Unity类银河恶魔城学习记录13-3 p144 Save Stash and Equipment源代码

     Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

GameData.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class GameData
{
    public int currency;
    public SerializableDictionary<string, bool> skillTree;
    public SerializableDictionary<string, int> inventory;
    public List<string> equipmentId;
    public GameData()
    {
        this.currency = 0;
        skillTree = new SerializableDictionary<string, bool>();
        inventory = new SerializableDictionary<string, int>();
        equipmentId = new List<string>();
    }
}
Inventory.cs
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

public class Inventory : MonoBehaviour, ISaveManager
{
    public static Inventory instance;

    public List<ItemData> startingItem;

    public List<InventoryItem> equipment;//inventoryItems类型的列表
    public Dictionary<ItemData_Equipment, InventoryItem> equipmentDictionary;//以ItemData为Key寻找InventoryItem的字典

    public List<InventoryItem> inventory;//inventoryItems类型的列表
    public Dictionary<ItemData, InventoryItem> inventoryDictionary;//以ItemData为Key寻找InventoryItem的字典

    public List<InventoryItem> stash;
    public Dictionary<ItemData, InventoryItem> stashDictionary;

    [Header("Inventory UI")]

    [SerializeField] private Transform inventorySlotParent;
    [SerializeField] private Transform stashSlotParent;
    [SerializeField] private Transform equipmentSlotParent;
    [SerializeField] private Transform statSlotParent;


    private UI_itemSlot[] inventoryItemSlot;//UI Slot的数组
    private UI_itemSlot[] stashItemSlot;
    private UI_equipementSlots[] equipmentSlot;
    private UI_statslot[] statSlot;

    [Header("Items cooldown")]
    private float lastTimeUsedFlask;
    private float lastTimeUsedArmor;
    public float flaskCooldown { get; private set; }
    private float armorCooldown;

    [Header("Data base")]
    //public string[] assetsNames;//NameId
    private List<ItemData> itemDataBase;//所有的equipmentData
    public List<InventoryItem> loadedItems;
    public List<ItemData_Equipment> loadedEquipment;

    private void Awake()
    {
        if (instance == null)
            instance = this;
        else
            Destroy(gameObject);
        //防止多次创建Inventory
    }

    public void Start()
    {
        inventory = new List<InventoryItem>();
     
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