Mengkodekan Sistem Inventaris Sederhana Dengan UI Drag and Drop di Unity

Banyak game yang memungkinkan pemainnya mengumpulkan dan membawa sejumlah besar item (misalnya game RTS/MOBA/RPG, game Action Role-playing, dll.), di situlah Inventaris berperan.

Inventaris adalah tabel elemen yang menyediakan akses cepat ke item pemain dan cara sederhana untuk mengaturnya.

Sistem Inventaris Diablo 3

Dalam postingan ini, kita akan mempelajari cara memprogram Sistem Inventaris sederhana dengan Pengambilan Item dan Tarik & Lepas UI di Unity.

Langkah 1: Buat Skrip

Tutorial ini membutuhkan 3 skrip:

SC_CharacterController.cs

//You are free to use this script in Free or Commercial projects
//sharpcoderblog.com @2019

using UnityEngine;

[RequireComponent(typeof(CharacterController))]

public class SC_CharacterController : MonoBehaviour
{
    public float speed = 7.5f;
    public float jumpSpeed = 8.0f;
    public float gravity = 20.0f;
    public Camera playerCamera;
    public float lookSpeed = 2.0f;
    public float lookXLimit = 60.0f;

    CharacterController characterController;
    Vector3 moveDirection = Vector3.zero;
    Vector2 rotation = Vector2.zero;

    [HideInInspector]
    public bool canMove = true;

    void Start()
    {
        characterController = GetComponent<CharacterController>();
        rotation.y = transform.eulerAngles.y;
    }

    void Update()
    {
        if (characterController.isGrounded)
        {
            // We are grounded, so recalculate move direction based on axes
            Vector3 forward = transform.TransformDirection(Vector3.forward);
            Vector3 right = transform.TransformDirection(Vector3.right);
            float curSpeedX = speed * Input.GetAxis("Vertical");
            float curSpeedY = speed * Input.GetAxis("Horizontal");
            moveDirection = (forward * curSpeedX) + (right * curSpeedY);

            if (Input.GetButton("Jump"))
            {
                moveDirection.y = jumpSpeed;
            }
        }

        // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below
        // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied
        // as an acceleration (ms^-2)
        moveDirection.y -= gravity * Time.deltaTime;

        // Move the controller
        characterController.Move(moveDirection * Time.deltaTime);

        // Player and Camera rotation
        if (canMove)
        {
            rotation.y += Input.GetAxis("Mouse X") * lookSpeed;
            rotation.x += -Input.GetAxis("Mouse Y") * lookSpeed;
            rotation.x = Mathf.Clamp(rotation.x, -lookXLimit, lookXLimit);
            playerCamera.transform.localRotation = Quaternion.Euler(rotation.x, 0, 0);
            transform.eulerAngles = new Vector2(0, rotation.y);
        }
    }
}

SC_PickItem.cs

//You are free to use this script in Free or Commercial projects
//sharpcoderblog.com @2019

using UnityEngine;

public class SC_PickItem : MonoBehaviour
{
    public string itemName = "Some Item"; //Each item must have an unique name
    public Texture itemPreview;

    void Start()
    {
        //Change item tag to Respawn to detect when we look at it
        gameObject.tag = "Respawn";
    }

    public void PickItem()
    {
        Destroy(gameObject);
    }
}

SC_InventorySystem.cs

//You are free to use this script in Free or Commercial projects
//sharpcoderblog.com @2019

using UnityEngine;

public class SC_InventorySystem : MonoBehaviour
{
    public Texture crosshairTexture;
    public SC_CharacterController playerController;
    public SC_PickItem[] availableItems; //List with Prefabs of all the available items

    //Available items slots
    int[] itemSlots = new int[12];
    bool showInventory = false;
    float windowAnimation = 1;
    float animationTimer = 0;

    //UI Drag & Drop
    int hoveringOverIndex = -1;
    int itemIndexToDrag = -1;
    Vector2 dragOffset = Vector2.zero;

    //Item Pick up
    SC_PickItem detectedItem;
    int detectedItemIndex;

    // Start is called before the first frame update
    void Start()
    {
        Cursor.visible = false;
        Cursor.lockState = CursorLockMode.Locked;

        //Initialize Item Slots
        for (int i = 0; i < itemSlots.Length; i++)
        {
            itemSlots[i] = -1;
        }
    }

    // Update is called once per frame
    void Update()
    {
        //Show/Hide inventory
        if (Input.GetKeyDown(KeyCode.Tab))
        {
            showInventory = !showInventory;
            animationTimer = 0;

            if (showInventory)
            {
                Cursor.visible = true;
                Cursor.lockState = CursorLockMode.None;
            }
            else
            {
                Cursor.visible = false;
                Cursor.lockState = CursorLockMode.Locked;
            }
        }

        if (animationTimer < 1)
        {
            animationTimer += Time.deltaTime;
        }

        if (showInventory)
        {
            windowAnimation = Mathf.Lerp(windowAnimation, 0, animationTimer);
            playerController.canMove = false;
        }
        else
        {
            windowAnimation = Mathf.Lerp(windowAnimation, 1f, animationTimer);
            playerController.canMove = true;
        }

        //Begin item drag
        if (Input.GetMouseButtonDown(0) && hoveringOverIndex > -1 && itemSlots[hoveringOverIndex] > -1)
        {
            itemIndexToDrag = hoveringOverIndex;
        }

        //Release dragged item
        if (Input.GetMouseButtonUp(0) && itemIndexToDrag > -1)
        {
            if (hoveringOverIndex < 0)
            {
                //Drop the item outside
                Instantiate(availableItems[itemSlots[itemIndexToDrag]], playerController.playerCamera.transform.position + (playerController.playerCamera.transform.forward), Quaternion.identity);
                itemSlots[itemIndexToDrag] = -1;
            }
            else
            {
                //Switch items between the selected slot and the one we are hovering on
                int itemIndexTmp = itemSlots[itemIndexToDrag];
                itemSlots[itemIndexToDrag] = itemSlots[hoveringOverIndex];
                itemSlots[hoveringOverIndex] = itemIndexTmp;

            }
            itemIndexToDrag = -1;
        }

        //Item pick up
        if (detectedItem && detectedItemIndex > -1)
        {
            if (Input.GetKeyDown(KeyCode.F))
            {
                //Add the item to inventory
                int slotToAddTo = -1;
                for (int i = 0; i < itemSlots.Length; i++)
                {
                    if (itemSlots[i] == -1)
                    {
                        slotToAddTo = i;
                        break;
                    }
                }
                if (slotToAddTo > -1)
                {
                    itemSlots[slotToAddTo] = detectedItemIndex;
                    detectedItem.PickItem();
                }
            }
        }
    }

    void FixedUpdate()
    {
        //Detect if the Player is looking at any item
        RaycastHit hit;
        Ray ray = playerController.playerCamera.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));

        if (Physics.Raycast(ray, out hit, 2.5f))
        {
            Transform objectHit = hit.transform;

            if (objectHit.CompareTag("Respawn"))
            {
                if ((detectedItem == null || detectedItem.transform != objectHit) && objectHit.GetComponent<SC_PickItem>() != null)
                {
                    SC_PickItem itemTmp = objectHit.GetComponent<SC_PickItem>();

                    //Check if item is in availableItemsList
                    for (int i = 0; i < availableItems.Length; i++)
                    {
                        if (availableItems[i].itemName == itemTmp.itemName)
                        {
                            detectedItem = itemTmp;
                            detectedItemIndex = i;
                        }
                    }
                }
            }
            else
            {
                detectedItem = null;
            }
        }
        else
        {
            detectedItem = null;
        }
    }

    void OnGUI()
    {
        //Inventory UI
        GUI.Label(new Rect(5, 5, 200, 25), "Press 'Tab' to open Inventory");

        //Inventory window
        if (windowAnimation < 1)
        {
            GUILayout.BeginArea(new Rect(10 - (430 * windowAnimation), Screen.height / 2 - 200, 302, 430), GUI.skin.GetStyle("box"));

            GUILayout.Label("Inventory", GUILayout.Height(25));

            GUILayout.BeginVertical();
            for (int i = 0; i < itemSlots.Length; i += 3)
            {
                GUILayout.BeginHorizontal();
                //Display 3 items in a row
                for (int a = 0; a < 3; a++)
                {
                    if (i + a < itemSlots.Length)
                    {
                        if (itemIndexToDrag == i + a || (itemIndexToDrag > -1 && hoveringOverIndex == i + a))
                        {
                            GUI.enabled = false;
                        }

                        if (itemSlots[i + a] > -1)
                        {
                            if (availableItems[itemSlots[i + a]].itemPreview)
                            {
                                GUILayout.Box(availableItems[itemSlots[i + a]].itemPreview, GUILayout.Width(95), GUILayout.Height(95));
                            }
                            else
                            {
                                GUILayout.Box(availableItems[itemSlots[i + a]].itemName, GUILayout.Width(95), GUILayout.Height(95));
                            }
                        }
                        else
                        {
                            //Empty slot
                            GUILayout.Box("", GUILayout.Width(95), GUILayout.Height(95));
                        }

                        //Detect if the mouse cursor is hovering over item
                        Rect lastRect = GUILayoutUtility.GetLastRect();
                        Vector2 eventMousePositon = Event.current.mousePosition;
                        if (Event.current.type == EventType.Repaint && lastRect.Contains(eventMousePositon))
                        {
                            hoveringOverIndex = i + a;
                            if (itemIndexToDrag < 0)
                            {
                                dragOffset = new Vector2(lastRect.x - eventMousePositon.x, lastRect.y - eventMousePositon.y);
                            }
                        }

                        GUI.enabled = true;
                    }
                }
                GUILayout.EndHorizontal();
            }
            GUILayout.EndVertical();

            if (Event.current.type == EventType.Repaint && !GUILayoutUtility.GetLastRect().Contains(Event.current.mousePosition))
            {
                hoveringOverIndex = -1;
            }

            GUILayout.EndArea();
        }

        //Item dragging
        if (itemIndexToDrag > -1)
        {
            if (availableItems[itemSlots[itemIndexToDrag]].itemPreview)
            {
                GUI.Box(new Rect(Input.mousePosition.x + dragOffset.x, Screen.height - Input.mousePosition.y + dragOffset.y, 95, 95), availableItems[itemSlots[itemIndexToDrag]].itemPreview);
            }
            else
            {
                GUI.Box(new Rect(Input.mousePosition.x + dragOffset.x, Screen.height - Input.mousePosition.y + dragOffset.y, 95, 95), availableItems[itemSlots[itemIndexToDrag]].itemName);
            }
        }

        //Display item name when hovering over it
        if (hoveringOverIndex > -1 && itemSlots[hoveringOverIndex] > -1 && itemIndexToDrag < 0)
        {
            GUI.Box(new Rect(Input.mousePosition.x, Screen.height - Input.mousePosition.y - 30, 100, 25), availableItems[itemSlots[hoveringOverIndex]].itemName);
        }

        if (!showInventory)
        {
            //Player crosshair
            GUI.color = detectedItem ? Color.green : Color.white;
            GUI.DrawTexture(new Rect(Screen.width / 2 - 4, Screen.height / 2 - 4, 8, 8), crosshairTexture);
            GUI.color = Color.white;

            //Pick up message
            if (detectedItem)
            {
                GUI.color = new Color(0, 0, 0, 0.84f);
                GUI.Label(new Rect(Screen.width / 2 - 75 + 1, Screen.height / 2 - 50 + 1, 150, 20), "Press 'F' to pick '" + detectedItem.itemName + "'");
                GUI.color = Color.green;
                GUI.Label(new Rect(Screen.width / 2 - 75, Screen.height / 2 - 50, 150, 20), "Press 'F' to pick '" + detectedItem.itemName + "'");
            }
        }
    }
}

Langkah 2: Siapkan Pemain dan Sistem Inventaris

Mari kita mulai dengan menyiapkan Player kita:

  • Buat GameObject baru dan beri nama "Player"
  • Buat Capsule baru (GameObject -> 3D Object -> Capsule) keluarkan komponen Capsule Collider lalu pindahkan Capsule ke dalam Object "Player" dan terakhir ubah posisinya menjadi (0, 1, 0)
  • Pindahkan Kamera Utama ke dalam Objek "Player" dan ubah posisinya menjadi (0, 1.64, 0)

  • Lampirkan skrip SC_CharacterController ke objek "Player" (secara otomatis akan menambahkan komponen lain yang disebut Pengontrol Karakter, ubah nilai tengahnya menjadi (0, 1, 0))
  • Tetapkan Kamera Utama ke variabel "Player Camera" di SC_CharacterController

Sekarang mari kita siapkan item Pengambilan - ini akan menjadi Prefab dari item yang dapat diambil dalam game.

Untuk tutorial ini, saya akan menggunakan bentuk sederhana (Kubus, Silinder, dan Bola) namun Anda dapat menambahkan model yang berbeda, mungkin beberapa partikel, dll.

  • Buat GameObject baru dan beri nama "SimpleItem"
  • Buat Kubus baru (GameObject -> Objek 3D -> Kubus), turunkan skala menjadi (0.4, 0.4, 0.4) lalu pindahkan ke dalam "SimpleItem" GameObject
  • Pilih "SimpleItem" dan tambahkan komponen Rigidbody dan skrip SC_PickItem

Anda akan melihat ada 2 variabel di SC_PickItem:

Nama barang - this should be a unique name.
Pratinjau Barang - a Texture that will be displayed in the Inventory UI, preferably you should assign the image that represents the item.

Dalam kasus saya, Nama Item adalah "Cube" dan Pratinjau Item adalah kotak putih:

Ulangi langkah yang sama untuk 2 item lainnya.

Untuk item Silinder:

  • Gandakan Objek "SimpleItem" dan beri nama "SimpleItem 2"
  • Hapus Child Cube dan buat Cylinder baru (GameObject -> 3D Object -> Cylinder). Pindahkan ke dalam "SimpleItem 2" dan Skalakan ke (0.4, 0.4, 0.4).
  • Ubah Nama Item di SC_PickItem menjadi "Cylinder" dan Pratinjau Item menjadi gambar silinder

Untuk Barang Bola:

  • Gandakan Objek "SimpleItem" dan beri nama "SimpleItem 3"
  • Hapus Cube anak dan buat Sphere baru (GameObject -> 3D Object -> Sphere). Pindahkan ke dalam "SimpleItem 3" dan Skalakan ke (0.4, 0.4, 0.4).
  • Ubah Nama Item di SC_PickItem menjadi "Sphere" dan Pratinjau Item menjadi gambar bola

Sekarang Simpan setiap item ke dalam Prefab:

Barang-barangnya sekarang sudah siap.

Langkah terakhir adalah menyiapkan Sistem Inventaris:

  • Lampirkan SC_InventorySystem ke Objek "Player"
  • Tetapkan variabel Tekstur Crosshair (Anda dapat menggunakan gambar di bawah atau mendapatkan tekstur crosshair berkualitas tinggi dari di sini):

  • Tetapkan SC_CharacterController ke variabel "Player Controller" di SC_InventorySystem
  • Untuk "Available Items" tetapkan item Prefab yang dibuat sebelumnya (Catatan: Ini harus berupa instance Prefab dari tampilan Proyek dan bukan objek Scene):

Sistem inventaris sudah siap, mari kita uji:

Sharp Coder Pemutar video

Semuanya berfungsi seperti yang diharapkan!

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📁InventorySystem.unitypackage159.83 KB
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