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Unity 开发实战:装备系统与耐久度机制实现

清羽天2周前 (11-27)学海无涯18
装备系统是角色扮演、生存建造等类型游戏的核心玩法之一,而装备耐久度则为游戏增加了策略性和资源管理维度。本文将详细介绍如何在 Unity 中设计并实现一套完整的装备系统,包括装备属性、穿戴逻辑、耐久度消耗与修复机制,帮助你构建既丰富又平衡的装备玩法。

一、装备系统核心需求分析

一个完善的装备系统应包含以下核心功能:
  • 多类型装备支持(武器、防具、饰品等)

  • 装备属性系统(攻击力、防御力、特殊效果)

  • 耐久度机制(使用消耗、损坏状态)

  • 装备穿戴与卸下逻辑

  • 耐久度修复系统

  • 装备品质与稀有度区分

  • 装备 UI 展示(背包、穿戴界面)

二、数据结构设计

采用 ScriptableObject 存储装备配置数据,确保数据可配置且易于扩展,同时使用运行时数据类管理装备状态。

1. 装备类型与部位定义

csharp
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// 装备类型public enum EquipmentType{
    Weapon,      // 武器
    Armor,       //  armor
    Helmet,      // 头盔
    Gloves,      // 手套
    Boots,       // 靴子
    Accessory    // 饰品}// 装备品质public enum EquipmentQuality{
    Common,      // 普通
    Uncommon,    //  uncommon
    Rare,        // 稀有
    Epic,        // 史诗
    Legendary    // 传说}

2. 装备配置数据(ScriptableObject)

csharp
运行
using UnityEngine;[CreateAssetMenu(fileName = "EquipmentData", menuName = "Equipment/EquipmentData")]public class EquipmentData : ScriptableObject{
    [Header("基础信息")]
    public string equipmentName;               // 装备名称
    public string description;                 // 装备描述
    public Sprite icon;                        // 装备图标
    public GameObject modelPrefab;             // 装备模型
    public EquipmentType equipmentType;        // 装备类型
    public EquipmentQuality quality;           // 装备品质

    [Header("属性数值")]
    public int attack;                         // 攻击力(武器)
    public int defense;                        // 防御力(防具)
    public float attackSpeed;                  // 攻击速度(武器)
    public float moveSpeedBonus;               // 移动速度加成

    [Header("耐久度设置")]
    public int maxDurability;                  // 最大耐久度
    public float durabilityLossPerUse;         // 每次使用消耗的耐久度
    public float durabilityLossPerHit;         // 每次被击中消耗的耐久度
    public int repairCost;                     // 修复成本
    public float qualityDurabilityMultiplier;  // 品质对耐久度的乘数

    [Header("其他设置")]
    public int requiredLevel;                  // 需求等级
    public bool isPermanent;                   // 是否永久(不会损坏)
    public bool canBeRepaired;                 // 是否可修复}

3. 装备实例数据(运行时状态)

csharp
运行
[System.Serializable]public class EquipmentInstance{
    public string instanceId;                  // 实例唯一ID
    public EquipmentData data;                 // 关联的配置数据
    public int currentDurability;              // 当前耐久度
    public int level;                          // 强化等级
    public bool isEquipped;                    // 是否已穿戴
    public float durabilityLossMultiplier = 1f; // 耐久度消耗乘数(受品质影响)

    // 构造函数
    public EquipmentInstance(EquipmentData data)
    {
        instanceId = System.Guid.NewGuid().ToString();
        this.data = data;
        // 根据品质计算实际最大耐久度
        int qualityAdjustedMax = Mathf.RoundToInt(
            data.maxDurability * data.qualityDurabilityMultiplier        );
        currentDurability = qualityAdjustedMax;
        level = 0;
        isEquipped = false;
    }

    // 检查装备是否可用
    public bool IsUsable()
    {
        // 永久装备或耐久度大于0
        return data.isPermanent || currentDurability > 0;
    }

    // 检查装备是否损坏
    public bool IsBroken()
    {
        return !data.isPermanent && currentDurability <= 0;
    }

    // 消耗耐久度
    public void ConsumeDurability(bool isAttack = true)
    {
        if (data.isPermanent) return; // 永久装备不消耗耐久度

        // 根据行为类型计算消耗
        float lossAmount = isAttack ? 
            data.durabilityLossPerUse : 
            data.durabilityLossPerHit;

        // 应用乘数(强化等级可能降低消耗)
        lossAmount *= durabilityLossMultiplier * (1 - (level * 0.05f));

        currentDurability = Mathf.Max(0, currentDurability - Mathf.RoundToInt(lossAmount));
    }

    // 修复装备
    public bool Repair(int amount = -1)
    {
        if (!data.canBeRepaired) return false;

        int qualityAdjustedMax = Mathf.RoundToInt(
            data.maxDurability * data.qualityDurabilityMultiplier        );

        // 如果未指定修复量,则修复至满耐久
        if (amount <= 0)
        {
            currentDurability = qualityAdjustedMax;
        }
        else
        {
            currentDurability = Mathf.Min(qualityAdjustedMax, currentDurability + amount);
        }

        return true;
    }

    // 获取当前耐久度百分比
    public float GetDurabilityPercentage()
    {
        int qualityAdjustedMax = Mathf.RoundToInt(
            data.maxDurability * data.qualityDurabilityMultiplier        );
        return (float)currentDurability / qualityAdjustedMax;
    }}

三、装备系统核心逻辑实现

1. 装备管理器(单例模式)

负责装备的整体管理,包括穿戴、卸下、耐久度更新等核心逻辑。
csharp
运行
using UnityEngine;using System.Collections.Generic;using System.Linq;public class EquipmentManager : MonoBehaviour{
    public static EquipmentManager Instance { get; private set; }

    // 装备槽位(按类型存储当前穿戴的装备)
    private Dictionary<EquipmentType, EquipmentInstance> equippedItems = new Dictionary<EquipmentType, EquipmentInstance>();

    // 所有拥有的装备
    private List<EquipmentInstance> ownedEquipment = new List<EquipmentInstance>();

    // 事件定义
    public event Action<EquipmentType, EquipmentInstance> OnEquipmentEquipped;    // 装备穿戴时
    public event Action<EquipmentType, EquipmentInstance> OnEquipmentUnequipped;  // 装备卸下时
    public event Action<EquipmentInstance> OnDurabilityChanged;                   // 耐久度变化时
    public event Action<EquipmentInstance> OnEquipmentBroken;                     // 装备损坏时

    private void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
        }
    }

    // 初始化装备系统
    public void Initialize()
    {
        // 初始化装备槽位
        foreach (EquipmentType type in Enum.GetValues(typeof(EquipmentType)))
        {
            if (!equippedItems.ContainsKey(type))
            {
                equippedItems[type] = null;
            }
        }
    }

    // 穿戴装备
    public bool EquipEquipment(EquipmentInstance equipment)
    {
        // 检查装备是否可用
        if (equipment == null || !equipment.IsUsable())
            return false;

        EquipmentType type = equipment.data.equipmentType;

        // 如果该槽位已有装备,先卸下
        if (equippedItems[type] != null)
        {
            UnequipEquipment(type);
        }

        // 穿戴新装备
        equipment.isEquipped = true;
        equippedItems[type] = equipment;

        // 触发装备事件
        OnEquipmentEquipped?.Invoke(type, equipment);
        return true;
    }

    // 卸下装备
    public bool UnequipEquipment(EquipmentType type)
    {
        if (equippedItems.TryGetValue(type, out EquipmentInstance equipment) && equipment != null)
        {
            equipment.isEquipped = false;
            equippedItems[type] = null;

            // 触发卸下事件
            OnEquipmentUnequipped?.Invoke(type, equipment);
            return true;
        }
        return false;
    }

    // 获取指定类型的已装备物品
    public EquipmentInstance GetEquippedItem(EquipmentType type)
    {
        equippedItems.TryGetValue(type, out EquipmentInstance equipment);
        return equipment;
    }

    // 获取所有已装备物品
    public List<EquipmentInstance> GetAllEquippedItems()
    {
        return equippedItems.Values.Where(e => e != null).ToList();
    }

    // 消耗装备耐久度(攻击时)
    public void ConsumeWeaponDurability()
    {
        var weapon = GetEquippedItem(EquipmentType.Weapon);
        if (weapon != null)
        {
            ConsumeEquipmentDurability(weapon, true);
        }
    }

    // 受到攻击时消耗防具耐久度
    public void ConsumeArmorDurability()
    {
        // 消耗所有防具类型的耐久度
        var armorTypes = new List<EquipmentType>
        {
            EquipmentType.Armor,
            EquipmentType.Helmet,
            EquipmentType.Gloves,
            EquipmentType.Boots        };

        foreach (var type in armorTypes)
        {
            var armor = GetEquippedItem(type);
            if (armor != null)
            {
                ConsumeEquipmentDurability(armor, false);
            }
        }
    }

    // 消耗指定装备的耐久度
    public void ConsumeEquipmentDurability(EquipmentInstance equipment, bool isAttack)
    {
        if (equipment == null || equipment.data.isPermanent)
            return;

        // 记录消耗前的状态
        bool wasBroken = equipment.IsBroken();

        // 消耗耐久度
        equipment.ConsumeDurability(isAttack);

        // 触发耐久度变化事件
        OnDurabilityChanged?.Invoke(equipment);

        // 如果装备刚损坏且之前未损坏,触发损坏事件
        if (!wasBroken && equipment.IsBroken())
        {
            OnEquipmentBroken?.Invoke(equipment);
        }
    }

    // 修复装备
    public bool RepairEquipment(EquipmentInstance equipment, bool fullRepair = true)
    {
        if (equipment == null || !equipment.data.canBeRepaired)
            return false;

        bool wasBroken = equipment.IsBroken();
        bool repaired = equipment.Repair(fullRepair ? -1 : 0);

        if (repaired)
        {
            OnDurabilityChanged?.Invoke(equipment);
            
            // 如果从损坏状态修复,触发装备事件
            if (wasBroken && equipment.IsUsable())
            {
                if (equipment.isEquipped)
                {
                    OnEquipmentEquipped?.Invoke(equipment.data.equipmentType, equipment);
                }
            }
        }

        return repaired;
    }

    // 添加装备到背包
    public void AddEquipment(EquipmentData data)
    {
        var newEquipment = new EquipmentInstance(data);
        ownedEquipment.Add(newEquipment);
    }

    // 从背包移除装备
    public bool RemoveEquipment(string instanceId)
    {
        var equipment = ownedEquipment.FirstOrDefault(e => e.instanceId == instanceId);
        if (equipment != null)
        {
            // 如果是已装备的,先卸下
            if (equipment.isEquipped)
            {
                UnequipEquipment(equipment.data.equipmentType);
            }

            ownedEquipment.Remove(equipment);
            return true;
        }
        return false;
    }

    // 获取所有拥有的装备
    public List<EquipmentInstance> GetAllOwnedEquipment()
    {
        return new List<EquipmentInstance>(ownedEquipment);
    }

    // 计算总防御力
    public int CalculateTotalDefense()
    {
        int totalDefense = 0;
        foreach (var equipment in GetAllEquippedItems())
        {
            totalDefense += equipment.data.defense * (1 + equipment.level * 0.1f);
        }
        return totalDefense;
    }

    // 计算当前攻击力
    public int CalculateCurrentAttack()
    {
        var weapon = GetEquippedItem(EquipmentType.Weapon);
        if (weapon != null && weapon.IsUsable())
        {
            return weapon.data.attack * (1 + weapon.level * 0.1f);
        }
        return 1; // 基础攻击力
    }}

2. 装备 UI 管理器

负责装备相关的 UI 展示与交互,包括装备栏、背包和详细信息面板。
csharp
运行
using UnityEngine;using UnityEngine.UI;using TMPro;using System.Collections.Generic;public class EquipmentUIManager : MonoBehaviour{
    [Header("装备栏")]
    [SerializeField] private List<EquipmentSlotUI> equipmentSlots = new List<EquipmentSlotUI>();

    [Header("装备背包")]
    [SerializeField] private Transform equipmentGrid;
    [SerializeField] private GameObject equipmentItemPrefab;

    [Header("装备详情面板")]
    [SerializeField] private GameObject detailPanel;
    [SerializeField] private TextMeshProUGUI nameText;
    [SerializeField] private TextMeshProUGUI typeText;
    [SerializeField] private TextMeshProUGUI descriptionText;
    [SerializeField] private TextMeshProUGUI statsText;
    [SerializeField] private Slider durabilitySlider;
    [SerializeField] private TextMeshProUGUI durabilityText;
    [SerializeField] private Button equipButton;
    [SerializeField] private Button repairButton;

    private List<EquipmentItemUI> equipmentItemUIs = new List<EquipmentItemUI>();
    private EquipmentInstance selectedEquipment;

    private void Start()
    {
        // 注册事件
        EquipmentManager.Instance.OnEquipmentEquipped += UpdateEquipmentSlot;
        EquipmentManager.Instance.OnEquipmentUnequipped += UpdateEquipmentSlot;
        EquipmentManager.Instance.OnDurabilityChanged += UpdateDurabilityDisplay;

        // 绑定按钮事件
        equipButton.onClick.AddListener(OnEquipButtonClicked);
        repairButton.onClick.AddListener(OnRepairButtonClicked);

        // 初始化装备槽
        InitializeEquipmentSlots();

        // 刷新装备背包
        RefreshEquipmentInventory();

        // 隐藏详情面板
        detailPanel.SetActive(false);
    }

    // 初始化装备槽
    private void InitializeEquipmentSlots()
    {
        foreach (var slot in equipmentSlots)
        {
            slot.Initialize();
        }
    }

    // 刷新装备背包
    public void RefreshEquipmentInventory()
    {
        // 清除现有UI
        foreach (var ui in equipmentItemUIs)
        {
            Destroy(ui.gameObject);
        }
        equipmentItemUIs.Clear();

        // 创建装备项UI
        var allEquipment = EquipmentManager.Instance.GetAllOwnedEquipment();
        foreach (var equipment in allEquipment)
        {
            GameObject itemObj = Instantiate(equipmentItemPrefab, equipmentGrid);
            EquipmentItemUI itemUI = itemObj.GetComponent<EquipmentItemUI>();
            itemUI.Initialize(equipment, OnEquipmentItemClicked);
            equipmentItemUIs.Add(itemUI);
        }
    }

    // 更新装备槽显示
    private void UpdateEquipmentSlot(EquipmentType type, EquipmentInstance equipment)
    {
        var slot = equipmentSlots.FirstOrDefault(s => s.EquipmentType == type);
        if (slot != null)
        {
            slot.SetEquipment(equipment);
        }

        // 同时更新背包中对应装备的状态
        RefreshEquipmentInventory();
    }

    // 装备项点击事件
    private void OnEquipmentItemClicked(EquipmentInstance equipment)
    {
        selectedEquipment = equipment;
        ShowEquipmentDetails(equipment);
    }

    // 显示装备详情
    private void ShowEquipmentDetails(EquipmentInstance equipment)
    {
        if (equipment == null)
        {
            detailPanel.SetActive(false);
            return;
        }

        detailPanel.SetActive(true);
        nameText.text = equipment.data.equipmentName;
        typeText.text = equipment.data.equipmentType.ToString();
        descriptionText.text = equipment.data.description;

        // 显示属性
        statsText.text = $"攻击力: {equipment.data.attack}\n" +
                        $"防御力: {equipment.data.defense}\n" +
                        $"攻击速度: {equipment.data.attackSpeed}\n" +
                        $"移动加成: {equipment.data.moveSpeedBonus * 100}%";

        // 显示耐久度
        UpdateDurabilityDisplay(equipment);

        // 更新按钮状态
        equipButton.gameObject.SetActive(!equipment.isEquipped && equipment.IsUsable());
        repairButton.gameObject.SetActive(equipment.data.canBeRepaired && 
                                         equipment.currentDurability < 
                                         Mathf.RoundToInt(equipment.data.maxDurability * equipment.data.qualityDurabilityMultiplier));
    }

    // 更新耐久度显示
    private void UpdateDurabilityDisplay(EquipmentInstance equipment)
    {
        if (equipment.data.isPermanent)
        {
            durabilitySlider.gameObject.SetActive(false);
            durabilityText.text = "永久";
        }
        else
        {
            durabilitySlider.gameObject.SetActive(true);
            float percentage = equipment.GetDurabilityPercentage();
            durabilitySlider.value = percentage;
            durabilityText.text = $"{equipment.currentDurability}/{Mathf.RoundToInt(equipment.data.maxDurability * equipment.data.qualityDurabilityMultiplier)}";
            
            // 根据耐久度设置颜色
            if (percentage < 0.2f)
                durabilityText.color = Color.red;
            else if (percentage < 0.5f)
                durabilityText.color = Color.yellow;
            else
                durabilityText.color = Color.green;
        }

        // 如果当前显示的是该装备,更新详情面板
        if (selectedEquipment != null && selectedEquipment.instanceId == equipment.instanceId)
        {
            repairButton.gameObject.SetActive(equipment.data.canBeRepaired && 
                                             equipment.currentDurability < 
                                             Mathf.RoundToInt(equipment.data.maxDurability * equipment.data.qualityDurabilityMultiplier));
        }
    }

    // 装备按钮点击
    private void OnEquipButtonClicked()
    {
        if (selectedEquipment != null)
        {
            EquipmentManager.Instance.EquipEquipment(selectedEquipment);
        }
    }

    // 修复按钮点击
    private void OnRepairButtonClicked()
    {
        if (selectedEquipment != null)
        {
            // 检查是否有足够的修复资源(实际项目中应与资源系统交互)
            bool hasEnoughResources = CheckRepairResources(selectedEquipment);

            if (hasEnoughResources)
            {
                // 消耗资源(实际项目中实现)
                ConsumeRepairResources(selectedEquipment);
                
                // 修复装备
                EquipmentManager.Instance.RepairEquipment(selectedEquipment);
            }
            else
            {
                // 提示资源不足
                Debug.Log("修复资源不足");
            }
        }
    }

    // 检查修复资源(示例方法)
    private bool CheckRepairResources(EquipmentInstance equipment)
    {
        // 实际项目中应检查玩家是否拥有足够的修复材料
        return true;
    }

    // 消耗修复资源(示例方法)
    private void ConsumeRepairResources(EquipmentInstance equipment)
    {
        // 实际项目中实现资源消耗逻辑
    }}// 装备槽UI组件public class EquipmentSlotUI : MonoBehaviour{
    [SerializeField] private EquipmentType equipmentType;
    [SerializeField] private Image icon;
    [SerializeField] private Image durabilityBar;
    [SerializeField] private GameObject emptyIndicator;

    public EquipmentType EquipmentType => equipmentType;

    public void Initialize()
    {
        SetEquipment(null);
    }

    public void SetEquipment(EquipmentInstance equipment)
    {
        if (equipment != null)
        {
            icon.sprite = equipment.data.icon;
            icon.enabled = true;
            emptyIndicator.SetActive(false);
            
            // 更新耐久度条
            if (!equipment.data.isPermanent)
            {
                durabilityBar.enabled = true;
                float percentage = equipment.GetDurabilityPercentage();
                durabilityBar.fillAmount = percentage;
                
                // 设置耐久度条颜色
                if (percentage < 0.2f)
                    durabilityBar.color = Color.red;
                else if (percentage < 0.5f)
                    durabilityBar.color = Color.yellow;
                else
                    durabilityBar.color = Color.green;
            }
            else
            {
                durabilityBar.enabled = false;
            }
        }
        else
        {
            icon.enabled = false;
            durabilityBar.enabled = false;
            emptyIndicator.SetActive(true);
        }
    }}// 装备项UI组件public class EquipmentItemUI : MonoBehaviour{
    [SerializeField] private Image icon;
    [SerializeField] private TextMeshProUGUI nameText;
    [SerializeField] private TextMeshProUGUI durabilityText;
    [SerializeField] private Image qualityBorder;
    [SerializeField] private GameObject equippedIndicator;

    private EquipmentInstance equipment;
    private Action<EquipmentInstance> onClickAction;

    public void Initialize(EquipmentInstance equipment, Action<EquipmentInstance> onClick)
    {
        this.equipment = equipment;
        this.onClickAction = onClick;

        // 设置图标和名称
        icon.sprite = equipment.data.icon;
        nameText.text = equipment.data.equipmentName;

        // 设置品质边框颜色
        qualityBorder.color = GetQualityColor(equipment.data.quality);

        // 设置耐久度显示
        if (equipment.data.isPermanent)
        {
            durabilityText.text = "永久";
        }
        else
        {
            UpdateDurability();
        }

        // 设置装备状态
        equippedIndicator.SetActive(equipment.isEquipped);

        // 绑定点击事件
        GetComponent<Button>().onClick.AddListener(OnClick);
    }

    // 更新耐久度显示
    public void UpdateDurability()
    {
        if (equipment != null && !equipment.data.isPermanent)
        {
            durabilityText.text = $"{equipment.currentDurability}/{Mathf.RoundToInt(equipment.data.maxDurability * equipment.data.qualityDurabilityMultiplier)}";
            
            // 根据耐久度设置颜色
            float percentage = equipment.GetDurabilityPercentage();
            if (percentage < 0.2f)
                durabilityText.color = Color.red;
            else if (percentage < 0.5f)
                durabilityText.color = Color.yellow;
            else
                durabilityText.color = Color.green;
        }
    }

    // 点击事件
    private void OnClick()
    {
        onClickAction?.Invoke(equipment);
    }

    // 获取品质对应的颜色
    private Color GetQualityColor(EquipmentQuality quality)
    {
        switch (quality)
        {
            case EquipmentQuality.Common: return Color.gray;
            case EquipmentQuality.Uncommon: return Color.green;
            case EquipmentQuality.Rare: return Color.blue;
            case EquipmentQuality.Epic: return new Color(0.9f, 0f, 0.9f); // 紫色
            case EquipmentQuality.Legendary: return new Color(1f, 0.8f, 0f); // 橙色
            default: return Color.white;
        }
    }}

四、装备与战斗系统的交互

装备系统需要与战斗系统紧密集成,实现攻击防御计算和耐久度消耗:
csharp
运行
public class CombatSystem : MonoBehaviour{
    // 攻击目标
    public void Attack(GameObject target)
    {
        // 消耗武器耐久度
        EquipmentManager.Instance.ConsumeWeaponDurability();

        // 计算攻击力
        int attackPower = EquipmentManager.Instance.CalculateCurrentAttack();

        // 应用伤害(简化示例)
        var enemyHealth = target.GetComponent<EnemyHealth>();
        if (enemyHealth != null)
        {
            enemyHealth.TakeDamage(attackPower);
        }
    }

    // 受到攻击
    public void TakeDamage(int damage)
    {
        // 消耗防具耐久度
        EquipmentManager.Instance.ConsumeArmorDurability();

        // 计算防御力
        int defense = EquipmentManager.Instance.CalculateTotalDefense();

        // 计算最终伤害
        int finalDamage = Mathf.Max(1, damage - defense);

        // 应用伤害到自身
        GetComponent<PlayerHealth>().TakeDamage(finalDamage);
    }}

五、系统扩展与优化

1. 装备强化系统

扩展装备系统,实现强化功能:
csharp
运行
public class EquipmentEnhancement : MonoBehaviour{
    // 强化装备
    public bool EnhanceEquipment(EquipmentInstance equipment, ItemData material)
    {
        // 检查材料是否足够
        if (!HasEnoughMaterials(equipment, material))
            return false;

        // 消耗材料
        ConsumeMaterials(equipment, material);

        // 提升装备等级
        equipment.level++;

        // 降低耐久度消耗(强化效果)
        equipment.durabilityLossMultiplier = Mathf.Max(0.5f, equipment.durabilityLossMultiplier - 0.05f);

        // 触发更新事件
        EquipmentManager.Instance.OnDurabilityChanged?.Invoke(equipment);
        return true;
    }

    // 检查材料是否足够
    private bool HasEnoughMaterials(EquipmentInstance equipment, ItemData material)
    {
        // 实现材料检查逻辑
        return true;
    }

    // 消耗材料
    private void ConsumeMaterials(EquipmentInstance equipment, ItemData material)
    {
        // 实现材料消耗逻辑
    }}

2. 装备耐久度预警系统

当装备耐久度低时给予玩家提示:
csharp
运行
public class DurabilityWarningSystem : MonoBehaviour{
    [SerializeField] private float warningThreshold = 0.2f; // 警告阈值(20%)
    [SerializeField] private GameObject warningPanel;
    [SerializeField] private TextMeshProUGUI warningText;

    private void Start()
    {
        // 监听耐久度变化事件
        EquipmentManager.Instance.OnDurabilityChanged += CheckDurabilityWarning;
        warningPanel.SetActive(false);
    }

    // 检查耐久度警告
    private void CheckDurabilityWarning(EquipmentInstance equipment)
    {
        // 如果是已装备的装备且耐久度低于阈值
        if (equipment.isEquipped && 
            !equipment.data.isPermanent && 
            equipment.GetDurabilityPercentage() <= warningThreshold)
        {
            ShowWarning(equipment);
        }
    }

    // 显示警告
    private void ShowWarning(EquipmentInstance equipment)
    {
        warningText.text = $"{equipment.data.equipmentName} 耐久度低,需要修复!";
        warningPanel.SetActive(true);
        
        // 3秒后自动隐藏
        Invoke(nameof(HideWarning), 3f);
    }

    // 隐藏警告
    private void HideWarning()
    {
        warningPanel.SetActive(false);
    }}

六、平衡设计与优化建议

1. 数值平衡要点

  • 不同品质装备的耐久度应有明显差异(传说 > 史诗 > 稀有)

  • 武器耐久度消耗应与攻击力正相关(高攻击力武器消耗更快)

  • 防具耐久度消耗应与防御力正相关

  • 修复成本应与装备品质和当前耐久度挂钩

  • 确保装备损坏不会导致游戏无法进行(保留基础能力)

2. 性能优化

  • 装备模型使用 LOD 系统,降低远处渲染成本

  • 耐久度更新事件只在实际变化时触发,避免频繁更新

  • 大量装备展示时使用对象池复用 UI 元素

  • 装备属性计算缓存结果,而非每次需要时重新计算

3. 玩家体验优化

  • 装备耐久度低时提供明显的视觉提示(如闪烁、颜色变化)

  • 允许玩家一键修复所有装备

  • 装备损坏时保留外观但添加损坏特效

  • 提供 "自动修复" 选项(消耗资源)

  • 重要战斗前提醒玩家检查装备状态

七、结语

本文实现的装备系统包含了完整的装备管理和耐久度机制,通过灵活的数据结构设计和事件驱动的架构,确保了系统的可扩展性和可维护性。这个系统不仅能满足基础的装备穿戴需求,还通过耐久度机制增加了游戏的策略性和资源管理深度。
在实际开发中,可以根据游戏类型和目标玩家群体调整系统复杂度。例如,生存游戏可以强化耐久度管理和修复成本,而休闲游戏可以简化耐久度机制甚至完全移除。关键是让装备系统与游戏的整体玩法和节奏相匹配。
希望这个装备系统方案能为你的 Unity 项目提供有价值的参考,祝开发顺利!


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