如何在Unity C#上做库存Paging?

How to make an inventory Paging on Unity C#?

如何使用 3 个存储进行盘点。例如:

如果我按下存储 1 按钮,它将在库存中显示 20 个插槽,

如果我按下存储 2 按钮,它将显示从 21 个插槽到 40 个插槽的库存,并且

如果我按下存储 3 按钮,它将显示从 41 个插槽到 60 个插槽的库存。

所以总共有 60 个插槽。

下面是我的代码:

inventory.cs

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

 public class inventory : MonoBehaviour {
     public List<GameObject> slotsx = new List<GameObject> ();
     public player Player;
     public List<item> itemx = new List<item> ();
     public GameObject slots;
     item itemxs;
     public int indexofdragitem;
     public Sprite icon;

     int sisa;
     itemDatabase database;
     int totalSlot = 60;
     int currentStorage = 1;
     int view = 20;

     // Use this for initialization
     void Start () {
         Player = new player();
         int slotAmount = 0;
         database = GameObject.FindGameObjectWithTag ("itemDatabase").GetComponent<itemDatabase> ();


         //Generate the Slot and Slot Name;
         for(int i = 1; i <= 60; i++) {
                 GameObject Slot = (GameObject) Instantiate(slots);
                 Slot.GetComponent<slotScript>().slotNumber = slotAmount;

                 slotsx.Add(Slot);

                 Player.items.Add(new item());
                 addChilParent (this.gameObject,Slot);
                 //Slot.transform.parent = this.gameObject.transform;
                 Slot.name = "slot-" + i;
                 Slot.SetActive(false);
                 slotAmount++;

         }
      ShowStorage1();

     }

     //Add Slot Child To GridSlot Game Object
     public void addChilParent(GameObject parentx, GameObject childx) {
         childx.transform.SetParent (parentx.gameObject.transform);
     }
  }

谢谢

更新代码:

public void onClickStorage1() {
        HideAllSlot ();
        ShowStorage1 ();
    }

    public void onClickStorage2() {
        HideAllSlot ();
        ShowStorage2 ();
    }

    public void onClickStorage3() {
        HideAllSlot ();
        ShowStorage3 ();
    }

    public void HideAllSlot () {
        GameObject hslot;
        for(int i = 1; i <= 60; i++) {
            hslot = GameObject.Find("slot-"+i);
            hslot.SetActive(false);
        }
    }

    public void ShowStorage1 () {
        GameObject hslot;
        for(int i = 1; i <= 20; i++) {
            hslot = GameObject.Find("slot-"+i).SetActive(true);
            hslot.SetActive(true);
        }
    }

    public void ShowStorage2 () {
        GameObject hslot;
        for(int i = 21; i <= 40; i++) {
            hslot = GameObject.Find("slot-"+i);
            hslot.SetActive(true);
        }
    }

    public void ShowStorage3 () {
        GameObject hslot;
        for(int i = 41; i <= 60; i++) {
            hslot = GameObject.Find("slot-"+i);
            hslot.SetActive(true);
        }
    }

"if i push storage 1 button it will show 20 Slots at inventory, if i push storage 2 button it will show from 21 Slots until 40 Slots at inventory, and if i push storage 3 button it will show from 41 Slots until 60 Slots at inventory."

1、点击添加canvas

2、点击添加Button..其实就是添加三个

3、Button下面是按钮的"text"。标记三个按钮"Storage 1"、"Storage 2"、"Storage 3"

4、有这样的脚本...

public GameObject yourFIRSTPanel;
public GameObject yourSECONDPanel;
public GameObject yourTHIRDPanel;

private void HideAllThreePanels()
 {
 yourFIRSTPanel.setActive(false);
 yourSECONDPanel.setActive(false);
 yourTHIRDPanel.setActive(false);
 }



public void UserClickedS1()
 {
 Debug.Log("storage 1 needed!")
 HideAllThreePanels()
 yourFIRSTPanel.setActive(true);
 }
public void UserClickedS2()
 {
 Debug.Log("storage 2 needed!")
 HideAllThreePanels()
 yourSECONDPanel.setActive(true);
 }
public void UserClickedS3()
 {
 Debug.Log("storage 3 needed!")
 HideAllThreePanels()
 yourTHIRDPanel.setActive(true);
 }

5、那三个例程,你想怎么调用就怎么调用。你似乎已经有一个脚本可以做......某事。只需拥有三个这样的脚本,它们具有不同的 "amounts" 或您所说的任何内容。只需从三个不同的按钮调用三个不同的脚本。

请注意,您只是将三个都设置为隐藏,然后显示所需的项目。就这么简单!


在您的代码编辑中注意,

   for(int i = 1; i <= 20; i++) {
        hslot = GameObject.Find("slot-"+i).SetActive(true);
        hslot.SetActive(true);
    }

这是错误的:"hslot = GameObject.Find("slot-"+i).SetActive(true);"

还有整个循环错了,应该是

  for(int i = 1; i <= 20; i++) {
       String theName = "slot-" + i.ToString();
       Debug.Log("Looking for: " +theName);
       GameObject gFound = GameObject.Find("slot-"+i);
       if (gFound == nil)
        {
        Debug.Log("COULD NOT FIND IT! " +theName);
        continue;
        }
       gFound.SetActive(true);
    }

但是请注意!

GameObject.Find 未找到非活动对象!

请注意,您已经将它们保存在一个数组中! (我认为是 slotsx。)

就用那个数组吧!


最后,事实上你应该这样做:

将所有插槽分组在三个空游戏对象下,仅 disable/enable 那些。这样你就不需要循环了。