阶段暂存

This commit is contained in:
2025-09-28 01:32:54 +08:00
parent 090bd16c67
commit 15a213a5c4
53 changed files with 405 additions and 728 deletions

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@ -27,4 +27,5 @@ r.DefaultFeature.MotionBlur=False
+PropertyRedirects=(OldName="/Script/BusyRabbit.TerrainTileSetConfig.TerrainTileMapping",NewName="/Script/BusyRabbit.TerrainTileSetConfig.n")
+PropertyRedirects=(OldName="/Script/BusyRabbit.TerrainLayerComponent.TerrainLayers",NewName="/Script/BusyRabbit.TerrainLayerComponent.TerrainMeshes")
+ClassRedirects=(OldName="/Script/BusyRabbit.LevelPlayerController",NewName="/Script/BusyRabbit.LevelPlayerController")
+ClassRedirects=(OldName="/Script/BusyRabbit.StaticResource",NewName="/Script/BusyRabbit.BusyStaticResource")

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@ -0,0 +1,3 @@
--- @class BusyGameplayLibrary
--- @field K2_GetWorld fun(obj:table):table
local BusyGameplayLibrary = {}

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@ -27,3 +27,9 @@ slua = {
KismetSystemLibrary = {
K2_ClearTimerHandle = function() end
}
--- @class GameplayStatics
--- @field GetPlayerController fun(uobj:table,idx:number):table
--- @field GetGameState fun(uobj:table):table
local GameplayStatics

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@ -1,11 +0,0 @@
local BusyPlayerRole = {}
function BusyPlayerRole:UpdateMoveDirection(InDirection)
if(InDirection.Y > 0) then
self["SpineAnimationComponent"]:SetSkin("front/move")
else
self["SpineAnimationComponent"]:SetSkin("back/move")
end
end
return Class(nil, nil, BusyPlayerRole)

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@ -0,0 +1,4 @@
local LevelFoxRole = {}
return Class(nil, nil, LevelFoxRole)

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@ -0,0 +1,58 @@
local LevelRabbitRole = {}
function LevelRabbitRole:ctor()
self.last_animation = "back/move"
end
function LevelRabbitRole:ReceiveBeginPlay()
self["SpineAnimationComponent"]:SetSkin("back/move");
self["SpineAnimationComponent"]:SetAnimation(0, "animation", true);
end
function LevelRabbitRole:OnMove(location)
-- 控制器移动相应函数
self["MovementComponent"]:MoveTo(location)
end
function LevelRabbitRole:UpdateMoveDirection(InDirection)
-- 运动组件更新方向响应函数
local cur_animation
if(InDirection.Y >= 0) then
cur_animation = "front/move"
else
cur_animation = "back/move"
end
if cur_animation ~= self.last_animation then
self["SpineAnimationComponent"]:SetSkin(cur_animation)
self["SpineAnimationComponent"]:SetSlotsToSetupPose()
self.last_animation = cur_animation
end
end
function LevelRabbitRole:OnDetachCamera()
print(self, "LevelRabbitRole.OnDetachCamera")
-- 禁用弹簧臂的附着
self["SpringArmComponent"].bEnableCameraRotationLag = true
self["SpringArmComponent"].CameraRotationLagSpeed = 0
-- 保持当前位置,停止跟随
self["SpringArmComponent"].bInheritPitch = true
self["SpringArmComponent"].bInheritYaw = true
self["SpringArmComponent"].bInheritRoll = true
-- (Pitch=0.000000,Yaw=-90.000000,Roll=0.000000)
end
function LevelRabbitRole:OnReattachCamera()
print(self, "LevelRabbitRole.OnReattachCamera")
end
function LevelRabbitRole:OnMoveCamera(direction)
print(self, "LevelRabbitRole.OnMoveCamera", direction.X, direction.Y)
end
return Class(nil, nil, LevelRabbitRole)

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@ -0,0 +1,4 @@
local Campsite = {}
return Class(nil, nil, Campsite)

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@ -1,13 +1,36 @@
local Vector = import("Vector")
local GameplayStatics = import("GameplayStatics")
local BusyGameplayLibrary = import("BusyGameplayLibrary")
--- 保留到以后做联机内容时拓展
--- @class LevelGameMode
--- @field GameMapActorClass table
local LevelGameMode = {}
function LevelGameMode:K2_PostLogin(new_player_controller)
local new_player_state = new_player_controller.PlayerState
local role = new_player_state:CreateRoleRoster(new_player_controller)
new_player_controller:Possess(role)
function LevelGameMode:ctor()
self.map_actor = nil
end
function LevelGameMode:ReceiveBeginPlay()
print("LevelGameMode:ReceiveBeginPlay", self.GameMapActorClass)
local world = BusyGameplayLibrary.K2_GetWorld(self)
local game_state = GameplayStatics.GetGameState(self) --- @type LevelGameState
if self.GameMapActorClass then
local map_actor = world:SpawnActor(self.GameMapActorClass, Vector(), nil, nil)
game_state:SetGameMapActor(map_actor)
end
end
-- function LevelGameMode:K2_PostLogin(new_player_controller)
-- local new_player_state = new_player_controller.PlayerState
-- local role = new_player_state:CreateRoleRoster(new_player_controller)
-- local new_pos = FVector()
-- new_pos.X = 500
-- new_pos.Y = 500
-- new_pos.Z = 50
-- role:K2_SetActorLocation(new_pos, true, nil, false)
-- new_player_controller:Possess(role)
-- end
return Class(nil, nil, LevelGameMode)

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@ -0,0 +1,9 @@
--- @class LevelGameState
local LevelGameState = {}
function LevelGameState:SetGameMapActor(game_map_actor)
self.GameMapActor = game_map_actor
end
return Class(nil, nil, LevelGameState)

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@ -0,0 +1,12 @@
local GameplayStatics = import("GameplayStatics")
local LevelPlayerState = {}
function LevelPlayerState:ReceiveBeginPlay()
local pc = GameplayStatics.GetPlayerController(self, 0)
local role = self:CreateRoleRoster(pc)
print("LevelPlayerState:ReceiveBeginPlay", role, self:HasAuthority())
pc:Possess(role)
end
return Class(nil, nil, LevelPlayerState)

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@ -16,7 +16,6 @@ void UBusyActorManagerSubSystem::OnWorldBeginPlay(UWorld& InWorld) {
}
void UBusyActorManagerSubSystem::Deinitialize(){
// <20>˴<EFBFBD><CBB4><EFBFBD><EFBFBD><EFBFBD>Luaʵ<61>ֵĺ<D6B5><C4BA><EFBFBD><EFBFBD>ܲ<EFBFBD><DCB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȳ<EFBFBD><C8B2><EFBFBD><E1B9A9><EFBFBD>ٵ<EFBFBD>lua<75>ӿڰ<D3BF>
Super::Deinitialize();
}
@ -26,7 +25,7 @@ FString UBusyActorManagerSubSystem::GetLuaFilePath_Implementation() const{
bool UBusyActorManagerSubSystem::GetLevelBaseConfig(FBusyLevelBaseConfig& config){
FBusyLevelBaseConfig* Config;
UDataTable *DataTable = UBusyGamePlayLibrary::GetGameDataTable("LevelBaseConfig");
UDataTable *DataTable = UBusyGameplayLibrary::GetGameDataTable("LevelBaseConfig");
if (!DataTable) return false;
Config = DataTable->FindRow<FBusyLevelBaseConfig>(

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@ -11,7 +11,7 @@ static inline const UBusyDataAsset* GetGameAsset() {
template<typename RowStruct>
static bool GetTableConfig(const FString& TableName, const FName& RowName, RowStruct& RowData) {
UDataTable* Table = UBusyGamePlayLibrary::GetGameDataTable(TableName);
UDataTable* Table = UBusyGameplayLibrary::GetGameDataTable(TableName);
RowStruct* Config = Table->FindRow<RowStruct>(
RowName,
*FString::Printf(TEXT("GetTableConfig, %s"), *RowName.ToString()),
@ -26,79 +26,59 @@ static bool GetTableConfig(const FString& TableName, const FName& RowName, RowSt
}
}
UDataTable* UBusyGamePlayLibrary::GetGameDataTable(const FString& TableName){
UDataTable* UBusyGameplayLibrary::GetGameDataTable(const FString& TableName){
const UBusyDataAsset* GameAsset = GetGameAsset();
if (!GameAsset) return nullptr;
auto Table = (GameAsset->DataTableMapping.Find(TableName));
return Table ? Table->Get() : nullptr;
}
UClass* UBusyGamePlayLibrary::GetGameClass(const FString& ClassName){
UClass* UBusyGameplayLibrary::GetGameClass(const FString& ClassName){
const UBusyDataAsset* GameAsset = GetGameAsset();
if (!GameAsset) return nullptr;
auto Class = (GameAsset->ClassPathMapping.Find(ClassName));
return Class ? Class->Get() : nullptr;
}
UClass* UBusyGamePlayLibrary::GetGameUIClass(const FString& ClassName){
UClass* UBusyGameplayLibrary::GetGameUIClass(const FString& ClassName){
const UBusyDataAsset* GameAsset = GetGameAsset();
if (!GameAsset) return nullptr;
auto Class = (GameAsset->UIPathMapping.Find(ClassName));
return Class ? Class->Get() : nullptr;
}
UWorld* UBusyGamePlayLibrary::K2_GetWorld(const UObject* obj){
return obj->GetWorld();
UWorld* UBusyGameplayLibrary::K2_GetWorld(const UObject* UObj){
return UObj->GetWorld();
}
bool UBusyGamePlayLibrary::GetLevelBaseConfig(const FName& RowName, FBusyLevelBaseConfig& RowData){
bool UBusyGameplayLibrary::GetLevelBaseConfig(const FName& RowName, FBusyLevelBaseConfig& RowData){
return GetTableConfig<FBusyLevelBaseConfig>(TEXT("LevelBaseConfig"), RowName, RowData);
}
bool UBusyGamePlayLibrary::GetLevelItemConfig(const FName& RowName, FBusyLevelItemConfig& RowData){
bool UBusyGameplayLibrary::GetLevelItemConfig(const FName& RowName, FBusyLevelItemConfig& RowData){
return GetTableConfig<FBusyLevelItemConfig>(TEXT("LevelItems"), RowName, RowData);
}
bool UBusyGamePlayLibrary::GetRoleConfig(const FName& RowName, FBusyRoleConfig& RowData){
bool UBusyGameplayLibrary::GetRoleConfig(const FName& RowName, FBusyRoleConfig& RowData){
return GetTableConfig<FBusyRoleConfig>(TEXT("RoleConfig"), RowName, RowData);
}
bool UBusyGamePlayLibrary::GetItemResourceConfig(const FName& RowName, FBusyLevelItemResourceConfig& RowData){
bool UBusyGameplayLibrary::GetItemResourceConfig(const FName& RowName, FBusyLevelItemResourceConfig& RowData){
return GetTableConfig<FBusyLevelItemResourceConfig>(TEXT("LevelItemResource"), RowName, RowData);
}
bool UBusyGamePlayLibrary::GetLevelItemDescription(const FName& RowName, FBusyLevelItemDescription& RowData){
bool UBusyGameplayLibrary::GetLevelItemDescription(const FName& RowName, FBusyLevelItemDescription& RowData){
return GetTableConfig<FBusyLevelItemDescription>(TEXT("LevelItemDesc"), RowName, RowData);
}
bool UBusyGamePlayLibrary::GetHomelandItemDescription(const FName& RowName, FBusyHomelandItemDescription& RowData){
bool UBusyGameplayLibrary::GetHomelandItemDescription(const FName& RowName, FBusyHomelandItemDescription& RowData){
return GetTableConfig<FBusyHomelandItemDescription>(TEXT("HomelandItemDesc"), RowName, RowData);
}
bool UBusyGamePlayLibrary::GetItemDescription(const FName& RowName, FBusyItemDescription& RowData){
bool UBusyGameplayLibrary::GetItemDescription(const FName& RowName, FBusyItemDescription& RowData){
return GetTableConfig<FBusyItemDescription>(TEXT("ItemDesc"), RowName, RowData);
}
bool UBusyGamePlayLibrary::GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData){
bool UBusyGameplayLibrary::GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData){
return GetTableConfig<FBusyCookMaterialStateConfig>(TEXT("CookMaterialStateConfig"), RowName, RowData);
}
FLuaBPVar UBusyGamePlayLibrary::CreateTextureBuffer(UObject* WorldContextObject){
auto DataTexture = UTexture2D::CreateTransient(512, 1, PF_R32_FLOAT);
DataTexture->Filter = TF_Trilinear;
DataTexture->AddressX = TA_Clamp;
DataTexture->AddressY = TA_Clamp;
DataTexture->UpdateResource();
return ULuaBlueprintLibrary::CreateVarFromObject(WorldContextObject, DataTexture);
}
void UBusyGamePlayLibrary::UpdateTextureBuffer(UTexture2D *DataTexture, TArray<float> FloatData){
DataTexture->GetPlatformData()->Mips[0];
FTexture2DMipMap& Mip = DataTexture->GetPlatformData()->Mips[0];
void* Data = Mip.BulkData.Lock(LOCK_READ_WRITE);
FMemory::Memcpy(Data, FloatData.GetData(), FloatData.Num() * sizeof(float));
Mip.BulkData.Unlock();
DataTexture->UpdateResource();
}

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@ -14,9 +14,7 @@ ABusyPawnBase::ABusyPawnBase()
SpineRenderComponent = CreateDefaultSubobject<USpineSkeletonRendererComponent>(TEXT("SpineRenderComponent"));
SpineAnimationComponent = CreateDefaultSubobject<USpineSkeletonAnimationComponent>(TEXT("SpineAnimationComponent"));
AbilitySystemComponent = CreateDefaultSubobject<UBusyAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
MovementComponent = CreateDefaultSubobject<UBusyPawnMovement>(TEXT("MovementComponent"));
RootComponent = RootScene;
SpineRoot->SetupAttachment(RootScene);
@ -24,20 +22,13 @@ ABusyPawnBase::ABusyPawnBase()
SpineRenderComponent->SetupAttachment(SpineRoot);
SpineRoot->SetRelativeRotation(FRotator(0, 0, -90));
bReplicates = true;
SetReplicatingMovement(true);
NetUpdateFrequency = 60.0f;
MovementComponent->SetIsReplicated(true);
AbilitySystemComponent->SetIsReplicated(true);
}
void ABusyPawnBase::BeginPlay()
{
Super::BeginPlay();
SpineAnimationComponent->SetSkin(DefaultSkinName);
SpineAnimationComponent->SetAnimation(0, DefaultAnimationName, true);
// SpineAnimationComponent->SetSkin(DefaultSkinName);
// SpineAnimationComponent->SetAnimation(0, DefaultAnimationName, true);
}
void ABusyPawnBase::UpdateMoveDirection_Implementation(const FVector2D& InDirection)

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@ -0,0 +1,24 @@
#include "Level/Actor/BusyStaticResource.h"
#include "SpineSkeletonRendererComponent.h"
#include "SpineSkeletonAnimationComponent.h"
ABusyStaticResource::ABusyStaticResource()
{
RootScene = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
SpineRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SpineRoot"));
SpineRenderComponent = CreateDefaultSubobject<USpineSkeletonRendererComponent>("SpineRenderComponent");
SpineAnimationComponent = CreateDefaultSubobject<USpineSkeletonAnimationComponent>("SpineAnimationComponent");
SetRootComponent(RootScene);
SpineRoot->SetupAttachment(RootScene);
SpineRenderComponent->SetupAttachment(SpineRoot);
SpineRoot->SetRelativeRotation(FRotator(0, 0, -90));
}
void ABusyStaticResource::BeginPlay()
{
Super::BeginPlay();
SpineAnimationComponent->SetSkin("default");
SpineAnimationComponent->SetAnimation(0, "idle", true);
}

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@ -30,14 +30,11 @@ FVector2D UBusyPawnMovement::GetMoveDirection()const
return FVector2D();
}
#pragma optimize("",off)
void UBusyPawnMovement::TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (!GetOwner()->HasAuthority()) return;
AActor* Owner = GetOwner();
const IBusyMovable* Movable = Cast<IBusyMovable>(Owner);
if (!Owner || !Movable) return;
@ -66,11 +63,7 @@ void UBusyPawnMovement::TickComponent(float DeltaTime, ELevelTick TickType,
if (!NewLocation.Equals(CurrentLocation))
{
Owner->SetActorLocation(NewLocation, true);
Owner->ForceNetUpdate();
}
// Movable->Execute_UpdateMoveDirection(Owner, GetMoveDirection());
Movable->Execute_UpdateMoveDirection(Owner, GetMoveDirection());
}
#pragma optimize("",on)

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@ -32,7 +32,7 @@ void ABusyLevelItem::OnConstruction(const FTransform& Transform){
}
void ABusyLevelItem::BeginPlay(){
UClass* cls = UBusyGamePlayLibrary::GetGameUIClass("PickBar");
UClass* cls = UBusyGameplayLibrary::GetGameUIClass("PickBar");
if (cls != nullptr) {
PickBar->SetWidgetClass(cls);
}
@ -81,7 +81,7 @@ void ABusyLevelItem::InitPickBar(){
}
void ABusyLevelItem::SetItemDisplay(const FName& ItemID){
UDataTable* Resource = UBusyGamePlayLibrary::GetGameDataTable(TEXT("LevelItemResource"));
UDataTable* Resource = UBusyGameplayLibrary::GetGameDataTable(TEXT("LevelItemResource"));
// 查物品信息
FBusyLevelItemResourceConfig* ResourceConfig = Resource->FindRow<FBusyLevelItemResourceConfig>(
@ -97,7 +97,7 @@ void ABusyLevelItem::SetItemDisplay(const FName& ItemID){
void ABusyLevelItem::SetLevelItemID(const FName& ItemID){
// 取物品资源表
UDataTable* ConfigTable = UBusyGamePlayLibrary::GetGameDataTable(TEXT("LevelItems"));
UDataTable* ConfigTable = UBusyGameplayLibrary::GetGameDataTable(TEXT("LevelItems"));
// 查物品信息
FBusyLevelItemConfig* ItemConfig = ConfigTable->FindRow<FBusyLevelItemConfig>(
ItemID, TEXT("ABusyLevelItem::SetLevelItemID"), true

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@ -26,7 +26,7 @@ void ALevelItemReward::SetRewardID(const FName& CurrentRewardID){
bool bIsFind = false;
FBusyLevelItemDescription Desc;
if (CurrentRewardID.IsNone()) return;
bIsFind = UBusyGamePlayLibrary::GetLevelItemDescription(CurrentRewardID, Desc);
bIsFind = UBusyGameplayLibrary::GetLevelItemDescription(CurrentRewardID, Desc);
if (!bIsFind) return;
this->RewardID = CurrentRewardID;
this->Sprite->SetFlipbook(Desc.LevelResource.LoadSynchronous());

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@ -2,10 +2,18 @@
#include "Level/Actor/BusyPlayerRole.h"
#include "EnhancedInput/Public/EnhancedInputSubsystems.h"
#include "Level/LevelPlayerState.h"
#include "EnhancedInput/Public/EnhancedInputSubsystems.h"
#include "EnhancedInput/Public/EnhancedInputComponent.h"
inline static void BindEnhancedInputAction(UEnhancedInputComponent* EnhancedInput, const UInputAction* Action, UObject* Target, const FName& Callback)
{
if (Action)
{
EnhancedInput->BindAction(Action, ETriggerEvent::Triggered, Target, Callback);
}
}
ALevelPlayerController::ALevelPlayerController()
{
}
@ -19,34 +27,74 @@ void ALevelPlayerController::BeginPlay()
InputMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
SetInputMode(InputMode);
// 注册输入
if (!HasAuthority())
if (RoamingCameraClass)
{
const auto Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
if (InputMapping && Subsystem)
{
Subsystem->AddMappingContext(InputMapping, 0);
}
RoamingCameraActor = GetWorld()->SpawnActor<AActor>(RoamingCameraClass);
}
}
void ALevelPlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
// 注册输入
if (!InputMapping || !InputComponent) return;
if (const auto Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
{
Subsystem->AddMappingContext(InputMapping, 0);
}
UEnhancedInputComponent* EnhancedInput = CastChecked<UEnhancedInputComponent>(InputComponent);
if (!EnhancedInput) return;
BindEnhancedInputAction(EnhancedInput, MoveAction, this, "OnMove");
BindEnhancedInputAction(EnhancedInput, CameraDetachAction, this, "OnCameraDetach");
BindEnhancedInputAction(EnhancedInput, PrimarySkillAction, this, "OnPrimarySkill");
BindEnhancedInputAction(EnhancedInput, UltimateSkillAction, this, "OnUltimateSkill");
}
void ALevelPlayerController::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!bCameraDetached || !RoamingCameraActor) return;
AActor *ControlledRole = GetControlledRole();
const IBusyMovable *Movable = Cast<IBusyMovable>(GetControlledRole());
if (!Movable) return;
if (UEnhancedInputComponent* EnhancedInput = CastChecked<UEnhancedInputComponent>(InputComponent)) {
EnhancedInput->BindAction(TouchAction, ETriggerEvent::Triggered, this, FName("OnTouch"));
}
if (float CursorX, CursorY; GetMousePosition(CursorX, CursorY))
{
// 获取视口大小
int32 ViewportSizeX, ViewportSizeY;
GetViewportSize(ViewportSizeX, ViewportSizeY);
// 计算屏幕中心
const FVector2D ScreenCenter(ViewportSizeX / 2.0f, ViewportSizeY / 2.0f);
// 获取漫游相机位置
const FVector CurrentLocation = RoamingCameraActor->GetActorLocation();
// 计算方向向量
FVector Direction(CursorX - ScreenCenter.X, CursorY - ScreenCenter.Y, 0);
// 归一化
Direction.Normalize();
const float MoveSpeed = Movable->Execute_GetSpeed(ControlledRole);
const FVector MoveDistance = Direction * DeltaTime * MoveSpeed * RoamingSpeedFactor;
// 更新漫游相机位置
RoamingCameraActor->SetActorLocation(CurrentLocation + MoveDistance);
}
}
void ALevelPlayerController::SetRoleMoveTo_Implementation(const FVector2D& Location)
{
ABusyPlayerRole* ControlledRole = GetControlledRole();
if (!ControlledRole) return;
ControlledRole->MovementComponent->MoveTo(Location);
}
bool ALevelPlayerController::GetCursorPosition(FVector2D& Position) const
{
float CursorX = 0.f, CursorY = 0.f;
if (GetMousePosition(CursorX, CursorY))
if (float CursorX, CursorY; GetMousePosition(CursorX, CursorY))
{
FVector WorldLocation, WorldDirection;
if (DeprojectMousePositionToWorld(WorldLocation, WorldDirection))
@ -73,14 +121,50 @@ ABusyPlayerRole* ALevelPlayerController::GetControlledRole() const
void ALevelPlayerController::SwitchControlledRole(ABusyPlayerRole* Target)
{
this->SetViewTarget(Target);
this->Possess(Target);
}
void ALevelPlayerController::OnTouch(const FInputActionValue& Value)
void ALevelPlayerController::OnMove(const FInputActionValue& Value) const
{
FVector2D Position;
if (GetCursorPosition(Position))
AActor* ControlledRole = GetControlledRole();
if (!ControlledRole) return;
IBusyControllable *Controllable = Cast<IBusyControllable>(ControlledRole);
if (!Controllable) return;
if (FVector2D Position; GetCursorPosition(Position))
{
SetRoleMoveTo(Position);
Controllable->Execute_OnMove(ControlledRole, Position);
}
}
void ALevelPlayerController::OnPrimarySkill(const FInputActionValue& Value) const
{
}
void ALevelPlayerController::OnUltimateSkill(const FInputActionValue& Value) const
{
}
void ALevelPlayerController::OnCameraDetach(const FInputActionValue& Value)
{
if (!RoamingCameraActor) return;
AActor* ControlledRole = GetControlledRole();
if (!ControlledRole) return;
const FVector RoleLocation = ControlledRole->GetActorLocation();
RoamingCameraActor->SetActorLocation(RoleLocation);
if (Value.GetMagnitude() > 0)
{
bCameraDetached = true;
SetViewTarget(RoamingCameraActor);
}
else
{
bCameraDetached = false;
SetViewTarget(ControlledRole);
}
}

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@ -1,5 +1,5 @@
#include "Level/LevelPlayerState.h"
#include "Net/UnrealNetwork.h"
// #include "Net/UnrealNetwork.h"
#include "Level/Actor/BusyPlayerRole.h"
@ -11,24 +11,19 @@ void ALevelPlayerState::BeginPlay()
Super::BeginPlay();
}
void ALevelPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ALevelPlayerState, RoleRoster);
DOREPLIFETIME(ALevelPlayerState, ControlledRoleIndex);
}
//
// void ALevelPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
// {
// Super::GetLifetimeReplicatedProps(OutLifetimeProps);
//
// DOREPLIFETIME(ALevelPlayerState, RoleRoster);
// DOREPLIFETIME(ALevelPlayerState, ControlledRoleIndex);
// }
AActor* ALevelPlayerState::CreateRoleRoster(class APlayerController* PlayerController)
{
if (!HasAuthority())
{
return nullptr;
}
UWorld* World = PlayerController->GetWorld();
if (!World)
if (!World || !PlayerController)
{
return nullptr;
}
@ -76,11 +71,3 @@ FVector2D ALevelPlayerState::GetSpawnLocation()const
{
return FVector2D::ZeroVector;
}
void ALevelPlayerState::SetRoleRoster(const TArray<ABusyPlayerRole*>& Roster)
{
if (HasAuthority())
{
RoleRoster = Roster;
}
}

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@ -1,220 +0,0 @@
#include "Level/TerrainGenerator.h"
#include "Math/UnrealMathUtility.h"
#include "Math/RandomStream.h"
UTerrainGenerator::UTerrainGenerator()
{
NextHandle = 0;
}
bool UTerrainGenerator::GenerateWithNodes(TArray<FGameplayTag>& Map, int32 Width, int32 Height, const TArray<int32>& ValidLeafNodes)
{
// 使用区域生长算法生成基础地图
RegionGrowing(Map, Width, Height, ValidLeafNodes);
// 应用柏林噪声进行平滑处理
ApplyPerlinNoiseSmoothing(Map, Width, Height);
return true;
}
void UTerrainGenerator::RegionGrowing(TArray<FGameplayTag>& Map, int32 Width, int32 Height,
const TArray<int32>& ValidLeafNodes) const
{
if (ValidLeafNodes.Num() == 0)
{
return;
}
FRandomStream RandomStream(FMath::Rand());
// 计算总权重
float TotalWeight = 0.0f;
for (int32 Handle : ValidLeafNodes)
{
if (const FTerrainNodeInfo* Node = TerrainNodes.Find(Handle))
{
TotalWeight += Node->Weight;
}
}
if (TotalWeight <= 0.0f)
{
return;
}
// 创建权重分布
TArray<float> WeightDistribution;
TArray<int32> HandleDistribution;
float CurrentWeight = 0.0f;
for (int32 Handle : ValidLeafNodes)
{
if (const FTerrainNodeInfo* Node = TerrainNodes.Find(Handle))
{
CurrentWeight += Node->Weight / TotalWeight;
WeightDistribution.Add(CurrentWeight);
HandleDistribution.Add(Handle);
}
}
// 区域生长算法
TArray<int32> RegionSizes;
RegionSizes.SetNum(ValidLeafNodes.Num());
int32 TotalCells = Width * Height;
for (int32 i = 0; i < ValidLeafNodes.Num(); i++)
{
float Ratio = 0.0f;
if (const FTerrainNodeInfo* Node = TerrainNodes.Find(ValidLeafNodes[i]))
{
Ratio = Node->Weight / TotalWeight;
}
RegionSizes[i] = FMath::CeilToInt(TotalCells * Ratio);
}
// 初始化地图为无效标签
FGameplayTag InvalidTag;
for (int32 i = 0; i < Map.Num(); i++)
{
Map[i] = InvalidTag;
}
// 从随机点开始生长
for (int32 RegionIndex = 0; RegionIndex < ValidLeafNodes.Num(); RegionIndex++)
{
int32 Handle = ValidLeafNodes[RegionIndex];
FGameplayTag TerrainTag = GetFinalTerrainTag(Handle);
int32 TargetSize = RegionSizes[RegionIndex];
int32 CurrentSize = 0;
// 寻找起始点
int32 StartX, StartY;
do
{
StartX = RandomStream.RandRange(0, Width - 1);
StartY = RandomStream.RandRange(0, Height - 1);
} while (Map[StartY * Width + StartX].IsValid());
// 使用队列进行区域生长
TQueue<FIntPoint> Queue;
Queue.Enqueue(FIntPoint(StartX, StartY));
Map[StartY * Width + StartX] = TerrainTag;
CurrentSize++;
while (!Queue.IsEmpty() && CurrentSize < TargetSize)
{
FIntPoint CurrentPoint;
Queue.Dequeue(CurrentPoint);
// 检查四个方向
TArray<FIntPoint> Directions = {
FIntPoint(1, 0), FIntPoint(-1, 0),
FIntPoint(0, 1), FIntPoint(0, -1)
};
for (const FIntPoint& Dir : Directions)
{
FIntPoint Neighbor = CurrentPoint + Dir;
if (Neighbor.X >= 0 && Neighbor.X < Width &&
Neighbor.Y >= 0 && Neighbor.Y < Height)
{
int32 Index = Neighbor.Y * Width + Neighbor.X;
if (!Map[Index].IsValid())
{
Map[Index] = TerrainTag;
Queue.Enqueue(Neighbor);
CurrentSize++;
if (CurrentSize >= TargetSize)
{
break;
}
}
}
}
}
}
// 填充剩余的空格
for (int32 i = 0; i < Map.Num(); i++)
{
if (!Map[i].IsValid())
{
float RandValue = RandomStream.FRand();
for (int32 j = 0; j < WeightDistribution.Num(); j++)
{
if (RandValue <= WeightDistribution[j])
{
Map[i] = GetFinalTerrainTag(HandleDistribution[j]);
break;
}
}
}
}
}
void UTerrainGenerator::ApplyPerlinNoiseSmoothing(TArray<FGameplayTag>& Map, int32 Width, int32 Height) const
{
FRandomStream RandomStream(FMath::Rand());
float NoiseScale = 0.1f;
for (int32 Y = 0; Y < Height; Y++)
{
for (int32 X = 0; X < Width; X++)
{
int32 Index = Y * Width + X;
// 计算柏林噪声值
float NoiseValue = FMath::PerlinNoise2D(FVector2D(X * NoiseScale, Y * NoiseScale));
NoiseValue = (NoiseValue + 1.0f) / 2.0f; // 映射到 0-1
// 50%概率根据噪声调整地形
if (RandomStream.FRand() < 0.5f && NoiseValue > 0.7f)
{
// 查找周围最多的地形
TMap<FGameplayTag, int32> NeighborCount;
for (int32 dy = -1; dy <= 1; dy++)
{
for (int32 dx = -1; dx <= 1; dx++)
{
if (dx == 0 && dy == 0) continue;
int32 NX = X + dx;
int32 NY = Y + dy;
if (NX >= 0 && NX < Width && NY >= 0 && NY < Height)
{
FGameplayTag NeighborTag = Map[NY * Width + NX];
NeighborCount.FindOrAdd(NeighborTag)++;
}
}
}
// 找到最多的邻居地形
FGameplayTag MostCommonTag;
int32 MaxCount = 0;
for (const auto& Pair : NeighborCount)
{
if (Pair.Value > MaxCount)
{
MaxCount = Pair.Value;
MostCommonTag = Pair.Key;
}
}
if (MaxCount > 0)
{
Map[Index] = MostCommonTag;
}
}
}
}
}

View File

@ -1,131 +0,0 @@
#include "Level/TerrainGeneratorBlueprintLibrary.h"
#include "Level/TerrainGenerator.h"
#include "GameplayTagsManager.h"
#include "Engine/Engine.h"
UTerrainGenerator* UTerrainGeneratorBlueprintLibrary::CreateTerrainGenerator()
{
return NewObject<UTerrainGenerator>();
}
void UTerrainGeneratorBlueprintLibrary::SetupExampleTerrainConfig(UTerrainGeneratorBase* Generator)
{
if (!Generator)
{
return;
}
// 定义地形标签
FGameplayTag ForestTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Forest"));
FGameplayTag GrasslandTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Grassland"));
FGameplayTag WaterTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Water"));
FGameplayTag SwampTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Swamp"));
FGameplayTag LandTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Land"));
FGameplayTag SwampLandTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Swamp.Land"));
FGameplayTag SwampWaterTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Swamp.Water"));
FGameplayTag ShallowWaterTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Water.Shallow"));
FGameplayTag DeepWaterTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Water.Deep"));
// 添加父地形
int32 ForestHandle = Generator->AddTerrain(ForestTag);
int32 GrasslandHandle = Generator->AddTerrain(GrasslandTag);
int32 WaterHandle = Generator->AddTerrain(WaterTag);
int32 SwampHandle = Generator->AddTerrain(SwampTag);
int32 LandHandle = Generator->AddTerrain(LandTag);
// 添加子地形
int32 SwampLandHandle = Generator->AddTerrain(SwampLandTag);
int32 SwampWaterHandle = Generator->AddTerrain(SwampWaterTag);
int32 ShallowWaterHandle = Generator->AddTerrain(ShallowWaterTag);
int32 DeepWaterHandle = Generator->AddTerrain(DeepWaterTag);
// 绑定父子关系
Generator->BindChildTerrain(SwampHandle, {SwampLandHandle, SwampWaterHandle});
Generator->BindChildTerrain(WaterHandle, {ShallowWaterHandle, DeepWaterHandle});
// 设置概率
Generator->SetProbability(ForestHandle, 0.8f); // 森林出现概率80%
Generator->SetProbability(GrasslandHandle, 0.9f); // 草地出现概率90%
Generator->SetProbability(WaterHandle, 0.7f); // 水体出现概率70%
Generator->SetProbability(SwampHandle, 0.6f); // 沼泽出现概率60%
Generator->SetProbability(LandHandle, 1.0f); // 土地总是出现
// 设置权重
Generator->SetWeight(ForestHandle, 9.0f); // 森林权重9
Generator->SetWeight(GrasslandHandle, 5.0f); // 草地权重5
Generator->SetWeight(LandHandle, 3.0f); // 土地权重3
Generator->SetWeight(SwampLandHandle, 1.0f); // 沼泽陆地权重1
Generator->SetWeight(SwampWaterHandle, 2.0f); // 沼泽水域权重2
Generator->SetWeight(ShallowWaterHandle, 3.0f); // 浅水权重3
Generator->SetWeight(DeepWaterHandle, 1.0f); // 深水权重1
// 设置互斥关系
Generator->SetExclusive({ForestHandle, SwampWaterHandle}); // 森林和沼泽水域互斥
}
TArray<FGameplayTag> UTerrainGeneratorBlueprintLibrary::GenerateMap(
UTerrainGenerator* Generator,
int32 Width,
int32 Height)
{
TArray<FGameplayTag> Result;
if (!Generator)
{
return Result;
}
// 直接返回一维地图数据
return Generator->GenerateMap(Width, Height);
}
void UTerrainGeneratorBlueprintLibrary::GetMapDimensions(
UTerrainGenerator* Generator,
int32& Width,
int32& Height)
{
Width = 256;
Height = 256;
if (Generator)
{
// 这里可以根据需要从生成器获取实际的尺寸信息
// 目前返回默认值
}
}
FString UTerrainGeneratorBlueprintLibrary::GetTerrainDisplayName(const FGameplayTag& TerrainTag)
{
if (!TerrainTag.IsValid())
{
return TEXT("无效地形");
}
FString TagName = TerrainTag.ToString();
// 从标签中提取显示名称
if (TagName.StartsWith(TEXT("Terrain.")))
{
TagName.RemoveFromStart(TEXT("Terrain."));
}
// 替换下划线为空格
TagName.ReplaceCharInline(TEXT('.'), TEXT(' '));
TagName.ReplaceCharInline(TEXT('_'), TEXT(' '));
// 首字母大写
if (TagName.Len() > 0)
{
TagName[0] = FChar::ToUpper(TagName[0]);
}
return TagName;
}
bool UTerrainGeneratorBlueprintLibrary::IsValidTerrainTag(const FGameplayTag& TerrainTag)
{
return TerrainTag.IsValid();
}

View File

@ -1,122 +0,0 @@
#include "Level/TerrainGenerator.h"
#include "GameplayTagsManager.h"
#include "Engine/Engine.h"
// 测试地形生成器功能
void TestTerrainGenerator()
{
// 创建地形生成器实例
UTerrainGenerator* Generator = NewObject<UTerrainGenerator>();
// 定义地形标签
FGameplayTag ForestTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Forest"));
FGameplayTag GrasslandTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Grassland"));
FGameplayTag WaterTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Water"));
FGameplayTag SwampTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Swamp"));
FGameplayTag LandTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Land"));
FGameplayTag SwampLandTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Swamp.Land"));
FGameplayTag SwampWaterTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Swamp.Water"));
FGameplayTag ShallowWaterTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Water.Shallow"));
FGameplayTag DeepWaterTag = FGameplayTag::RequestGameplayTag(TEXT("Terrain.Water.Deep"));
// 添加父地形
int32 ForestHandle = Generator->AddTerrain(ForestTag);
int32 GrasslandHandle = Generator->AddTerrain(GrasslandTag);
int32 WaterHandle = Generator->AddTerrain(WaterTag);
int32 SwampHandle = Generator->AddTerrain(SwampTag);
int32 LandHandle = Generator->AddTerrain(LandTag);
// 添加子地形
int32 SwampLandHandle = Generator->AddTerrain(SwampLandTag);
int32 SwampWaterHandle = Generator->AddTerrain(SwampWaterTag);
int32 ShallowWaterHandle = Generator->AddTerrain(ShallowWaterTag);
int32 DeepWaterHandle = Generator->AddTerrain(DeepWaterTag);
// 绑定父子关系
Generator->BindChildTerrain(SwampHandle, {SwampLandHandle, SwampWaterHandle});
Generator->BindChildTerrain(WaterHandle, {ShallowWaterHandle, DeepWaterHandle});
// 设置概率
Generator->SetProbability(ForestHandle, 1.0f);
Generator->SetProbability(GrasslandHandle, 0.9f);
Generator->SetProbability(WaterHandle, 0.7f);
Generator->SetProbability(SwampHandle, 1.0f); // 设置为1.0确保沼泽总是出现
Generator->SetProbability(LandHandle, 1.0f);
// 设置权重
Generator->SetWeight(ForestHandle, 9.0f);
Generator->SetWeight(GrasslandHandle, 5.0f);
Generator->SetWeight(LandHandle, 3.0f);
Generator->SetWeight(SwampHandle, 2.0f); // 为沼泽父节点设置权重
Generator->SetWeight(SwampLandHandle, 1.0f);
Generator->SetWeight(SwampWaterHandle, 2.0f);
Generator->SetWeight(ShallowWaterHandle, 3.0f);
Generator->SetWeight(DeepWaterHandle, 1.0f);
// 设置互斥关系
Generator->SetExclusive({ForestHandle, SwampWaterHandle});
// 生成地图
TArray<FGameplayTag> Map = Generator->GenerateMap(64, 64);
// 统计地形分布
TMap<FGameplayTag, int32> TerrainCount;
for (const FGameplayTag& Tag : Map)
{
TerrainCount.FindOrAdd(Tag)++;
}
// 输出统计结果
UE_LOG(LogTemp, Log, TEXT("=== 地形生成统计 ==="));
UE_LOG(LogTemp, Log, TEXT("地图大小: %dx%d"), 64, 64);
UE_LOG(LogTemp, Log, TEXT("总格子数: %d"), Map.Num());
for (const auto& Pair : TerrainCount)
{
float Percentage = (float)Pair.Value / Map.Num() * 100.0f;
UE_LOG(LogTemp, Log, TEXT("%s: %d (%.1f%%)"),
*Pair.Key.ToString(), Pair.Value, Percentage);
}
// 验证互斥关系
bool HasForest = TerrainCount.Contains(ForestTag);
bool HasSwampWater = TerrainCount.Contains(SwampWaterTag);
if (HasForest && HasSwampWater)
{
UE_LOG(LogTemp, Warning, TEXT("警告: 森林和沼泽水域同时出现,互斥关系可能未正确工作"));
}
else
{
UE_LOG(LogTemp, Log, TEXT("互斥关系验证: 通过"));
}
// 验证父子关系
bool HasSwamp = TerrainCount.Contains(SwampTag);
bool HasSwampChildren = TerrainCount.Contains(SwampLandTag) || TerrainCount.Contains(SwampWaterTag);
if (HasSwamp && !HasSwampChildren)
{
UE_LOG(LogTemp, Warning, TEXT("警告: 沼泽出现但没有子地形"));
}
else if (!HasSwamp && HasSwampChildren)
{
UE_LOG(LogTemp, Warning, TEXT("警告: 沼泽子地形出现但沼泽未出现"));
}
else
{
UE_LOG(LogTemp, Log, TEXT("父子关系验证: 通过"));
}
UE_LOG(LogTemp, Log, TEXT("=== 测试完成 ==="));
}
// 控制台命令用于测试
static FAutoConsoleCommand TestTerrainGeneratorCommand(
TEXT("TestTerrainGenerator"),
TEXT("测试地形生成器功能"),
FConsoleCommandDelegate::CreateStatic(TestTerrainGenerator)
);

View File

@ -59,7 +59,7 @@ void ABusyRole::Tick(float InDeltaSeconds){
}
void ABusyRole::SetRole(const FName& Name){
UDataTable* Table = UBusyGamePlayLibrary::GetGameDataTable("RoleConfig");
UDataTable* Table = UBusyGameplayLibrary::GetGameDataTable("RoleConfig");
if (Table == nullptr) {
return;
}

View File

@ -62,15 +62,13 @@ void URoleAnimation::PlayPickAnimation(const FName& ItemName, ERoleMoveDirection
bool URoleAnimation::GetOwnerRoleInfo(UPaperFlipbookComponent*& Sprite, FBusyRoleAnimationData*& AnimationData){
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>owner
ABusyRole* Role = Cast<ABusyRole>(this->GetOwner());
if (Role == nullptr) {
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::GetPaperFilpBookComponent, Can't get Role"));
return false;
}
// <20><><EFBFBD><EFBFBD>owner<65><72><EFBFBD><EFBFBD>
UDataTable* DataTable = UBusyGamePlayLibrary::GetGameDataTable("RoleAnimation");
UDataTable* DataTable = UBusyGameplayLibrary::GetGameDataTable("RoleAnimation");
if (DataTable == nullptr) {
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::GetOwnerRoleInfo, Can't get Animation DataTable"))
return false;

View File

@ -18,7 +18,7 @@
*
*/
UCLASS()
class BUSYRABBIT_API UBusyGamePlayLibrary : public UBlueprintFunctionLibrary
class BUSYRABBIT_API UBusyGameplayLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
@ -33,7 +33,7 @@ public:
static UClass* GetGameUIClass(const FString& ClassName);
UFUNCTION(BlueprintPure)
static UWorld* K2_GetWorld(const UObject* obj);
static UWorld* K2_GetWorld(const UObject* UObj);
UFUNCTION(BlueprintPure)
static bool GetLevelBaseConfig(const FName& RowName, FBusyLevelBaseConfig& RowData);
@ -58,12 +58,5 @@ public:
UFUNCTION(BlueprintPure)
static bool GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData);
UFUNCTION(BlueprintPure)
static FLuaBPVar CreateTextureBuffer(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable)
static void UpdateTextureBuffer(UTexture2D* DataTexture, TArray<float> FloatData);
};

View File

@ -1,9 +1,10 @@
#pragma once
#include "BusyPawnBase.h"
#include "Level/LevelPlayerController.h"
#include "BusyPlayerRole.generated.h"
UCLASS()
class ABusyPlayerRole : public ABusyPawnBase
class ABusyPlayerRole : public ABusyPawnBase, public IBusyControllable
{
GENERATED_BODY()
public:
@ -12,21 +13,9 @@ public:
protected:
/*--------------------相机相关--------------------------*/
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<class USpringArmComponent> SpringArmComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<class UCameraComponent> CameraComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<class UBusyRoleMovement> Movement; // 移动组件
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<class UPW_AbilitySystemComponent> RoleAbility; // 技能组件
UPROPERTY(BlueprintReadWrite)
TObjectPtr<class URoleAnimation> RoleAnimation;
};

View File

@ -0,0 +1,33 @@
#pragma once
#include "LuaActor.h"
#include "BusyStaticResource.generated.h"
class USpineSkeletonRendererComponent;
class USpineSkeletonAnimationComponent;
UCLASS(Blueprintable, BlueprintType)
class ABusyStaticResource:public ALuaActor
{
GENERATED_BODY()
public:
ABusyStaticResource();
virtual void BeginPlay() override;
public:
UPROPERTY(EditAnywhere)
TObjectPtr<USceneComponent> RootScene; //场景根组件
/*----------------------------spine相关组件----------------------------*/
UPROPERTY(EditDefaultsOnly)
TObjectPtr<USceneComponent> SpineRoot;
UPROPERTY(EditDefaultsOnly)
TObjectPtr<USpineSkeletonRendererComponent> SpineRenderComponent;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<USpineSkeletonAnimationComponent> SpineAnimationComponent;
/*-------------------------------------------------------------------*/
};

View File

@ -3,6 +3,33 @@
#include "LuaPlayerController.h"
#include "LevelPlayerController.generated.h"
UINTERFACE(MinimalAPI, Blueprintable)
class UBusyControllable: public UInterface
{
GENERATED_BODY()
};
class IBusyControllable
{
GENERATED_BODY()
public:
// 角色移动
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
void OnMove(const FVector2D& Location);
// 角色普通技能
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
void OnPrimarySkill();
// 角色大招
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
void OnUltimateSkill();
};
struct FInputActionValue;
class ABusyPlayerRole;
UCLASS()
@ -14,37 +41,69 @@ public:
public:
virtual void BeginPlay() override;
public: // RPC相关
UFUNCTION(Server, Reliable)
void SetRoleMoveTo(const FVector2D& Location);
void SetRoleMoveTo_Implementation(const FVector2D& Location);
virtual void SetupInputComponent() override;
virtual void Tick(float DeltaTime) override;
public:
UFUNCTION(BlueprintCallable, Category = "Controller")
bool GetCursorPosition(FVector2D& Position) const;
UFUNCTION(BlueprintCallable, Category = "Controller")
void GetCursorHitResult(TArray<AActor*>& Results) const;
ABusyPlayerRole* GetControlledRole() const;
UFUNCTION(BlueprintCallable, Category = "Controller")
ABusyPlayerRole* GetControlledRole() const;
void GetCursorHitResult(TArray<AActor*>& Results) const;
UFUNCTION(BlueprintCallable, Category = "Controller")
void SwitchControlledRole(ABusyPlayerRole* Target);
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Roaming Camera")
TSubclassOf<AActor> RoamingCameraClass;
// 漫游相机移动速度为角色移动速度 * 漫游速度系数
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName="漫游速度系数", Category = "Roaming Camera")
float RoamingSpeedFactor = 3.0;
public: // 输入相关
UPROPERTY(EditDefaultsOnly, Category = "Input")
TObjectPtr<class UInputMappingContext> InputMapping;
UPROPERTY(EditDefaultsOnly, Category = "Input")
TObjectPtr<class UInputAction> TouchAction;
TObjectPtr<class UInputAction> MoveAction; // 鼠标右键移动
UPROPERTY(EditDefaultsOnly, Category = "Input")
TObjectPtr<class UInputAction> SelectAction; // 鼠标左键选择
UPROPERTY(EditDefaultsOnly, Category = "Input")
TObjectPtr<class UInputAction> PrimarySkillAction; // 基础技能
UPROPERTY(EditDefaultsOnly, Category = "Input")
TObjectPtr<class UInputAction> UltimateSkillAction; // 大招
UPROPERTY(EditDefaultsOnly, Category = "Input")
TObjectPtr<class UInputAction> CameraDetachAction; // 相机脱离
public:
UFUNCTION()
void OnMove(const FInputActionValue& Value)const;
UFUNCTION()
void OnTouch(const FInputActionValue& Value);
void OnPrimarySkill(const FInputActionValue& Value)const;
UFUNCTION()
void OnUltimateSkill(const FInputActionValue& Value)const;
UFUNCTION()
void OnCameraDetach(const FInputActionValue& Value);
protected:
UPROPERTY()
AActor* RoamingCameraActor = nullptr;
private:
bool bCameraDetached = false;
};

View File

@ -15,7 +15,7 @@ class ALevelPlayerState : public ALuaPlayerState
public:
virtual void BeginPlay() override;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
// virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
public: // 给蓝图初始化的接口
UFUNCTION(BlueprintCallable)
@ -27,19 +27,6 @@ public: // 给蓝图的Get接口
ABusyPlayerRole* GetControlledRole() const;
public: // 给蓝图的Set接口
UFUNCTION(BlueprintCallable)
void SetRoleRoster(const TArray<ABusyPlayerRole*>& Roster);
public:
public:
protected:
virtual FVector2D GetSpawnLocation()const;
@ -48,11 +35,10 @@ public:
TArray<TSubclassOf<ABusyPlayerRole>> RoleClasses;
protected:
UPROPERTY(Replicated, BlueprintReadOnly)
UPROPERTY(BlueprintReadOnly)
int ControlledRoleIndex = -1;
UPROPERTY(Replicated, BlueprintReadOnly)
UPROPERTY(BlueprintReadOnly)
TArray<ABusyPlayerRole*> RoleRoster;
};

View File

@ -1,29 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "Generator/TerrainGeneratorBase.h"
#include "TerrainGenerator.generated.h"
UCLASS(BlueprintType, Blueprintable)
class BUSYRABBIT_API UTerrainGenerator : public UTerrainGeneratorBase
{
GENERATED_BODY()
public:
UTerrainGenerator();
virtual bool GenerateWithNodes(
TArray<FGameplayTag>& Map, int32 Width, int32 Height,
const TArray<int32>& ValidLeafNodes
)override;
private:
void RegionGrowing(TArray<FGameplayTag>& Map, int32 Width, int32 Height,
const TArray<int32>& ValidLeafNodes) const;
void ApplyPerlinNoiseSmoothing(TArray<FGameplayTag>& Map, int32 Width, int32 Height) const;
};

View File

@ -1,46 +0,0 @@
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GameplayTagContainer.h"
#include "TerrainGeneratorBlueprintLibrary.generated.h"
// 蓝图函数库方便在蓝图中使用地形生成<E7949F>?
UCLASS()
class BUSYRABBIT_API UTerrainGeneratorBlueprintLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
// 创建地形生成器实<E599A8>?
UFUNCTION(BlueprintCallable, Category = "Terrain Generator")
static class UTerrainGenerator* CreateTerrainGenerator();
// 快速设置示例地形配<E5BDA2>?
UFUNCTION(BlueprintCallable, Category = "Terrain Generator")
static void SetupExampleTerrainConfig(class UTerrainGeneratorBase* UTerrainGenerator);
// 生成地图并返回一维数组蓝图不支持嵌套TArray<61>?
UFUNCTION(BlueprintCallable, Category = "Terrain Generator")
static TArray<FGameplayTag> GenerateMap(
class UTerrainGenerator* Generator,
int32 Width = 256,
int32 Height = 256
);
// 获取地图尺寸信息(用于在蓝图中解析一维数组)
UFUNCTION(BlueprintCallable, Category = "Terrain Generator")
static void GetMapDimensions(
class UTerrainGenerator* Generator,
int32& Width,
int32& Height
);
// 获取地形标签的显示名<E7A4BA>?
UFUNCTION(BlueprintCallable, Category = "Terrain Generator")
static FString GetTerrainDisplayName(const FGameplayTag& TerrainTag);
// 检查地形标签是否有<E590A6>?
UFUNCTION(BlueprintCallable, Category = "Terrain Generator")
static bool IsValidTerrainTag(const FGameplayTag& TerrainTag);
};