPoint.y + 0.1f ,hitPoint.z );
         GameObject.Instantiate(effect_click_prefab, hitPoint, Quaternion.identity);
     }
     //让主角朝向目标位置
     void LookAtTarget(Vector3 hitPoint) {
         targetPosition = hitPoint;
         targetPosition = new Vector3(targetPosition.x, transform.position.y, targetPosition.z);
         this.transform.LookAt(targetPosition);
     }
 }

PlayerDir

 using UnityEngine;
 using System.Collections;

 public enum ControlWalkState {
     Moving,
     Idle
 }

 public class PlayerMove : MonoBehaviour {

     ;
     public ControlWalkState state = ControlWalkState.Idle;
     private PlayerDir dir;
     private PlayerAttack attack;
     private CharacterController controller;
     public bool isMoving = false;

     void Start() {
         dir = this.GetComponent<PlayerDir>();
         controller = this.GetComponent<CharacterController>();
         attack = this.GetComponent<PlayerAttack>();
     }
     // Update is called once per frame
     void Update () {
         if (attack.state == PlayerState.ControlWalk) {
             float distance = Vector3.Distance(dir.targetPosition, transform.position);
             if (distance > 0.3f) {
                 isMoving = true;
                 state = ControlWalkState.Moving;
                 controller.SimpleMove(transform.forward * speed);
             } else {
                 isMoving = false;
                 state = ControlWalkState.Idle;
             }
         }
     }

     public void SimpleMove(Vector3 targetPos) {
         transform.LookAt(targetPos);
         controller.SimpleMove(transform.forward * speed);
     }
 }

PlayerMove

 using UnityEngine;
 using System.Collections;

 public enum HeroType {
     Swordman,
     Magician
 }

 public class PlayerStatus : MonoBehaviour {

     public HeroType heroType;

     ; // 100+level*30

     public string name = "默认名称";
     ;//hp最大值
     ;//mp最大值
     ;
     ;
     ;//当前已经获得的经验

     ;
     ;
     ;
     ;
     ;
     ;

     ;//剩余的点数

     void Start() {
         GetExp();
     }

     public void GetDrug(int hp,int mp) {//获得治疗
         hp_remain += hp;
         mp_remain += mp;
         if (hp_remain > this.hp) {
             hp_remain = this.hp;
         }
         if (mp_remain > this.mp) {
             mp_remain = this.mp;
         }
         HeadStatusUI._instance.UpdateShow();
     }

     ) {//获得点数
         if (point_remain >= point) {
             point_remain -= point;
             return true;
         }
         return false;
     }

     public void GetExp(int exp) {
         this.exp += exp;
          + level * ;
         while (this.exp >= total_exp) {
             //TODO 升级
             this.level++;
             this.exp -= total_exp;
             total_exp =  + level * ;
         }

         ExpBar._instance.SetValue(this.exp/total_exp );
     }

     public bool TakeMP(int count) {
         if (mp_remain >= count) {
             mp_remain -= count;
             HeadStatusUI._instance.UpdateShow();
             return true;
         } else {
             return false;
         }
     }
 }

PlayerStatus

skill

 using UnityEngine;
 using System.Collections;

 public class SkillItem : MonoBehaviour {

     public int id;
     private SkillInfo info;

     private UISprite iconname_sprite;
     private UILabel name_label;
     private UILabel applytype_label;
     private UILabel des_label;
     private UILabel mp_label;

     private GameObject icon_mask;

     void InitProperty() {
         iconname_sprite = transform.Find("icon_name").GetComponent<UISprite>();
         name_label = transform.Find("property/name_bg/name").GetComponent<UILabel>();
         applytype_label = transform.Find("property/applytype_bg/applytype").GetComponent<UILabel>();
         des_label = transform.Find("property/des_bg/des").GetComponent<UILabel>();
         mp_label = transform.Find("property/mp_bg/mp").GetComponent<UILabel>();
         icon_mask = transform.Find("icon_mask").gameObject;
         icon_mask.SetActive(false);
     }

     public void UpdateShow(int level) {
         if (info.level <= level) {//技能可用
             icon_mask.SetActive(false);
             iconname_sprite.GetComponent<SkillItemIcon>().enabled = true;
         } else {
             icon_mask.SetActive(true);
             iconname_sprite.GetComponent<SkillItemIcon>().enabled = false;
         }
     }

     //通过调用这个方法,来更新显示
     public void SetId(int id) {
         InitProperty();
         this.id = id;
         info = SkillsInfo._instance.GetSkillInfoById(id);
         iconname_sprite.spriteName = info.icon_name;
         name_label.text = info.name;
         switch (info.applyType) {
             case ApplyType.Passive:
                 applytype_label.text = "增益";
                 break;
             case ApplyType.Buff:
                 applytype_label.text = "增强";
                 break;
             case ApplyType.SingleTarget:
                 applytype_label.text = "单个目标";
                 break;
             case ApplyType.MultiTarget:
                 applytype_label.text = "群体技能";
                 break;
         }
         des_label.text = info.des;
         mp_label.text = info.mp + "MP";
     }

 }

SkillItem

 using UnityEngine;
 using System.Collections;

 public class SkillItemIcon : UIDragDropItem {

     private int skillId;

     protected override void OnDragDropStart() {//在克隆的icon上调用的
         base.OnDragDropStart();

         skillId = transform.parent.GetComponent<SkillItem>().id;
         transform.parent = transform.root;
         ;
     }

     protected override void OnDragDropRelease(GameObject surface) {
         base.OnDragDropRelease(surface);
         if (surface != null && surface.tag == Tags.shortcut) {//当一个技能拖到了快捷方式上的时候
             surface.GetComponent<ShortCutGrid>().SetSkill(skillId);
         }
     }
 }

SkillItemIcon

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

 public class SkillsInfo : MonoBehaviour {

     public static SkillsInfo _instance;
     public TextAsset skillsInfoText;

     private Dictionary<int, SkillInfo> skillInfoDict = new Dictionary<int, SkillInfo>();

     void Awake() {
         _instance = this;
         InitSkillInfoDict();//初始化技能信息字典
     }

     //我们可以通过在这个方法,根据id查找到一个技能信息
     public SkillInfo GetSkillInfoById(int id) {
         SkillInfo info = null;
         skillInfoDict.TryGetValue(id, out info);
         return info;
     }

     //初始化技能信息字典
     void InitSkillInfoDict() {
         string text = skillsInfoText.text;
         string[] skillinfoArray = text.Split('\n');
         foreach (string skillinfoStr in skillinfoArray) {
             string[] pa = skillinfoStr.Split(',');
             SkillInfo info = new SkillInfo();
             info.id = ]);
             info.name = pa[];
             info.icon_name = pa[];
             info.des = pa[];
             ];
             switch (str_applytype) {
                 case "Passive":
                     info.applyType = ApplyType.Passive;
                     break;
                 case "Buff":
                     info.applyType = ApplyType.Buff;
                     break;
                 case "SingleTarget":
                     info.applyType = ApplyType.SingleTarget;
                     break;
                 case "MultiTarget":
                     info.applyType = ApplyType.MultiTarget;
                     break;
             }
             ];
             switch (str_applypro) {
                 case "Attack":
                     info.applyProperty = ApplyProperty.Attack;
                     break;
                 case "Def":
                     info.applyProperty = ApplyProperty.Def;
                     break;
                 case "Speed":
                     info.applyProperty = ApplyProperty.Speed;
                     break;
                 case "AttackSpeed":
                     info.applyProperty = ApplyProperty.AttackSpeed;
                     break;
                 case "HP":
                     info.applyProperty = ApplyProperty.HP;
                     break;
                 case "MP":
                     info.applyProperty = ApplyProperty.MP;
                     break;
             }
             info.applyValue = ]);
             info.applyTime = ]);
             info.mp = ]);
             info.coldTime = ]);
             ]) {
                 case "Swordman":
                     info.applicableRole = ApplicableRole.Swordman;
                     break;
                 case "Magician":
                     info.applicableRole = ApplicableRole.Magician;
                     break;
             }
             info.level = ]);
             ]) {
                 case "Self":
                     info.releaseType = ReleaseType.Self;
                     break;
                 case "Enemy":
                     info.releaseType = ReleaseType.Enemy;
                     break;
                 case "Position":
                     info.releaseType = ReleaseType.Position;
                     break;
             }
             info.distance = ]);
             info.efx_name = pa[];
             info.aniname = pa[];
             info.anitime = ]);
             skillInfoDict.Add(info.id, info);
         }
     }

 }
 //适用角色
 public enum ApplicableRole {
     Swordman,
     Magician
 }
 //作用类型
 public enum ApplyType {
     Passive,
     Buff,
     SingleTarget,
     MultiTarget
 }
 //作用属性
 public enum ApplyProperty {
     Attack,
     Def,
     Speed,
     AttackSpeed,
     HP,
     MP
 }
 //释放类型
 public enum ReleaseType {
     Self,
     Enemy,
     Position
 }
 //技能信息
 public class SkillInfo {
     public int id;
     public string name;
     public string icon_name;
     public string des;
     public ApplyType applyType;
     public ApplyProperty applyProperty;
     public int applyValue;
     public int applyTime;
     public int mp;
     public int coldTime;
     public ApplicableRole applicableRole;
     public int level;
     public ReleaseType releaseType;
     public float distance;
     public string efx_name;
     public string aniname;
     ;
 }

SkillsInfo

 using UnityEngine;
 using System.Collections;

 public class SkillUI : MonoBehaviour {

     public static SkillUI _instance;
     private TweenPosition tween;
     private bool isShow = false;
     private PlayerStatus ps;

     public UIGrid grid;
     public GameObject skillItemPrefab;
     public int[] magicianSkillIdList;
     public int[] swordmanSkillIdList;

     void Awake() {
         _instance = this;
         tween = this.GetComponent<TweenPosition>();
     }
     void Start() {
         ps = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerStatus>();
         int[] idList = null;
         switch (ps.heroType) {
             case HeroType.Magician:
                 idList = magicianSkillIdList;
                 break;
             case HeroType.Swordman:
                 idList = swordmanSkillIdList;
                 break;
         }
         foreach (int id in idList) {
             GameObject itemGo = NGUITools.AddChild(grid.gameObject, skillItemPrefab);
             grid.AddChild(itemGo.transform);
             itemGo.GetComponent<SkillItem>().SetId(id);
         }

     }

     public void TransformState() {
         if (isShow) {
             tween.PlayReverse(); isShow = false;
         } else {
             tween.PlayForward(); isShow = true;
             UpdateShow();
         }
     }

     void UpdateShow() {
         SkillItem[] items = this.GetComponentsInChildren<SkillItem>();
         foreach (SkillItem item in items) {
             item.UpdateShow(ps.level);
         }
     }
 }

SkillUI

start

 using UnityEngine;
 using System.Collections;

 public class ButtonContainer : MonoBehaviour {

     //1,游戏数据的保存,和场景之间游戏数据的传递使用 PlayerPrefs
     //2,场景的分类
         //2.1开始场景
         //2.2角色选择界面
         //2.3游戏玩家打怪的界面,就是游戏实际的运行场景 村庄有野兽。。。

     //开始新游戏
     public void OnNewGame() {
         PlayerPrefs.SetInt();
         // 加载我们的选择角色的场景 2
         Application.LoadLevel();
     }
     //加载已经保存的游戏
     public void OnLoadGame() {
         PlayerPrefs.SetInt(); //DataFromSave表示数据来自保存
         //加载我们的play场景3
     }

 }

ButtonContainer

 using UnityEngine;
 using System.Collections;

 public class MovieCamera : MonoBehaviour {

     ;

     ;

     // Use this for initialization
     void Start () {

     }

     // Update is called once per frame
     void Update () {
         if (transform.position.z < endZ) {//还没有达到目标位置,需要移动
             transform.Translate( Vector3.forward*speed*Time.deltaTime);
         }
     }
 }

MovieCamera

 using UnityEngine;
 using System.Collections;

 public class PressAnyKey : MonoBehaviour {

     private bool isAnyKeyDown = false;//表示是否有任何按键按下
     private GameObject buttonContainer;

     void Start() {
         buttonContainer = this.transform.parent.Find("buttonContainer").gameObject;
     }

     // Update is called once per frame
     void Update () {
         if (isAnyKeyDown == false) {
             if (Input.anyKey) {
                 // show button container
                 //hide self
                 ShowButton();
             }
         }
     }

     void ShowButton() {
         buttonContainer.SetActive(true);
         this.gameObject.SetActive(false);
         isAnyKeyDown = true;
     }
 }

PressAnyKey

ui

 using UnityEngine;
 using System.Collections;

 public class EquipmentItem : MonoBehaviour {

     private UISprite sprite;
     public int id;
     private bool isHover = false;

     void Awake() {
         sprite = this.GetComponent<UISprite>();
     }

     void Update() {
         if (isHover) {//当鼠标在这个装备栏之上的时候,检测鼠标右键的点击
             )) {//鼠标右键的点击,表示卸下该装备
                 EquipmentUI._instance.TakeOff(id,this.gameObject);
             }
         }
     }

     public void SetId(int id) {
         this.id = id;
         ObjectInfo info = ObjectsInfo._instance.GetObjectInfoById(id);
         SetInfo(info);
     }
     public void SetInfo(ObjectInfo info) {
         this.id = info.id;

         sprite.spriteName = info.icon_name;
     }

     public void OnHover(bool isOver) {
         isHover = isOver;
     }

 }

EquipmentItem

 using UnityEngine;
 using System.Collections;

 public class EquipmentUI : MonoBehaviour {

     public static EquipmentUI _instance;
     private TweenPosition tween;
     private bool isShow = false;

     private GameObject headgear;
     private GameObject armor;
     private GameObject rightHand;
     private GameObject leftHand;
     private GameObject shoe;
     private GameObject accessory;

     private PlayerStatus ps;

     public GameObject equipmentItem;

     ;
     ;
     ;

     void Awake() {
         _instance = this;
         tween = this.GetComponent<TweenPosition>();

         headgear = transform.Find("Headgear").gameObject;
         armor = transform.Find("Armor").gameObject;
         rightHand = transform.Find("RightHand").gameObject;
         leftHand = transform.Find("LeftHand").gameObject;
         shoe = transform.Find("Shoe").gameObject;
         accessory = transform.Find("Accessory").gameObject;

         ps = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerStatus>();
     }

     public void TransformState() {
         if (isShow == false) {
             tween.PlayForward();
             isShow = true;
         } else {
             tween.PlayReverse();
             isShow = false;
         }
     }

     //处理装备穿戴功能
     public bool Dress(int id) {
         ObjectInfo info = ObjectsInfo._instance.GetObjectInfoById(id);
         if (info.type != ObjectType.Equip) {
             return false;//穿戴不成功
         }
         if (ps.heroType == HeroType.Magician) {
             if (info.applicationType == ApplicationType.Swordman) {
                 return false;
             }
         }
         if (ps.heroType == HeroType.Swordman) {
             if (info.applicationType == ApplicationType.Magician) {
                 return false;
             }
         }

         GameObject parent = null;
         switch (info.dressType) {
             case DressType.Headgear:
                 parent = headgear;
                 break;
             case DressType.Armor:
                 parent = armor;
                 break;
             case DressType.RightHand:
                 parent = rightHand;
                 break;
             case DressType.LeftHand:
                 parent = leftHand;
                 break;
             case DressType.Shoe:
                 parent = shoe;
                 break;
             case DressType.Accessory:
                 parent = accessory;
                 break;
         }
         EquipmentItem item = parent.GetComponentInChildren<EquipmentItem>();
         if (item != null) {//说明已经穿戴了同样类型的装备
             Inventory._instance.GetId(item.id);//把已经穿戴的装备卸下,放回物品栏
             item.SetInfo(info);
         } else {//没有穿戴同样类型的装备
             GameObject itemGo =  NGUITools.AddChild(parent, equipmentItem);
             itemGo.transform.localPosition = Vector3.zero;
             itemGo.GetComponent<EquipmentItem>().SetInfo(info);
         }
         UpdateProperty();
         return true;
     }
     public void TakeOff(int id,GameObject go) {
         Inventory._instance.GetId(id);
         GameObject.Destroy(go);
         UpdateProperty();
     }

     void UpdateProperty() {
         ;
         ;
         ;

         EquipmentItem headgearItem = headgear.GetComponentInChildren<EquipmentItem>();
         PlusProperty(headgearItem);
         EquipmentItem armorItem = armor.GetComponentInChildren<EquipmentItem>();
         PlusProperty(armorItem);
         EquipmentItem leftHandItem = leftHand.GetComponentInChildren<EquipmentItem>();
         PlusProperty(leftHandItem);
         EquipmentItem rightHandItem = rightHand.GetComponentInChildren<EquipmentItem>();
         PlusProperty(rightHandItem);
         EquipmentItem shoeItem = shoe.GetComponentInChildren<EquipmentItem>();
         PlusProperty(shoeItem);
         EquipmentItem accessoryItem = accessory.GetComponentInChildren<EquipmentItem>();
         PlusProperty(accessoryItem);
     }

     void PlusProperty(EquipmentItem item) {
         if (item != null) {
             ObjectInfo equipInfo = ObjectsInfo._instance.GetObjectInfoById(item.id);
             this.attack += equipInfo.attack;
             this.def += equipInfo.def;
             this.speed += equipInfo.speed;
         }
     }

 }

EquipmentUI

 using UnityEngine;

 using System.Collections;

 public class ExpBar : MonoBehaviour {

     public static ExpBar _instance;
     private UISlider progressBar;
     void Awake() {
         _instance = this;
         progressBar = this.GetComponent<UISlider>();
     }

     public void SetValue(float value) {
         progressBar.value = value;
     }
 }

ExpBar

 using UnityEngine;
 using System.Collections;

 public class FunctionBar : MonoBehaviour {

     public void OnStatusButtonClick() {
         Status._instance.TransformState();
     }
     public void OnBagButtonClick() {
         Inventory._instance.TransformState();
     }
     public void OnEquipButtonClick() {
         EquipmentUI._instance.TransformState();
     }
     public void OnSkillButtonClick() {
         SkillUI._instance.TransformState();
     }
     public void OnSettingButtonClick() {
     }

 }

FunctionBar

 using UnityEngine;
 using System.Collections;

 public class HeadStatusUI : MonoBehaviour {

     public static HeadStatusUI _instance;

     private UILabel name;

     private UISlider hpBar;
     private UISlider mpBar;

     private UILabel hpLabel;
     private UILabel mpLabel;
     private PlayerStatus ps;

     void Awake() {
         _instance = this;
         name = transform.Find("Name").GetComponent<UILabel>();
         hpBar = transform.Find("HP").GetComponent<UISlider>();
         mpBar = transform.Find("MP").GetComponent<UISlider>();

         hpLabel = transform.Find("HP/Thumb/Label").GetComponent<UILabel>();
         mpLabel = transform.Find("MP/Thumb/Label").GetComponent<UILabel>();
     }

     void Start() {
         ps = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerStatus>();
         UpdateShow();
     }

     public void UpdateShow() {
         name.text = "Lv." + ps.level + " " + ps.name;
         hpBar.value = ps.hp_remain / ps.hp;
         mpBar.value = ps.mp_remain / ps.mp;

         hpLabel.text = ps.hp_remain + "/" + ps.hp;
         mpLabel.text = ps.mp_remain + "/" + ps.mp;
     }

 }

HeadStatusUI

 using UnityEngine;
 using System.Collections;

 public class HUDTextParent : MonoBehaviour {

     public static HUDTextParent _instance;

     void Awake() {
         _instance = this;
     }
 }

HUDTextParent

 using UnityEngine;
 using System.Collections;

 public class Minimap : MonoBehaviour {

     private Camera minimapCamera;

     void Start() {
         minimapCamera = GameObject.FindGameObjectWithTag(Tags.minimap).GetComponent<Camera>();
     }

     public void OnZoomInClick() {
         //放大
         minimapCamera.orthographicSize--;
     }
     public void OnZoomOutClick() {
         //缩小
         minimapCamera.orthographicSize++;
     }
 }

Minimap

 using UnityEngine;
 using System.Collections;

 public class ShopDrug : MonoBehaviour {

     public static ShopDrug _instance;
     private TweenPosition tween;
     private bool isShow = false;

     private GameObject numberDialog;
     private UIInput numberInput;
     ;

     void Awake() {
         _instance = this;
         tween = this.GetComponent<TweenPosition>();
         numberDialog = this.transform.Find("NumberDialog").gameObject;
         numberInput = transform.Find("NumberDialog/NumberInput").GetComponent<UIInput>();
         numberDialog.SetActive(false);
     }

     public void TransformState() {
         if (isShow == false) {
             tween.PlayForward(); isShow = true;
         } else {
             tween.PlayReverse(); isShow = false;
         }
     }

     public void OnCloseButtonClick() {
         TransformState();
     }

     public void OnBuyId1001() {
         Buy();
     }
     public void OnBuyId1002() {
         Buy();
     }
     public void OnBuyId1003() {
         Buy();
     }
     void Buy(int id) {
         ShowNumberDialog();
         buy_id = id;
     }

     public void OnOKButtonClick() {
         int count = int.Parse(numberInput.value );
         ObjectInfo info = ObjectsInfo._instance.GetObjectInfoById(buy_id);
         int price = info.price_buy;
         int price_total = price * count;
         bool success = Inventory._instance.GetCoin(price_total);
         if (success) {//取款成功,可以购买
             ) {
                 Inventory._instance.GetId(buy_id, count);
             }
         }
         numberDialog.SetActive(false);
     }

     void ShowNumberDialog() {
         numberDialog.SetActive(true);
         numberInput.value = ";
     }

 }

ShopDrug

 using UnityEngine;
 using System.Collections;

 public enum ShortCutType{
     Skill,
     Drug,
     None
 }

 public class ShortCutGrid : MonoBehaviour {

     public KeyCode keyCode;

     private ShortCutType type = ShortCutType.None;
     private UISprite icon;
     private int id;
     private SkillInfo skillInfo;
     private ObjectInfo objectInfo;
     private PlayerStatus ps;
     private PlayerAttack pa;

     void Awake() {
         icon = transform.Find("icon").GetComponent<UISprite>();
         icon.gameObject.SetActive(false);
     }

     void Start() {
         ps = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerStatus>();
         pa = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerAttack>();
     }

     void Update() {
         if (Input.GetKeyDown(keyCode)) {
             if (type == ShortCutType.Drug) {
                 OnDrugUse();
             } else if (type == ShortCutType.Skill) {
                 //释放技能
                 //1,得到该技能需要的mp
                 bool success = ps.TakeMP(skillInfo.mp);
                 if (success == false) {

                 } else {
                     //2,获得mp之后,要去释放这个技能
                     pa.UseSkill(skillInfo);
                 }
             }
         }
     }

     public void SetSkill(int id) {
         this.id = id;
         this.skillInfo = SkillsInfo._instance.GetSkillInfoById(id);
         icon.gameObject.SetActive(true);
         icon.spriteName = skillInfo.icon_name;
         type = ShortCutType.Skill;
     }

     public void SetInventory(int id) {
         this.id = id;
         objectInfo = ObjectsInfo._instance.GetObjectInfoById(id);
         if (objectInfo.type == ObjectType.Drug) {
             icon.gameObject.SetActive(true);
             icon.spriteName = objectInfo.icon_name;
             type = ShortCutType.Drug;
         }
     }
     public void OnDrugUse() {
         );
         if (success) {
             ps.GetDrug(objectInfo.hp, objectInfo.mp);
         } else {
             type = ShortCutType.None;
             icon.gameObject.SetActive(false);
             id = ;
             skillInfo = null;
             objectInfo = null;
         }
     }
 }

ShortCutGrid

weaponshop

 using UnityEngine;
 using System.Collections;

 public class ShopWeaponItem : MonoBehaviour {

     private int id;
     private ObjectInfo info;

     private UISprite icon_sprite;
     private UILabel name_label;
     private UILabel effect_label;
     private UILabel pricesell_label;

     void Awake() {
         icon_sprite = transform.Find("icon").GetComponent<UISprite>();
         name_label = transform.Find("name").GetComponent<UILabel>();
         effect_label = transform.Find("effect").GetComponent<UILabel>();
         pricesell_label = transform.Find("price_sell").GetComponent<UILabel>();
     }

     //通过调用这个方法,更新装备的显示
     public void SetId(int id) {
         this.id = id;
         info = ObjectsInfo._instance.GetObjectInfoById(id);

         icon_sprite.spriteName = info.icon_name;
         name_label.text = info.name;
         ) {
             effect_label.text = "+伤害 " + info.attack;
         } ) {
             effect_label.text = "+防御 " + info.def;
         } ){
             effect_label.text = "+速度 " + info.speed;
         }
         pricesell_label.text = info.price_sell.ToString();
     }

     public void OnBuyClick() {
         ShopWeaponUI._instance.OnBuyClick(id);
     }

 }

ShopWeaponItem

 using UnityEngine;
 using System.Collections;

 public class ShopWeaponUI : MonoBehaviour {

     public static ShopWeaponUI _instance;
     public int[] weaponidArray;
     public UIGrid grid;
     public GameObject weaponItem;
     private TweenPosition tween;
     private bool isShow = false;
     private GameObject numberDialog;
     private UIInput numberInput;
     ;

     void Awake() {
         _instance = this;
         tween = this.GetComponent<TweenPosition>();
         numberDialog = transform.Find("Panel/NumberDialog").gameObject;
         numberInput = transform.Find("Panel/NumberDialog/NumberInput").GetComponent<UIInput>();
         numberDialog.SetActive(false);
     }

     void Start() {
         InitShopWeapon();
     }

     public void TransformState() {
         if (isShow) {
             tween.PlayReverse(); isShow = false;
         } else {
             tween.PlayForward(); isShow = true;
         }
     }

     public void OnCloseButtonClick() {
         TransformState();
     }

     void InitShopWeapon() {//初始化武器商店的信息
         foreach (int id in weaponidArray) {
             GameObject itemGo = NGUITools.AddChild(grid.gameObject, weaponItem);
             grid.AddChild(itemGo.transform);
             itemGo.GetComponent<ShopWeaponItem>().SetId(id);
         }
     }

     //ok按钮点击的时候
     public void OnOkBtnClick() {
         int count = int.Parse( numberInput.value );
         ) {
             int price = ObjectsInfo._instance.GetObjectInfoById(buyid).price_buy;
             int total_price = price * count;
             bool success = Inventory._instance.GetCoin(total_price);
             if (success) {
                 Inventory._instance.GetId(buyid, count);
             }
         }

         buyid = ;
         numberInput.value = ";
         numberDialog.SetActive(false);
     }
     public void OnBuyClick(int id) {
         buyid = id;
         numberDialog.SetActive(true);
         numberInput.value = ";
     }

     public void OnClick() {
         numberDialog.SetActive(false);
     }

 }

ShopWeaponUI

自己写的没保存,拿老师项目留个记号

项目:https://pan.baidu.com/s/1bpCHbtX

S老师 Top-Down RPG Starter Kit 学习的更多相关文章

  1. asp.net的3个经典范例(ASP.NET Starter Kit ,Duwamish,NET Pet Shop)学习资料

    asp.net的3个经典范例(ASP.NET Starter Kit ,Duwamish,NET Pet Shop)学习资料 NET Pet Shop .NET Pet Shop是一个电子商务的实例, ...

  2. Window 64bit环境搭建Web Starter Kit

    最近在学习https://developers.google.com/web/fundamentals/这里的内容,其中就有一部分是安装Web Starter Kit的教程,我总结一下自己的安装过程. ...

  3. 介绍使用Cordova和Web Starter Kit开发Android

    介绍 如今,每个人都想制作移动应用程序,为什么不呢?世界上有更多的移动设备比任何其他用户设备.Android尤其流行,但是为什么不从一个众所周知的跨平台应用的基础开始呢?Android的开发显然比其他 ...

  4. 《C#微信开发系列(Top)-微信开发完整学习路线》

    年前就答应要将微信开发的学习路线整理给到大家,但是因为年后回来这段时间学校还有公司那边有很多事情需要兼顾,所以没能及时更新文章.今天特地花时间整理了下,话不多说,上图,希望对大家的学习有所帮助哈. 如 ...

  5. Microsoft IoT Starter Kit 开发初体验

    1. 引子 今年6月底,在上海举办的中国国际物联网大会上,微软中国面向中国物联网社区推出了Microsoft IoT Starter Kit ,并且免费开放1000套的申请.申请地址为:http:// ...

  6. iOS7 Sprite Kit 学习

    iOS7 Sprite Kit 学习 iOS 7有一个新功能 Sprite Kit 这个有点类似cocos2d 感觉用法都差不多.下面简单来介绍下Sprite Kit About Sprite Kit ...

  7. Microsoft IoT Starter Kit 开发初体验-反馈控制与数据存储

    在上一篇文章<Microsoft IoT Starter Kit 开发初体验>中,讲述了微软中国发布的Microsoft IoT Starter Kit所包含的硬件介绍.开发环境搭建.硬件 ...

  8. React Starter Kit 中文文档

    最近没事又翻译了个玩意. Github上的一个Star 非常高的 React 样板程序. 由Node.js,Express,GraphQL和React构建,可选加入Redux等,并可以包含Webpac ...

  9. Unity Game Starter Kit for Windows Store and Windows Phone Store games

    原地址:http://digitalerr0r.wordpress.com/2013/09/30/unity-game-starter-kit-for-windows-store-and-window ...

随机推荐

  1. python三目运算符

    python 可通过 if 语句来实现三目运算符的功能,因此可以近似地把这种if语句当成三目运算符.作为三目运算符的 if 语句的语法格式如下: True_statements if expressi ...

  2. mvc4使用百度ueditor编辑器

    前言 配置.net mvc4项目使用ueditor编辑器,在配置过程中遇见了好几个问题,以此来记录解决办法.编辑器可以到http://ueditor.baidu.com/website/downloa ...

  3. Java学习笔记11(this,super)

    this在构造方法间的使用, public class Person { private String name; private int age; public Person() { //this( ...

  4. 莫烦tensorflow(3)-Variable

    import tensorflow as tf state = tf.Variable(0,name='counter') one = tf.constant(1) new_value = tf.ad ...

  5. ES6 Module的语法

    下面比较一下默认输出和正常输出. // 第一组 export default function crc32() { // 输出 // ... } import crc32 from 'crc32'; ...

  6. maven导出项目依赖的jar包

    摘要: 在进行项目部署时,需要将maven项目所依赖的jar导出到指定目录,本文讲解如何导出项目依赖的jar包 一.导出到默认目录 targed/dependency 从Maven项目中导出项目依赖的 ...

  7. Scrum_Sprint

    1.计划会议过程 经过一天的讨论研究,我们对该项目进行了需求分析,确定了这周所要实现的各个功能 并做好了任务看板,并将项目的各个功能分成一个个任务,进行了初步的分工 2.backlog BACKLOG ...

  8. 【c++基础】c++提升速度的方法总结

    参考 1. C++程序提高运行速度的方法; 2. 提高C++程序运行效率的10个简单方法; 3. C++编程中提高程序运行效率的方式(不断更新); 完

  9. Linux批量解压文件

    最近下载了Imagenet2012的数据文件,训练数据下有很多tar文件,这些tar文件都在一个目录内,所以想批量解压到该目录下每个单独的文件夹内 批量解压的步骤是, 1.列出所有的以tar为后缀的文 ...

  10. html播放音乐

    如何在网站网页中添加音乐代码 告诉你多种格式文件的详细使用代码.    width_num——指定一个作为宽度的数字:    height_num——指定一个作为高度的数字:     1.mp3    ...