# 使用编辑器制作计分板界面
打开界面编辑器,创建一个计分板UI,在main画布下创建合适大小的面板并新增背景:
接下来在背景下分别创建显示钱数、天数和家具数量的图片和文字并修改至合适的位置:
制作完UI界面以后,打开UI文件,将这三个label通过装饰器绑定到ScreenNode:
{
"coin_label" : {
"text" : "#text",
"bindings" : [
{
"binding_name":"#coin_text", //绑定名称
"binding_name_override":"#text", //绑定的回调,返回的参数将给到上方的#text
"binding_condition" : "always_when_visible" //绑定条件:总是可见
}
]
},
"day_label" : {
"text" : "#text",
"bindings" : [
{
"binding_name":"#day_text",
"binding_name_override":"#text",
"binding_condition" : "always_when_visible"
}
]
},
"furniture_label" : {
"text" : "#text",
"bindings" : [
{
"binding_name":"#furniture_text",
"binding_name_override":"#text",
"binding_condition" : "always_when_visible"
}
]
}
}
class FarmUIScreen(ScreenNode):
def __init__(self, namespace, name, param):
ScreenNode.__init__(self, namespace, name, param)
# 绑定字符串,返回self.coin(coin变化时通过创建ui实例修改参数)
@ViewBinder.binding(ViewBinder.BF_BindString, "#coin_text")
def player_coin_text(self):
return str(self.coin)
# 绑定字符串,使用Molang直接返回天数
@ViewBinder.binding(ViewBinder.BF_BindString, "#day_text")
def player_day_text(self):
return str(int(
clientApi.GetEngineCompFactory().CreateQueryVariable(clientApi.GetLocalPlayerId()).GetMolangValue(
'query.day')))
# 绑定字符串,返回self.furniture(furniture变化时通过创建ui实例修改参数)
@ViewBinder.binding(ViewBinder.BF_BindString, "#furniture_text")
def player_furniture_text(self):
return str(self.furniture)
我们在新手引导结束的函数中创建这个UI,并且将数据给予UI:
leveldatacomp = serverApi.GetEngineCompFactory().CreateExtraData(serverApi.GetLevelId())
class FarmServerSystem(ServerSystem):
def __init__(self, namespace, systemName):
ServerSystem.__init__(self, namespace, systemName)
# 设置新手引导结束会触发的函数
def start_game_data(self, playerid):
# 使用ExtraData存放数据
leveldatacomp.SetExtraData("player_coin", 100)
leveldatacomp.SetExtraData("player_furniture", 0)
leveldatacomp.SetExtraData("player_day", 0)
# 将初始数据作为参数传到ClientSystem
event = {"playerid": playerid, "player_data_coin": leveldatacomp.GetExtraData("player_coin"),
"player_data_furniture": leveldatacomp.GetExtraData("player_furniture")}
self.NotifyToClient(self.playername, "create_data_ui", event)
class FarmClientSystem(ClientSystem):
def __init__(self, namespace, systemName):
super(FarmClientSystem, self).__init__(namespace, systemName)
# 监听由ServerSystem发送过来的事件
self.ListenForEvent("FarmMod", "ServerSystem", "create_data_ui",
self, self.CreateDataUI)
def CreateDataUI(self,event):
# 创建UI
clientApi.CreateUI("Farm","data_ui",{"isHud":1})
# 执行更新UI数据的函数
self.Re_DataUI(event)
def Re_DataUI(self,event):
# 获取UI实例
self.data_ui = clientApi.GetUI("Farm","data_ui")
# 如果传过来的参数有player_data_coin则更新UI中的coin
if "player_data_coin" in event:
self.data_ui.coin = event["player_data_coin"]
# 如果传过来的参数有player_data_furniture则更新UI中的furniture
if "player_data_furniture" in event:
self.data_ui.furniture = event["player_data_furniture"]
这样,在完成新手引导的时候,数据的计分板UI就可以正常创建了,我们使用编辑器的开发测试功能尝试一下:
# 将追踪玩家的数据更新在UI上
在本章的第一节中,我们已经完成了对玩家数据存取的功能,但是这些数据只存在于地图中,并不会直接显示在UI上,所以我们需要在数据存取的同时给客户端发送事件,修改UI实例的变量使数据可视化。
首先是玩家的钱数,我们只需要在有钱变动的地方(买商品和被回收商人收走商品)发送一个事件给客户端即可:
leveldatacomp = serverApi.GetEngineCompFactory().CreateExtraData(serverApi.GetLevelId())
class FarmServerSystem(ServerSystem):
def __init__(self, namespace, systemName):
ServerSystem.__init__(self, namespace, systemName)
# 玩家通过交易表购买商品后 发货的函数(在第五章和本章的第一节都有出现过)
def PlayerBuyItem(self, args):
# 将买完商品后的钱 存进数据player_coin
leveldatacomp.SetExtraData("player_coin", args["coin"])
# 传过来的玩家id
player_id = args['playerid']
# 传过来的实际商品名称
item_name = args['buy_item']
# 将玩家id和买完商品后剩下的钱作为参数传给客户端的re_dataui(更新ui的数据)
event = {"playerid": player_id, "player_data_coin": args['coin'], }
self.NotifyToClient(player_id, "re_dataui", event)
# 发放物品
serverApi.GetEngineCompFactory().CreateItem(player_id).SpawnItemToPlayerInv(
{
'newItemName': item_name,
'count': 1
},
player_id
)
# 回收商人到达地点的回调函数,同时也是回收箱子内物品的函数(本章的第一节出现过)
def acquirer_callback(self, entityid, result):
print result
if result == 0:
# 循环箱子内的每个物品并算出其价格之和
chestitemcomp = serverApi.GetEngineCompFactory().CreateItem(serverApi.GetLevelId())
chestslotcomp = serverApi.GetEngineCompFactory().CreateChestBlock(serverApi.GetLevelId())
count = 0
add_price = 0
for item in range(0, 27):
itemdict = chestitemcomp.GetContainerItem((72, 66, 81), count, 0)
if itemdict:
if itemdict["newItemName"] in self.goods_list:
add_price += itemdict["count"] * self.goods_list.get(itemdict["newItemName"])
chestslotcomp.SetChestBoxItemNum(None, (72, 66, 81), count, 0, 0)
count += 1
# 获取玩家当前的钱数
now_coin = leveldatacomp.GetExtraData("player_coin")
# 将当前钱数和箱子内物品价格的钱数相加并存储数据
leveldatacomp.SetExtraData("player_coin", now_coin + add_price)
# 将玩家新的钱数作为参数传送给客户端的re_dataui(更新ui的数据)
event = {"player_data_coin": now_coin + add_price}
self.NotifyToClient(leveldatacomp.GetExtraData("player_id"), "re_dataui", event)
# 用寻路组件让回收商人回家
movecomp = serverApi.GetEngineCompFactory().CreateMoveTo(self.acquirer_id)
movecomp.SetMoveSetting((132, 71, 96), 1.5, 2000, self.acquirer_callback_home)
需要实时更新的数据还有家具的放置,同样在第一节我们已经做好了这部分功能,只需要在此基础上添加即可:
leveldatacomp = serverApi.GetEngineCompFactory().CreateExtraData(serverApi.GetLevelId())
class FarmServerSystem(ServerSystem):
def __init__(self, namespace, systemName):
ServerSystem.__init__(self, namespace, systemName)
# 监听玩家放置方块和破坏方块
self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(),
'EntityPlaceBlockAfterServerEvent',
self, self.Place_Furniture)
self.ListenForEvent(serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName(),
'ServerPlayerTryDestroyBlockEvent',
self, self.Destroy_Furniture)
def Place_Furniture(self, args):
# 通过事件获取方块的坐标、名称
x = args['x']
y = args['y']
z = args['z']
blockname = args['fullName']
blockstatecomp = serverApi.GetEngineCompFactory().CreateBlockState(serverApi.GetLevelId())
blockstate = blockstatecomp.GetBlockStates((x, y, z), 0)
# 如果不是家具则返回
if "farm:rotation" not in blockstate and blockname not in self.netease_block_list:
return
# 获取现在的家具数量并+=1
leveldatacomp.SetExtraData("player_furniture", leveldatacomp.GetExtraData("player_furniture") + 1)
# 将新的家具数量作为参数传送给客户端的re_dataui(更新ui的数据)
event = {"player_data_furniture": leveldatacomp.GetExtraData("player_furniture")}
self.NotifyToClient(leveldatacomp.GetExtraData("player_id"), "re_dataui", event)
def Destroy_Furniture(self, args):
# 通过事件获取方块的坐标、名称
x = args['x']
y = args['y']
z = args['z']
blockname = args['fullName']
player_id = args['playerId']
blockstatecomp = serverApi.GetEngineCompFactory().CreateBlockState(serverApi.GetLevelId())
blockstate = blockstatecomp.GetBlockStates((x, y, z), 0)
# 如果不是家具则返回
if "farm:rotation" not in blockstate and blockname not in self.netease_block_list:
return
# 获取现在的家具数量并-=1
leveldatacomp.SetExtraData("player_furniture", leveldatacomp.GetExtraData("player_furniture") - 1)
# 将新的家具数量作为参数传送给客户端的re_dataui(更新ui的数据)
event = {"player_data_furniture": leveldatacomp.GetExtraData("player_furniture")}
self.NotifyToClient(leveldatacomp.GetExtraData("player_id"), "re_dataui", event)
无论是钱数还是家具数量的变化都将通过事件传送到客户端的re_dataui中:
class FarmClientSystem(ClientSystem):
def __init__(self, namespace, systemName):
super(FarmClientSystem, self).__init__(namespace, systemName)
# 监听由ServerSystem发送的事件re_dataui
self.ListenForEvent("FarmMod", "ServerSystem", "re_dataui",
self, self.Re_DataUI)
def Re_DataUI(self,event):
# 获取ui实例
self.data_ui = clientApi.GetUI("Farm","data_ui")
# 如果传送过来的参数中有player_data_coin则更新ui的参数
if "player_data_coin" in event:
self.data_ui.coin = event["player_data_coin"]
# 如果传送过来的参数中有player_data_furniture则更新ui的参数
if "player_data_furniture" in event:
self.data_ui.furniture = event["player_data_furniture"]
接下来使用编辑器的开发测试功能进入到游戏中依次测试一下。
回收箱子内的物品:
通过交易表购买商品:
摆放和破坏家具: