Unity实现技能树、天赋树

2023-11-02 14:50
文章标签 实现 unity 技能 天赋

本文主要是介绍Unity实现技能树、天赋树,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

效果

技能树面板
在这里插入图片描述

技能配置
在这里插入图片描述
触发技能根据已解锁ID按照需求实现即可。

代码

面板类

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
using System.Linq;
using System.Collections.Generic;
using Unity.Linq;
using DG.Tweening;
public class SkillTreePanel : Monobehavior
{void OnEnable(){//观察者模式监听技能点消耗的方法,可以自己写EventCenter.Instance.AddEventListener("技能点变化", SkillPointsRefresh);RefreshPanel();}void OnDisable(){EventCenter.Instance.RemoveEventListener("技能点变化", SkillPointsRefresh);gameObject.SetActive(false);}void SkillPointsRefresh(){SkillPointsTxt.text = GameManager.CurrentSkillPoints.ToString();}//选中技能public void UpdateCurrentSkill(SkillBtn skill){if(skill != currentSkill){currentSkill = skill.skill;}else{return;}RefreshPanel();}//加点private void Add(){GameManager.CurrentSkillPoints -= 1;preSkills.Add(currentSkill);//这是我自己写的存档,可自行实现var temp = GameManager.UnLockSkillID;temp.Add(currentSkill.ID);GameManager.UnLockSkillID = temp;RefreshPanel();}//取消加点private void Minus(){GameManager.CurrentSkillPoints += 1;preSkills.Remove(currentSkill);//存档var temp = GameManager.UnLockSkillID;temp.Remove(currentSkill.ID);GameManager.UnLockSkillID = temp;RefreshPanel();}//刷新面板显示private void RefreshPanel(){//恢复颜色,关闭所有选中(这么写有点浪费性能,但无伤大雅)allSkills.Values.ToList().ForEach(_ => {_.transform.GetChild(0).GetComponent<Image>().color = Color.HSVToRGB(0, 0, 1); _.transform.GetChild(1).gameObject.SetActive(false);});allSkills.Where(_ => !GameManager.UnLockSkillID.Contains(_.Key.ID)).Select(_ => _.Value).ToList().ForEach(_ => _.transform.GetChild(0).GetComponent<Image>().color = Color.HSVToRGB(0, 0, 0.5f));//刷新当前技能信息if (currentSkill != null){//刷新技能信息SkillInfoPanelTrans.gameObject.SetActive(true);SkillNameTxt.text = currentSkill.name.Text;SkillIntroTxt.text = currentSkill.des.Text;//禁用+-按钮MinusBtn.interactable = false;AddBtn.interactable = false;if (currentSkill.PreSkill.Count != 0){if (currentSkill.isNeedAllPreSkill){bool isAllUnlock = true; //用于标记是否全部合格foreach (var item in currentSkill.PreSkill.Select(i => i.ID)){if (!GameManager.UnLockSkillID.Contains(item)){//未解锁LockSkill();isAllUnlock = false;}}//全部符合条件if (isAllUnlock){//解锁UnlockSkill();}}else{if (GameManager.UnLockSkillID.Any(_ => currentSkill.PreSkill.Select(s => s.ID).Contains(_))){//已解锁,可以+UnlockSkill();}else{//未解锁,不能+LockSkill();}}}else{//已解锁UnlockSkill();}//显示选中效果allSkills.First(_ => _.Key.ID == currentSkill.ID).Value.transform.GetChild(1).gameObject.SetActive(true);}else{//关闭技能信息面板SkillInfoPanelTrans.gameObject.SetActive(false);}}//技能权限解锁void UnlockSkill(){SkillExIntroTxt.text = currentSkill.exDes.Text;//如果没点数了或者已解锁过了就不能+  这里只能加一次点if (GameManager.CurrentSkillPoints == 0 || GameManager.UnLockSkillID.Contains(currentSkill.ID)){AddBtn.interactable = false;}else{AddBtn.interactable = true;}//只有本次加的可以选择- 而且不可以越过之后的能力-if (preSkills.Any(_ => _.ID == currentSkill.ID) && !preSkills.Any(_ => _.PreSkill.Contains(currentSkill))){MinusBtn.interactable = true;}else{MinusBtn.interactable = false;}}void LockSkill(){SkillExIntroTxt.text = "请先解锁上一个能力!";allSkills[currentSkill].transform.GetChild(0).GetComponent<Image>().color = Color.HSVToRGB(0, 0, 0.5f);}//开始游戏private void StartGame(){//触发buffSkillPointsTxt.text = GameManager.CurrentSkillPoints.ToString();if (GameManager.CurrentSkillPoints != 0){//提醒点数没加完是否进入游戏//测试preSkills.Clear();HidePanel();}else{//下次就不可以-了preSkills.Clear();//进入游戏HidePanel();}UIMgr.Instance.ShowUI<PlayerControlPanel>(UILayer.Bottom);}//重置技能点private void ResetSkill(){GameManager.CurrentSkillPoints += GameManager.UnLockSkillID.Count;var temp = GameManager.UnLockSkillID;temp.Clear();GameManager.UnLockSkillID = temp;preSkills.Clear();RefreshPanel();}//显示看广告加技能点面板private void MorePoints(){GameManager.ExSkillPoints += 3;GameManager.CurrentSkillPoints += 3;RefreshPanel();}private SkillData currentSkill; //选中的技能private Dictionary<SkillData,GameObject> allSkills = new Dictionary<SkillData,GameObject>(); //存储全部技能和按钮private List<SkillData> preSkills = new List<SkillData>(); //本次调整的技能//autoprivate Transform ContentTrans = null;private Transform SkillContentTrans = null;private Button ResetBtn = null;private Button StartGameBtn = null;private Text SkillPointsTxt = null;private Transform SkillInfoPanelTrans = null;private Text SkillNameTxt = null;private Text SkillIntroTxt = null;private Text SkillExIntroTxt = null;private Button AddBtn = null;private Button MinusBtn = null;private Button MoreSkillPointsBtn = null;public override void Init(){base.Init();ContentTrans = transform.Find("ContentTrans").GetComponent<Transform>();SkillContentTrans = transform.Find("ContentTrans/Skills/Viewport/SkillContentTrans").GetComponent<Transform>();ResetBtn = transform.Find("ContentTrans/ResetBtn").GetComponent<Button>();StartGameBtn = transform.Find("ContentTrans/StartGameBtn").GetComponent<Button>();SkillPointsTxt = transform.Find("ContentTrans/SkillPointsTxt").GetComponent<Text>();SkillInfoPanelTrans = transform.Find("ContentTrans/SkillInfoPanelTrans").GetComponent<Transform>();SkillNameTxt = transform.Find("ContentTrans/SkillInfoPanelTrans/IntroPanel/SkillNameTxt").GetComponent<Text>();SkillIntroTxt = transform.Find("ContentTrans/SkillInfoPanelTrans/IntroPanel/SkillIntroTxt").GetComponent<Text>();SkillExIntroTxt = transform.Find("ContentTrans/SkillInfoPanelTrans/IntroPanel/SkillExIntroTxt").GetComponent<Text>();AddBtn = transform.Find("ContentTrans/SkillInfoPanelTrans/AddBtn").GetComponent<Button>();MinusBtn = transform.Find("ContentTrans/SkillInfoPanelTrans/MinusBtn").GetComponent<Button>();MoreSkillPointsBtn = transform.Find("ContentTrans/SkillInfoPanelTrans/MoreSkillPointsBtn").GetComponent<Button>();//按钮注册AddBtn.onClick.RemoveAllListeners();AddBtn.onClick.AddListener(Add);MinusBtn.onClick.RemoveAllListeners();MinusBtn.onClick.AddListener(Minus);StartGameBtn.onClick.RemoveAllListeners();StartGameBtn.onClick.AddListener(StartGame);ResetBtn.onClick.RemoveAllListeners();ResetBtn.onClick.AddListener(ResetSkill);MoreSkillPointsBtn.onClick.RemoveAllListeners();MoreSkillPointsBtn.onClick.AddListener(MorePoints);currentSkill = null;allSkills.Clear();preSkills.Clear();SkillPointsRefresh();//刷新技能图标SkillContentTrans.gameObject.Children().ForEach(_ =>{var btn = _.GetComponent<SkillBtn>();if (btn != null){_.transform.GetChild(0).GetComponent<Image>().sprite = btn.skill.sprite;allSkills.Add(_.GetComponent<SkillBtn>().skill, btn.gameObject);}});}
}

技能配置

using System.Collections;
using System.Collections.Generic;
using UnityEngine;[CreateAssetMenu(menuName = "Skill/SkillInfo", fileName = "Skill_")]
public class SkillData : ScriptableObject
{public int ID;public Sprite sprite;public MultiLanguageText name;public MultiLanguageText des;public MultiLanguageText exDes;public bool isNeedAllPreSkill;public List<SkillData> PreSkill;
}

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