商店物品是上下滚动,点击物品,会弹出介绍它的界面,并且物品的名称,数量,单价会进行相应的变化
首先创建一个Panel,做项目的过程中发现最好以平面做基石,这样里面的东西无论深度多少,最后改一下Panel的深度就可以了
这是重点,动态生成的滚动视图将会出现在Grid下,我这个scroll view实际上是一个panel,挂上了Scroll View
这个滚动是上下滚动,所以grid中弄成了Vertical
宽和高是图片的大小,Row Limit是说一列有四个,
核心代码
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Cell{
public int itemId = 0;//Id号
public string iconName = string.Empty;//物品的图片
public string name = string.Empty;//物品的名称
public int price = 0;//价格
public int itemCount = 0;//数量
public Cell(int id, string icN, string na, int pri, int Count){
itemId = id;
iconName = icN;
name = na;
price = pri;
itemCount = Count;
}
}
public class shangdiangrid : MonoBehaviour {
public GameObject cellPre;//物品的预设体
public UIGrid grid;
public GameObject itemInfo;//点击物品图片后弹出的介绍框
List<Cell> cellConfigs = new List<Cell>();
Cell tempCell = new Cell(0, string.Empty, string.Empty, 0, 0);//分别对应(ID,图片,名称,价格,数目)
void Awake(){//前提是图集中的图片名称要跟下面对的上,"1160008[1]"这个,其他属性自己设置
cellConfigs.Add(new Cell(1001, "1160008[1]", "环首刀",500, 10));
cellConfigs.Add(new Cell(1002, "1160010[1]", "唐刀", 800, 20));
cellConfigs.Add(new Cell(1003, "1160015[1]", "太极刀", 1000, 30));
cellConfigs.Add(new Cell(1004, "1160020[1]", "云头刀", 1200, 40));
cellConfigs.Add(new Cell(1005, "1120013[1]", "远古手镯", 500, 50));
cellConfigs.Add(new Cell(1006, "1120014[1]", "悲鸣手镯", 800, 60));
cellConfigs.Add(new Cell(1007, "1120015[1]", "幻影手镯", 1000, 70));
cellConfigs.Add(new Cell(1008, "1130005[1]", "结界手镯", 1200, 80));
cellConfigs.Add(new Cell(1009, "1130006[1]", "熊皮甲", 500, 90));
cellConfigs.Add(new Cell(1010, "1130012[1]", "凌罗衣", 800, 100));
cellConfigs.Add(new Cell(1011, "1130015[1]", "铁锁环甲", 1000, 110));
cellConfigs.Add(new Cell(1012, "1140004[1]", "霜月衣", 1200, 120));
}
// Use this for initialization
void Start () {
itemInfo.SetActive (false);//介绍框在未点击时处于隐藏状态
for (int i = 0; i < cellConfigs.Count; i++) {//遍历着实例化创建
GameObject cell = Instantiate (cellPre) as GameObject;
cell.transform.parent = grid.transform;//把物品一个个放到Grid的下面
cell.transform.localScale = Vector3.one;//设定每个图片的规格都是1
cell.transform.Find("icon").GetComponent<UISprite>().spriteName
= cellConfigs[i].iconName;
cell.transform.localPosition = new Vector3(0,0,0);//确保全部显示,有时候位置不对,即使产生了也不会显示
UIEventListener.Get(cell).onClick = showItemInfo;//点击,弹出介绍框,这样不用在button那里设置了
}
grid.Reposition ();
}
//这是显示介绍框的方法
public void showItemInfo(GameObject sprite){
string spriteName = sprite.transform.Find ("icon").GetComponent<UISprite> ().spriteName;
for (int i = 0; i < cellConfigs.Count; i++) {
if(cellConfigs[i].iconName.Equals(spriteName)){
itemInfo.SetActive(true);
itemInfo.transform.Find("Icon").GetComponent<UISprite>().spriteName = cellConfigs[i].iconName;
itemInfo.transform.Find("Name").GetComponent<UILabel>().text = cellConfigs[i].name;
itemInfo.transform.Find("Price").GetComponent<UILabel>().text = cellConfigs[i].price.ToString();
itemInfo.transform.Find("Count").GetComponent<UILabel>().text = cellConfigs[i].itemCount.ToString();
GameObject sellButObj = GameObject.Find("Sell") ;
UIEventListener.Get(sellButObj).onClick = sellItemFunc;
tempCell = cellConfigs[i];
break;
}
}
}
void sellItemFunc(GameObject obj){
Debug.Log (obj.name);
if (tempCell.itemCount > 0) {
tempCell.itemCount -= 1;
itemInfo.SetActive (false);
}
}
// Update is called once per frame
void Update () {
itemInfo.transform.Find("Count").GetComponent<UILabel>().text = tempCell.itemCount.ToString();
}
}
我这里把每个物体做成了预设体,
至于list,用它不要忘了加上using System.Collections.Generic;
注意图片标签的名字要跟代码里的一样,否则会找不到