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@ -31,10 +31,6 @@ void ABusyPawnBase::BeginPlay()
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// SpineAnimationComponent->SetAnimation(0, DefaultAnimationName, true);
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}
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void ABusyPawnBase::UpdateMoveDirection_Implementation(const FVector2D& InDirection)
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{
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}
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float ABusyPawnBase::GetSpeed_Implementation()const
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{
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@ -30,8 +30,13 @@ FVector2D UBusyPawnMovement::GetMoveDirection()const
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return FVector2D();
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}
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FVector2D UBusyPawnMovement::GetForwardDirection() const
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{
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return ForwardDirection;
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}
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void UBusyPawnMovement::TickComponent(float DeltaTime, ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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@ -64,6 +69,17 @@ void UBusyPawnMovement::TickComponent(float DeltaTime, ELevelTick TickType,
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{
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Owner->SetActorLocation(NewLocation, true);
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}
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Movable->Execute_UpdateMoveDirection(Owner, GetMoveDirection());
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FVector2D &&NewDirection=GetMoveDirection();
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if (!NewDirection.Equals(FVector2D::Zero(), 0.01))
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{
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ForwardDirection = NewDirection;
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}
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if (!NewDirection.Equals(LastMoveDirection))
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{
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Movable->Execute_OnMoveDirectionChanged(Owner, NewDirection);
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LastMoveDirection = NewDirection;
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}
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}
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@ -51,6 +51,7 @@ void ALevelPlayerController::SetupInputComponent()
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BindEnhancedInputAction(EnhancedInput, CameraDetachAction, this, "OnCameraDetach");
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BindEnhancedInputAction(EnhancedInput, PrimarySkillAction, this, "OnPrimarySkill");
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BindEnhancedInputAction(EnhancedInput, UltimateSkillAction, this, "OnUltimateSkill");
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BindEnhancedInputAction(EnhancedInput, SwitchRoleAction, this, "OnSwitchRole");
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}
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void ALevelPlayerController::Tick(float DeltaTime)
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@ -168,3 +169,13 @@ void ALevelPlayerController::OnCameraDetach(const FInputActionValue& Value)
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SetViewTarget(ControlledRole);
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}
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}
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void ALevelPlayerController::OnSwitchRole(const FInputActionValue& Value)
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{
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const int32 Index = static_cast<int32>(Value.GetMagnitude() - 1);
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if (ALevelPlayerState* PS = GetPlayerState<ALevelPlayerState>())
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{
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ABusyPlayerRole* ControlledRole = PS->SwitchControlledRole(Index);
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SwitchControlledRole(ControlledRole);
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}
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}
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@ -67,6 +67,19 @@ ABusyPlayerRole* ALevelPlayerState::GetControlledRole() const
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}
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}
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ABusyPlayerRole* ALevelPlayerState::SwitchControlledRole(int32 Index)
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{
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if (RoleRoster.IsValidIndex(Index))
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{
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ControlledRoleIndex = Index;
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return RoleRoster[ControlledRoleIndex];
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}
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else
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{
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return nullptr;
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}
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}
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FVector2D ALevelPlayerState::GetSpawnLocation()const
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{
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return FVector2D::ZeroVector;
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@ -54,9 +54,16 @@ inline static IGameMapInterface * GetMapActor(const UActorComponent* Component)
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void UStaticResourceLayerComponent::GenerateResources()
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{
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TArray<FVector2D> ResourcePoints;
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// 生成资源点
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GenerateResourcePoints(ResourcePoints);
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// 生成必定生成的资源
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GenerateAlwaysPresentInfo(ResourcePoints);
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// 利用剩下的资源点,根据权重生成资源
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GenerateResourceByWeight(ResourcePoints);
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AActor *Owner = GetOwner();
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UWorld* World = GetWorld();
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@ -115,6 +122,34 @@ void UStaticResourceLayerComponent::GetAlwaysPresentResourceList(TMap<FName, int
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}
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}
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#pragma optimize("",off)
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bool UStaticResourceLayerComponent::GetCanGenerateResourcesWeight(const FVector2D& Position,
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TArray<TTuple<FName, int>>& OutResourcesWeight) const
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{
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using FTuple = TTuple<FName, int>;
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AActor *Owner;
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IGameMapInterface * MapInterface;
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OutResourcesWeight.Empty();
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if (!GetOwnerInfo(Owner, MapInterface)) return false;
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if (!GenerateConfig) return false;
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FGameplayTag &&Terrain = MapInterface->Execute_GetTerrainAt(Owner, Position.X, Position.Y);
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if (!Terrain.IsValid()) return false;
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for (const auto& Pair : GenerateConfig->GetRowMap())
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{
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const FStaticResourceGenerateConfig* RowData = reinterpret_cast<FStaticResourceGenerateConfig*>(Pair.Value);
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if (!RowData->TerrainTypes.HasTag(Terrain)) continue;
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const float *TerrainWeightFindResult = RowData->TerrainWeights.Find(Terrain);
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float TotalWeight = RowData->GenerateWeight * (TerrainWeightFindResult ? *TerrainWeightFindResult : 1.0);
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OutResourcesWeight.Add(FTuple(Pair.Key, TotalWeight));
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}
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return !OutResourcesWeight.IsEmpty();
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}
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bool UStaticResourceLayerComponent::GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints)
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{
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AActor *Owner = GetOwner();
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@ -143,7 +178,8 @@ bool UStaticResourceLayerComponent::GenerateAlwaysPresentInfo(TArray<FVector2D>&
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if (Config->TerrainTypes.HasTag(CurrentTerrain)) // 资源的地形配置包含当前的地形,则添加进生成的列表
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{
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GeneratedResourcePoints.Add(TTuple<FName, FVector2D>(CurrentSelected, FVector2D(ResourcePoints[i].X, ResourcePoints[i].Y)));
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TryPushGenerateResult(CurrentSelected, CurrentPoint);
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// GeneratedResourcePoints.Add(TTuple<FName, FVector2D>(CurrentSelected, FVector2D(ResourcePoints[i].X, ResourcePoints[i].Y)));
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ConsumeOneOfAlwaysPresent(AlwaysPresentResource, CurrentSelected);
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ResourcePoints[i].X = ResourcePoints[i].Y = -1;
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UE_LOG(LogMapGenerate, Log, TEXT("UStaticResourceLayerComponent::GenerateAlwaysPresentInfo Create %s at (%d, %d)"),
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@ -164,3 +200,52 @@ bool UStaticResourceLayerComponent::GenerateAlwaysPresentInfo(TArray<FVector2D>&
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ResourcePoints.RemoveAll([](const FVector2D Element){ return Element.X < 0 && Element.Y < 0; });
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return true;
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}
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void UStaticResourceLayerComponent::GenerateResourceByWeight(TArray<FVector2D>& ResourcePoints)
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{
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using FTuple = TTuple<FName, int>;
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TArray<TTuple<FName, int>> ResourceWeightList;
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for (const FVector2D& Point : ResourcePoints)
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{
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ResourceWeightList.Empty();
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if (!GetCanGenerateResourcesWeight(Point, ResourceWeightList)) continue;
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float Base = 0.f;
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const float RandNum = static_cast<float>(FMath::Rand()) / static_cast<float>(RAND_MAX);
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const float TotalWeight = Algo::Accumulate(ResourceWeightList, 0.f, [](const float Sum, const FTuple& Element)
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{
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return Sum + Element.Value;
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});
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for (FTuple& Element : ResourceWeightList)
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{
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const float RandomBolder = Base + Element.Value / TotalWeight;
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if (RandNum >= Base && RandNum < RandomBolder)
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{
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TryPushGenerateResult(Element.Key, Point);
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break;
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}
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Base = RandomBolder;
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}
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}
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}
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#pragma optimize("",on)
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void UStaticResourceLayerComponent::TryPushGenerateResult(const FName& ResourceID, const FVector2D& Position)
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{
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GeneratedResourcePoints.Add(TTuple<FName, FVector2D>(ResourceID, Position));
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}
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bool UStaticResourceLayerComponent::GetOwnerInfo(AActor*& Owner, IGameMapInterface*& MapInterface) const
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{
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AActor *SelfOwner = GetOwner();
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if (!SelfOwner) return false;
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IGameMapInterface * OwnerMapInterface = Cast<IGameMapInterface>(SelfOwner);
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if (!OwnerMapInterface) return false;
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Owner = SelfOwner;
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MapInterface = OwnerMapInterface;
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return true;
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}
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@ -21,8 +21,6 @@ public:
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virtual void BeginPlay()override;
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virtual void UpdateMoveDirection_Implementation(const FVector2D& InDirection) override;
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virtual float GetSpeed_Implementation()const override;
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protected:
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@ -15,9 +15,9 @@ public:
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UFUNCTION(BlueprintNativeEvent)
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float GetSpeed() const;
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UFUNCTION(BlueprintNativeEvent, Category = "Movement")
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void UpdateMoveDirection(const FVector2D &InDirection);
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void OnMoveDirectionChanged(const FVector2D &InDirection);
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};
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@ -33,12 +33,30 @@ public:
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UFUNCTION(BlueprintCallable)
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void MoveTo(const FVector2D& Target);
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/**
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* 获取当前移动的方向
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* @return 返回朝向的单位向量,如果没动返回(0,0)
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*/
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UFUNCTION(BlueprintCallable)
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FVector2D GetMoveDirection()const;
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/**
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* 获取当前朝向
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* @return 返回当前朝向的单位向量,如果没动,返回上一次运动时的朝向
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*/
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UFUNCTION(BlueprintCallable)
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FVector2D GetForwardDirection()const;
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)override;
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FVector2D MoveTargetLocation;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FVector2D LastMoveDirection;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FVector2D ForwardDirection;
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};
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@ -85,6 +85,8 @@ public: // 输入相关
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UPROPERTY(EditDefaultsOnly, Category = "Input")
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TObjectPtr<class UInputAction> CameraDetachAction; // 相机脱离
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UPROPERTY(EditDefaultsOnly, Category = "Input")
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TObjectPtr<class UInputAction> SwitchRoleAction; // 切换控制的角色
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public:
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UFUNCTION()
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@ -99,6 +101,9 @@ public:
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UFUNCTION()
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void OnCameraDetach(const FInputActionValue& Value);
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UFUNCTION()
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void OnSwitchRole(const FInputActionValue& Value);
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protected:
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UPROPERTY()
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@ -26,6 +26,9 @@ public: // 给蓝图的Get接口
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UFUNCTION(BlueprintCallable)
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ABusyPlayerRole* GetControlledRole() const;
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public:
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UFUNCTION(BlueprintCallable)
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ABusyPlayerRole* SwitchControlledRole(int32 Index);
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protected:
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virtual FVector2D GetSpawnLocation()const;
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@ -5,6 +5,7 @@
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#include "StaticResourceLayerComponent.generated.h"
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class IGameMapInterface;
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USTRUCT(BlueprintType, Blueprintable)
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struct FStaticResourceGenerateConfig: public FTableRowBase
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@ -17,11 +18,15 @@ struct FStaticResourceGenerateConfig: public FTableRowBase
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="生成的最少数量")
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int MinGenerateCount = 0;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可以在哪些地形生成")
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FGameplayTagContainer TerrainTypes;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="生成权重")
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int GenerateWeight = 1;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可以在哪些地形生成")
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FGameplayTagContainer TerrainTypes;
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// 在这种地形上,最终的权重为 [生成权重]*[地形权重系数],若地形权重系数没有配置,默认为1.0
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="地形权重系数", meta = (ClampMin = "0.0"))
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TMap<FGameplayTag, float> TerrainWeights;
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// 用于该资源生成时应该与某些资源保持多远的距离
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="生成距离规则")
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@ -39,14 +44,27 @@ class UStaticResourceLayerComponent :public UActorComponent
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public:
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void GenerateResources();
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protected: // get
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void GetAlwaysPresentResourceList(TMap<FName, int32>& OutAlwaysPresentResource)const;
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/**
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* 获取某个点所有能生成的资源权重列表
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* @param Position 给定点的位置
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* @param[out] OutResourcesWeight 给定点所处的地形能够生成的所有资源列表,包含资源ID和权重
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*/
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bool GetCanGenerateResourcesWeight(const FVector2D& Position, TArray<TTuple<FName, int>>& OutResourcesWeight)const;
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protected:
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virtual void GenerateResourcePoints(TArray<FVector2D>& OutResourcePoint);
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void GetAlwaysPresentResourceList(TMap<FName, int32>& OutAlwaysPresentResource)const;
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bool GenerateAlwaysPresentInfo(TArray<FVector2D>& ResourcePoints);
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void GenerateResourceByWeight(TArray<FVector2D>& ResourcePoints);
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void TryPushGenerateResult(const FName& ResourceID, const FVector2D& Position);
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public:
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@ -58,6 +76,7 @@ public:
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TArray<TTuple<FName, FVector2D>> GeneratedResourcePoints;
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protected:
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private:
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bool GetOwnerInfo(AActor* &Owner, IGameMapInterface* &MapInterface) const;
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};
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