diff --git a/Source/BusyRabbit/Private/BusyLevelLogicSubSystem.cpp b/Source/BusyRabbit/Private/BusyLevelLogicSubSystem.cpp index cc93a82..c797856 100644 --- a/Source/BusyRabbit/Private/BusyLevelLogicSubSystem.cpp +++ b/Source/BusyRabbit/Private/BusyLevelLogicSubSystem.cpp @@ -32,11 +32,11 @@ FString UBusyLevelLogicSubSystem::GetLuaFilePath_Implementation() const { void UBusyLevelLogicSubSystem::OnWorldBeginPlay(UWorld& InWorld){ Super::OnWorldBeginPlay(InWorld); - ReceiveWorldBeginPlay(); + // ReceiveWorldBeginPlay(); } void UBusyLevelLogicSubSystem::Deinitialize(){ - Super::Deinitialize(); + // Super::Deinitialize(); } TStatId UBusyLevelLogicSubSystem::GetStatId() const{ diff --git a/Source/BusyRabbit/Private/Level/Map/Components/TerrainLayerComponent.cpp b/Source/BusyRabbit/Private/Level/Map/Components/TerrainLayerComponent.cpp index 21628f3..19b1a04 100644 --- a/Source/BusyRabbit/Private/Level/Map/Components/TerrainLayerComponent.cpp +++ b/Source/BusyRabbit/Private/Level/Map/Components/TerrainLayerComponent.cpp @@ -4,6 +4,7 @@ #include "Paper2D/Classes/PaperTileMapComponent.h" #include "Paper2D/Classes/PaperTileSet.h" #include "PaperTileMap.h" +#include "Level/Map/GameMapActor.h" /* 相邻四格地形信息映射到TileSet的索引 @@ -16,16 +17,22 @@ const static int DefaultNeighborDataToIdxMappings[16] = { 12, 13, 0, 3, 8, 1, 14, 5, 15, 4, 11, 2, 9, 10, 7, 6 }; -const static FGameplayTag SortedTerrainsWithPriority [] = { - FGameplayTag::RequestGameplayTag("Terrain.Desert"), - FGameplayTag::RequestGameplayTag("Terrain.Forest"), - FGameplayTag::RequestGameplayTag("Terrain.Grassland"), - FGameplayTag::RequestGameplayTag("Terrain.Swamp.Land"), - FGameplayTag::RequestGameplayTag("Terrain.Swamp.Water"), - FGameplayTag::RequestGameplayTag("Terrain.Land"), - FGameplayTag::RequestGameplayTag("Terrain.Water.Deep"), - FGameplayTag::RequestGameplayTag("Terrain.Water.Shallow"), -}; +static TArray GetSortedTerrainsWithPriority() +{ + static TArray SortedTerrainsWithPriority = { + FGameplayTag::RequestGameplayTag("Terrain.Desert"), + FGameplayTag::RequestGameplayTag("Terrain.Forest"), + FGameplayTag::RequestGameplayTag("Terrain.Grassland"), + FGameplayTag::RequestGameplayTag("Terrain.Swamp.Land"), + FGameplayTag::RequestGameplayTag("Terrain.Swamp.Water"), + FGameplayTag::RequestGameplayTag("Terrain.Land"), + FGameplayTag::RequestGameplayTag("Terrain.Water.Deep"), + FGameplayTag::RequestGameplayTag("Terrain.Water.Shallow"), + }; + return SortedTerrainsWithPriority; +} + + @@ -248,7 +255,7 @@ void UTerrainLayerComponent::SetupTerrainMeshes() USceneComponent *RootScene = GetOwner()->GetRootComponent(); int32 Z = 0; - for (const FGameplayTag &TerrainType : SortedTerrainsWithPriority) + for (const FGameplayTag &TerrainType : GetSortedTerrainsWithPriority()) { if (TileSetConfigs.Find(TerrainType) == nullptr) {