name: godot-inventory-system description: “库存系统的专家蓝图(基于《暗黑破坏神》、《生化危机》、《我的世界》),涵盖槽位容器、堆叠逻辑、重量限制、装备系统和拖放UI。用于构建RPG库存、生存物品管理或战利品系统。关键词:库存、槽位、堆叠、装备、制作、物品、资源、拖放。”
库存系统
槽位管理、堆叠逻辑和基于资源的物品定义了稳健的库存系统。
可用脚本
grid_inventory_logic.gd
专家级网格库存,具有俄罗斯方块式放置逻辑。
inventory_grid.gd
基于网格的库存控制器,带有拖放基础和自动排序。
库存系统中永不做的事情
- 永不使用节点作为物品 —
Item extends Node= 内存泄漏噩梦。100个物品的库存 = 树中的100个节点。使用Item extends Resource以兼容保存。 - 永不在添加前忘记检查最大堆叠 — 没有堆叠逻辑的
add_item()= 物品静默消失。总是在创建新槽位前尝试堆叠。 - 永不直接从UI修改库存 — 点击时
InventorySlotUI.item = null= 状态不同步。UI应该发射信号,库存模型更新,然后UI通过信号刷新。 - 永不使用浮点数表示物品数量 — 浮点错误:10.0 - 0.1 * 100 ≠ 0。对可计数物品使用
int。仅对重量/体积限制使用浮点数。 - 永不在添加前忘记验证重量/容量 — 玩家添加1000kg物品到100kg库存?必须在添加前检查
get_total_weight() + item.weight * amount <= max_weight。 - 永不在循环内发射
inventory_changed— 添加100个物品 = 100次UI刷新 = 延迟峰值。批量操作,循环完成后发射一次。
核心架构
# item.gd (Resource)
class_name Item
extends Resource
@export var id: String
@export var display_name: String
@export var icon: Texture2D
@export var max_stack: int = 1
@export var weight: float = 0.0
@export_multiline var description: String
库存管理器
# inventory.gd
class_name Inventory
extends Resource
signal item_added(item: Item, amount: int)
signal item_removed(item: Item, amount: int)
signal inventory_changed
@export var slots: Array[InventorySlot] = []
@export var max_slots: int = 20
@export var max_weight: float = 100.0
func _init() -> void:
slots.resize(max_slots)
for i in max_slots:
slots[i] = InventorySlot.new()
func add_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
# 首先尝试堆叠
if item.max_stack > 1:
for slot in slots:
if slot.item == item and slot.amount < item.max_stack:
var space := item.max_stack - slot.amount
var to_add := mini(space, remaining)
slot.amount += to_add
remaining -= to_add
if remaining <= 0:
item_added.emit(item, amount)
inventory_changed.emit()
return true
# 添加到空槽位
while remaining > 0:
var empty_slot := find_empty_slot()
if empty_slot == null:
return false # 库存已满
var to_add := mini(item.max_stack, remaining)
empty_slot.item = item
empty_slot.amount = to_add
remaining -= to_add
item_added.emit(item, amount)
inventory_changed.emit()
return true
func remove_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
for slot in slots:
if slot.item == item:
var to_remove := mini(slot.amount, remaining)
slot.amount -= to_remove
remaining -= to_remove
if slot.amount <= 0:
slot.clear()
if remaining <= 0:
item_removed.emit(item, amount)
inventory_changed.emit()
return true
return false # 物品不足
func has_item(item: Item, amount: int = 1) -> bool:
var count := 0
for slot in slots:
if slot.item == item:
count += slot.amount
return count >= amount
func find_empty_slot() -> InventorySlot:
for slot in slots:
if slot.is_empty():
return slot
return null
func get_total_weight() -> float:
var total := 0.0
for slot in slots:
if slot.item:
total += slot.item.weight * slot.amount
return total
库存槽位
# inventory_slot.gd
class_name InventorySlot
extends Resource
signal slot_changed
var item: Item = null
var amount: int = 0
func is_empty() -> bool:
return item == null
func clear() -> void:
item = null
amount = 0
slot_changed.emit()
装备系统
# equipment.gd
class_name Equipment
extends Resource
signal equipment_changed(slot: String, item: Item)
@export var weapon: Item = null
@export var armor: Item = null
@export var accessory: Item = null
func equip(slot: String, item: Item) -> Item:
var old_item: Item = null
match slot:
"weapon":
old_item = weapon
weapon = item
"armor":
old_item = armor
armor = item
"accessory":
old_item = accessory
accessory = item
equipment_changed.emit(slot, item)
return old_item
func unequip(slot: String) -> Item:
return equip(slot, null)
func get_total_stats() -> Dictionary:
var stats := {
"attack": 0,
"defense": 0,
"speed": 0
}
for item in [weapon, armor, accessory]:
if item and item.has("stats"):
for key in item.stats:
stats[key] += item.stats[key]
return stats
UI集成
# inventory_ui.gd
extends Control
@onready var grid := $GridContainer
var inventory: Inventory
func _ready() -> void:
inventory.inventory_changed.connect(refresh_ui)
refresh_ui()
func refresh_ui() -> void:
# 清除现有
for child in grid.get_children():
child.queue_free()
# 创建槽位UI
for slot in inventory.slots:
var slot_ui := InventorySlotUI.new()
slot_ui.setup(slot)
grid.add_child(slot_ui)
制作集成
# crafting_recipe.gd
class_name CraftingRecipe
extends Resource
@export var result: Item
@export var result_amount: int = 1
@export var requirements: Array[CraftingRequirement]
func can_craft(inventory: Inventory) -> bool:
for req in requirements:
if not inventory.has_item(req.item, req.amount):
return false
return true
func craft(inventory: Inventory) -> bool:
if not can_craft(inventory):
return false
# 移除材料
for req in requirements:
inventory.remove_item(req.item, req.amount)
# 添加结果
inventory.add_item(result, result_amount)
return true
保存/加载
func save_inventory() -> Dictionary:
return {
"slots": slots.map(func(s): return s.to_dict())
}
func load_inventory(data: Dictionary) -> void:
for i in data.slots.size():
slots[i].from_dict(data.slots[i])
inventory_changed.emit()
最佳实践
- 使用资源 - 物品作为资源,而不是类实例
- 信号驱动的UI - 发射信号,让UI监听
- 堆叠逻辑 - 总是先检查
max_stack - 重量限制 - 在添加前验证
参考
- 相关:
godot-save-load-systems,godot-resource-data-patterns
相关
- 主技能:godot-master