虚幻脚本:如何仅在武器组唯一时才将武器添加到物品栏中



我一直在尝试让一个自定义清单脚本在unrealscript中工作。我需要检查武器拾取情况,你正在拾取的武器是否有与你现有武器组匹配的武器组。如果是这样的话,它会交换特定团体的武器。否则你将获得新武器。目前我们有4个武器组。我试着找不到的是如何找到被拿起武器的武器组。以及如何与其他武器进行核对。我一直在使用添加库存功能。

NewItem是您刚刚与之交互的项目。我需要在你当前的库存中找到其他武器以及它们的武器组。

simulated function bool AddInventory(Inventory NewItem, optional bool bDoNotActivate)
{
    local Inventory Item, LastItem;
    // The item should not have been destroyed if we get here.
    if( (NewItem != None) && !NewItem.bDeleteMe )
    {
        // if we don't have an inventory list, start here
        if( InventoryChain == None )
        {
            InventoryChain = newItem;
        }
        else
        {
            // Skip if already in the inventory.
            for (Item = InventoryChain; Item != None; Item = Item.Inventory)
            {
                if( Item == NewItem )
                {
                    return FALSE;
                }
                LastItem = Item;
            }
            LastItem.Inventory = NewItem;
        }
        //Edited by Matt Kerns
        `LogInv("adding" @ NewItem @ "bDoNotActivate:" @ bDoNotActivate);
        `Log ("Added to inventory!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
        NewItem.SetOwner( Instigator );
        NewItem.Instigator = Instigator;
        NewItem.InvManager = Self;
        NewItem.GivenTo( Instigator, bDoNotActivate);
        // Trigger inventory event
        Instigator.TriggerEventClass(class'SeqEvent_GetInventory', NewItem);
        return TRUE;
    }
    return FALSE;
}

如果您想在InventoryManager中编写所有代码,它将看起来像

simulated function bool AddInventory(Inventory NewItem, optional bool bDoNotActivate){
local Inventory Item, LastItem;
// The item should not have been destroyed if we get here.
if( (NewItem != None) && !NewItem.bDeleteMe )
{
//if weapon - work in personal weapon function
if(Weapon(NewItem) != none)
        return AddItemWeapon(NewItem, bDoNotActivate);
    // if we don't have an inventory list, start here
    if( InventoryChain == None )
    {
        InventoryChain = newItem;
    }
    else
    {
        // Skip if already in the inventory.
        for (Item = InventoryChain; Item != None; Item = Item.Inventory)
        {
            if( Item == NewItem )
            {
                return FALSE;
            }
            LastItem = Item;
        }
        LastItem.Inventory = NewItem;
    }
    //Edited by Matt Kerns
    `LogInv("adding" @ NewItem @ "bDoNotActivate:" @ bDoNotActivate);
    `Log ("Added to inventory!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
    NewItem.SetOwner( Instigator );
    NewItem.Instigator = Instigator;
    NewItem.InvManager = Self;
    NewItem.GivenTo( Instigator, bDoNotActivate);
    // Trigger inventory event
    Instigator.TriggerEventClass(class'SeqEvent_GetInventory', NewItem);
    return TRUE;
}
return FALSE;

}

模拟函数AddItemWeapon(Inventory NewItem,可选bool bDoNotActivate){

local Inventory Item, LastItem;
local Weapon WeaponNewItem;
WeaponNewItem= Weapon(NewItem);
// The item should not have been destroyed if we get here.
if( (NewItem != None) && !NewItem.bDeleteMe )
{
    // if we don't have an inventory list, start here
    if( InventoryChain == None )
    {
        InventoryChain = newItem;
    }
    else
    {
        //look for our group
        for (Item = InventoryChain; Item != None; Item = Item.Inventory){
            if(Weapon(Item) != none && Weapon(Item).Group == WeaponNewItem.Group){
                RemoveFromInventory(Item);
                break;
            }
        }
            // Skip if already in the inventory.
            for (Item = InventoryChain; Item != None; Item = Item.Inventory)
            {
                if( Item == NewItem )
                {
                    return FALSE;
                }
                LastItem = Item;
            }
            LastItem.Inventory = NewItem;
    }
    //Edited by Matt Kerns
    `LogInv("adding" @ NewItem @ "bDoNotActivate:" @ bDoNotActivate);
    `Log ("Added to inventory!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
    NewItem.SetOwner( Instigator );
    NewItem.Instigator = Instigator;
    NewItem.InvManager = Self;
    NewItem.GivenTo( Instigator, bDoNotActivate);
    // Trigger inventory event
    Instigator.TriggerEventClass(class'SeqEvent_GetInventory', NewItem);
    return TRUE;
}
return FALSE;

}

这是最好的方式,若你们的游戏使用网络和复制库存。如果没有,你可以简单地写一些类似的东西

simulated function AddItemWeapon(Inventory NewItem, optional bool bDoNotActivate){
local Inventory Item, LastItem;
local Weapon WeaponNewItem;
local bool bAddNewWeapon;
bAddNewWeapon = true;
WeaponNewItem = Weapon(NewItem);
// The item should not have been destroyed if we get here.
if( (NewItem != None) && !NewItem.bDeleteMe )
{
    // if we don't have an inventory list, start here
    if( InventoryChain == None )
    {
        InventoryChain = newItem;
    }
    else
    {
        //look for our group
        for (Item = InventoryChain; Item != None; Item = Item.Inventory){
            if(Weapon(Item) != none && Weapon(Item).Group == WeaponNewItem.Group){
                NewItem.Inventory = Item.Inventory; 
                bAddNewWeapon = false;
                RemoveFromInventory(Item);
                break;
            }
            LastItem = Item;
        }
        if(bAddNewWeapon){
            for (Item = InventoryChain; Item != None; Item = Item.Inventory){
                LastItem = Item;
            }
        }
        LastItem.Inventory = NewItem;
    }

但我确信这是一种糟糕的方式。您应该编写一个类,该类将保存所有使用过的武器组,并将InventoryManager仅用作存储

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