联机版实现,先备份
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@ -47,8 +47,8 @@ UClass* UBusyGamePlayLibrary::GetGameUIClass(const FString& ClassName){
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return Class ? Class->Get() : nullptr;
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}
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UWorld* UBusyGamePlayLibrary::K2_GetWorld(UObject* obj){
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return Cast<UWorld>(obj->GetOuter());
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UWorld* UBusyGamePlayLibrary::K2_GetWorld(const UObject* obj){
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return obj->GetWorld();
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}
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bool UBusyGamePlayLibrary::GetLevelBaseConfig(const FName& RowName, FBusyLevelBaseConfig& RowData){
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@ -84,7 +84,6 @@ bool UBusyGamePlayLibrary::GetCookMaterialStateConfig(const FName& RowName, FBus
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}
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FLuaBPVar UBusyGamePlayLibrary::CreateTextureBuffer(UObject* WorldContextObject){
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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auto DataTexture = UTexture2D::CreateTransient(512, 1, PF_R32_FLOAT);
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DataTexture->Filter = TF_Trilinear;
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DataTexture->AddressX = TA_Clamp;
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@ -94,15 +93,12 @@ FLuaBPVar UBusyGamePlayLibrary::CreateTextureBuffer(UObject* WorldContextObject)
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}
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void UBusyGamePlayLibrary::UpdateTextureBuffer(UTexture2D *DataTexture, TArray<float> FloatData){
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD>д<EFBFBD><D0B4>
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DataTexture->GetPlatformData()->Mips[0];
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FTexture2DMipMap& Mip = DataTexture->GetPlatformData()->Mips[0];
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void* Data = Mip.BulkData.Lock(LOCK_READ_WRITE);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݸ<EFBFBD><DDB8>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD>
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FMemory::Memcpy(Data, FloatData.GetData(), FloatData.Num() * sizeof(float));
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Mip.BulkData.Unlock();
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DataTexture->UpdateResource();
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}
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@ -1,5 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Gas/BusyAbilitySystemComponent.h"
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@ -7,21 +7,30 @@
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ABusyPawnBase::ABusyPawnBase()
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{
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RootScene = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
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SpineRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SpineRoot"));
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SphereComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
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SpineRenderComponent = CreateDefaultSubobject<USpineSkeletonRendererComponent>(TEXT("SpineRenderComponent"));
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SpineAnimationComponent = CreateDefaultSubobject<USpineSkeletonAnimationComponent>(TEXT("SpineAnimationComponent"));
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AbilitySystemComponent = CreateDefaultSubobject<UBusyAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
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MovementComponent = CreateDefaultSubobject<UBusyPawnMovement>(TEXT("MovementComponent"));
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RootComponent = RootScene;
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SpineRoot->SetupAttachment(RootScene);
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SphereComponent->SetupAttachment(SpineRoot);
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SpineRenderComponent->SetupAttachment(SpineRoot);
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SpineRoot->SetRelativeRotation(FRotator(0, 0, -90));
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bReplicates = true;
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SetReplicatingMovement(true);
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NetUpdateFrequency = 60.0f;
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MovementComponent->SetIsReplicated(true);
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AbilitySystemComponent->SetIsReplicated(true);
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}
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void ABusyPawnBase::BeginPlay()
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@ -40,3 +49,4 @@ float ABusyPawnBase::GetSpeed_Implementation()const
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{
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return 280;
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}
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@ -0,0 +1,6 @@
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#include "Level/Actor/Components/BusyAbilitySystemComponent.h"
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FString UBusyAbilitySystemComponent::GetLuaFilePath_Implementation() const
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{
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return LuaFilePath;
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}
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@ -30,10 +30,14 @@ FVector2D UBusyPawnMovement::GetMoveDirection()const
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return FVector2D();
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}
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#pragma optimize("",off)
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void UBusyPawnMovement::TickComponent(float DeltaTime, ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (!GetOwner()->HasAuthority()) return;
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AActor* Owner = GetOwner();
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const IBusyMovable* Movable = Cast<IBusyMovable>(Owner);
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if (!Owner || !Movable) return;
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@ -62,7 +66,11 @@ void UBusyPawnMovement::TickComponent(float DeltaTime, ELevelTick TickType,
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if (!NewLocation.Equals(CurrentLocation))
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{
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Owner->SetActorLocation(NewLocation, true);
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Owner->ForceNetUpdate();
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}
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Movable->Execute_UpdateMoveDirection(Owner, GetMoveDirection());
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}
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// Movable->Execute_UpdateMoveDirection(Owner, GetMoveDirection());
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}
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#pragma optimize("",on)
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@ -4,7 +4,6 @@
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#include "Level/BusyLevelItem.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/WidgetComponent.h"
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#include "Gas/BusyAbilitySystemComponent.h"
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#include "BusyGamePlayLibrary.h"
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ABusyLevelItem::ABusyLevelItem(): CurrentItemID("100001") {
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@ -16,7 +15,6 @@ ABusyLevelItem::ABusyLevelItem(): CurrentItemID("100001") {
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PickBar = CreateDefaultSubobject<UWidgetComponent>(TEXT("PickBar"));
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LevelItemAttribute = CreateDefaultSubobject<UBusyLevelItemAttributeSet>("LevelItemAttribute");
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AbilityComponent = CreateDefaultSubobject<UBusyAbilitySystemComponent>("RoleAbility");
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InitSprite();
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InitCapsule();
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@ -1,6 +1,10 @@
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#include "Level/LevelPlayerController.h"
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#include "Level/Actor/BusyPlayerRole.h"
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#include "EnhancedInput/Public/EnhancedInputSubsystems.h"
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#include "Level/LevelPlayerState.h"
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#include "EnhancedInput/Public/EnhancedInputSubsystems.h"
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#include "EnhancedInput/Public/EnhancedInputComponent.h"
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ALevelPlayerController::ALevelPlayerController()
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{
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@ -16,11 +20,27 @@ void ALevelPlayerController::BeginPlay()
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SetInputMode(InputMode);
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// 注册输入
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if (!HasAuthority())
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{
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const auto Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer());
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if (InputMapping && Subsystem)
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{
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Subsystem->AddMappingContext(InputMapping, 0);
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}
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if (UEnhancedInputComponent* EnhancedInput = CastChecked<UEnhancedInputComponent>(InputComponent)) {
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EnhancedInput->BindAction(TouchAction, ETriggerEvent::Triggered, this, FName("OnTouch"));
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}
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}
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}
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void ALevelPlayerController::SetRoleMoveTo_Implementation(const FVector2D& Location)
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{
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ABusyPlayerRole* ControlledRole = GetControlledRole();
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if (!ControlledRole) return;
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ControlledRole->MovementComponent->MoveTo(Location);
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}
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bool ALevelPlayerController::GetCursorPosition(FVector2D& Position) const
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@ -42,11 +62,25 @@ void ALevelPlayerController::GetCursorHitResult(TArray<AActor*>& Results) const
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{
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}
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void ALevelPlayerController::GetControlledRole() const
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ABusyPlayerRole* ALevelPlayerController::GetControlledRole() const
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{
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if (const ALevelPlayerState* PS = GetPlayerState<ALevelPlayerState>())
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{
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return PS->GetControlledRole();
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}
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return nullptr;
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}
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void ALevelPlayerController::SwitchControlledRole(ABusyPlayerRole* Target)
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{
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this->SetViewTarget(Target);
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}
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void ALevelPlayerController::OnTouch(const FInputActionValue& Value)
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{
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FVector2D Position;
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if (GetCursorPosition(Position))
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{
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SetRoleMoveTo(Position);
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}
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}
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@ -1,6 +1,5 @@
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#include "Level/LevelPlayerState.h"
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#include "Level/LevelPlayerController.h"
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#include "Net/UnrealNetwork.h"
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#include "Level/Actor/BusyPlayerRole.h"
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@ -10,38 +9,62 @@ DEFINE_LOG_CATEGORY(LogLevelPlayerState);
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void ALevelPlayerState::BeginPlay()
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{
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Super::BeginPlay();
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UWorld* World = GetWorld();
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const auto PC = Cast<ALevelPlayerController>(GetPlayerController());
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if (!World || !PC)
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{
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UE_LOG(LogLevelPlayerState, Error, TEXT("ALevelPlayerController::BeginPlay() failed!"));
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return;
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}
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FVector2D SpawnLocation = GetSpawnLocation();
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for (auto PawnClass : RoleClasses)
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{
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FTransform SpawnTransform;
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FActorSpawnParameters Params;
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SpawnTransform.SetLocation(FVector(SpawnLocation, 50));
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if (auto *NewRole = Cast<ABusyPlayerRole>(World->SpawnActor(PawnClass, nullptr, Params)))
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{
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Roles.Add(NewRole);
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}
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}
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if (Roles.IsValidIndex(0))
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{
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PC->SwitchControlledRole(Roles[0]);
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}
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}
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void ALevelPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ALevelPlayerState, RoleRoster);
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DOREPLIFETIME(ALevelPlayerState, ControlledRoleIndex);
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}
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AActor* ALevelPlayerState::CreateRoleRoster(class APlayerController* PlayerController)
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{
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if (!HasAuthority())
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{
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return nullptr;
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}
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UWorld* World = PlayerController->GetWorld();
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if (!World)
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{
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return nullptr;
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}
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const FVector Location = FVector(GetSpawnLocation(), 10);
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FActorSpawnParameters SpawnParameters;
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for (const auto RoleClass : RoleClasses)
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{
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SpawnParameters.Owner = PlayerController;
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ABusyPlayerRole* NewRole = World->SpawnActor<ABusyPlayerRole>(
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RoleClass, Location,
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FRotator(), SpawnParameters
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);
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RoleRoster.Add(NewRole);
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}
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if (RoleRoster.IsValidIndex(0))
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{
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ControlledRoleIndex = 0;
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return RoleRoster[0];
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}
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else
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{
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ControlledRoleIndex = -1;
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return nullptr;
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}
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}
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ABusyPlayerRole* ALevelPlayerState::GetControlledRole() const
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{
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if (Roles.IsValidIndex(ControlledRoleIndex))
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if (RoleRoster.IsValidIndex(ControlledRoleIndex))
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{
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return Roles[ControlledRoleIndex];
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return RoleRoster[ControlledRoleIndex];
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}
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else
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{
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@ -53,3 +76,11 @@ FVector2D ALevelPlayerState::GetSpawnLocation()const
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{
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return FVector2D::ZeroVector;
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}
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void ALevelPlayerState::SetRoleRoster(const TArray<ABusyPlayerRole*>& Roster)
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{
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if (HasAuthority())
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{
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RoleRoster = Roster;
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}
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}
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@ -1,275 +0,0 @@
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#include "Level/PaperTerrainMapActor.h"
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#include "Level/TerrainGenerator.h"
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#include "Level/TerrainGeneratorBlueprintLibrary.h"
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#include "Paper2D/Classes/PaperTileMapComponent.h"
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#include "Paper2D/Classes/PaperTileMap.h"
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#include "Paper2D/Classes/PaperTileLayer.h"
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#include "Engine/Engine.h"
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#include "UObject/ConstructorHelpers.h"
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/* 相邻四格地形信息映射到TileSet的索引
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* 以左上、右上、左下、右下地形块存在为1,不存在为0, 从左到右构建一个4位二进制整数
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* 假设原始TileSet中,0号索引左上、右上、右下为空, 对应二进制整数为0x0010
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* 那么TileSet的这个索引与相邻数据对应关系就是[0] -> 2
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* 也就是DefaultNeighborDataToIdxMappings[2] = 0
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*/
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const static int DefaultNeighborDataToIdxMappings[16] = {
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12, 13, 0, 3, 8, 1, 14, 5, 15, 4, 11, 2, 9, 10, 7, 6
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};
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APaperTerrainMapActor::APaperTerrainMapActor()
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{
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PrimaryActorTick.bCanEverTick = false;
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// 创建根组件
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RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
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// 创建TileMap组件
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TileMapComponent = CreateDefaultSubobject<UPaperTileMapComponent>(TEXT("TileMapComponent"));
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TileMapComponent->SetupAttachment(RootComponent);
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}
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void APaperTerrainMapActor::BeginPlay()
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{
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Super::BeginPlay();
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if (bAutoGenerateOnBeginPlay)
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{
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GenerateTerrainMap();
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}
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}
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void APaperTerrainMapActor::OnConstruction(const FTransform& Transform)
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{
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Super::OnConstruction(Transform);
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// 初始化地形生成器
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InitializeGenerator();
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// 初始化TileMap
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InitializeTileMap();
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if (bAutoGenerateOnConstruction)
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{
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GenerateTerrainMap();
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}
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}
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void APaperTerrainMapActor::GenerateTerrainMap()
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{
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if (!TerrainGenerator)
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{
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UE_LOG(LogTemp, Error, TEXT("TerrainGenerator is null!"));
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return;
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}
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if (!TerrainTileSetConfigs)
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{
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UE_LOG(LogTemp, Error, TEXT("TerrainTileSetConfigs is null!"));
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return;
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}
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// 生成地形数据
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GeneratedTerrainData = TerrainGenerator->GenerateMap(MapWidth, MapHeight);
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// 应用到TileMap
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ApplyTerrainToTileMap(GeneratedTerrainData);
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UE_LOG(LogTemp, Log, TEXT("Terrain map generated successfully! Size: %dx%d"), MapWidth, MapHeight);
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}
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void APaperTerrainMapActor::ClearMap()
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{
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if (!TileMapComponent || !TileMapComponent->TileMap)
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{
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return;
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}
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// 清除所有Tile - 通过重新创建空的TileMap来实??
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if (TileMapComponent->TileMap)
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{
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UPaperTileMap* NewTileMap = NewObject<UPaperTileMap>(this);
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NewTileMap->MapWidth = MapWidth;
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NewTileMap->MapHeight = MapHeight;
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NewTileMap->TileWidth = TileSize;
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NewTileMap->TileHeight = TileSize;
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// 添加一个空图层
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UPaperTileLayer* NewLayer = NewObject<UPaperTileLayer>(NewTileMap);
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NewLayer->LayerName = FText::FromString("TerrainLayer");
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NewTileMap->TileLayers.Add(NewLayer);
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TileMapComponent->SetTileMap(NewTileMap);
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}
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GeneratedTerrainData.Empty();
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UE_LOG(LogTemp, Log, TEXT("Map cleared!"));
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}
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#if WITH_EDITOR
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void APaperTerrainMapActor::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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FName PropertyName = (PropertyChangedEvent.Property != nullptr)
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? PropertyChangedEvent.Property->GetFName()
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: NAME_None;
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// 当地图尺寸或Tile大小改变时,重新初始化TileMap
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if (PropertyName == GET_MEMBER_NAME_CHECKED(APaperTerrainMapActor, MapWidth) ||
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PropertyName == GET_MEMBER_NAME_CHECKED(APaperTerrainMapActor, MapHeight) ||
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PropertyName == GET_MEMBER_NAME_CHECKED(APaperTerrainMapActor, TileSize) ||
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PropertyName == GET_MEMBER_NAME_CHECKED(APaperTerrainMapActor, TileSetDataAsset))
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{
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InitializeTileMap();
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GenerateTerrainMap();
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}
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}
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#endif
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void APaperTerrainMapActor::InitializeTileMap()
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{
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if (!TileMapComponent) return;
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if (TileSetDataAsset)
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{
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TerrainTileSetConfigs = &TileSetDataAsset.Get()->TerrainTileSetConfigs;
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}
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else
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{
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TerrainTileSetConfigs = nullptr;
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}
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// 创建TileMap
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UPaperTileMap *TileMap = NewObject<UPaperTileMap>(this);
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// 设置TileMap参数
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TileMap->MapWidth = MapWidth;
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TileMap->MapHeight = MapHeight;
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TileMap->TileWidth = TileSize;
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TileMap->TileHeight = TileSize;
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// 创建四层layer
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for (int i = 0; i < 4; ++i)
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{
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UPaperTileLayer* NewLayer = NewObject<UPaperTileLayer>(TileMap);
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NewLayer->LayerName = FText::FromString(
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FString::Format(TEXT("TerrainLayer{0}"), {FString::FromInt(i)})
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);
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NewLayer->ResizeMap(MapWidth, MapHeight);
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TileMap->TileLayers.Add(NewLayer);
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}
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TileMapComponent->SetTileMap(TileMap);
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UE_LOG(LogTemp, Log, TEXT("TileMap initialized: %dx%d, TileSize: %d"), MapWidth, MapHeight, TileSize);
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}
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|
||||
void APaperTerrainMapActor::InitializeGenerator()
|
||||
{
|
||||
// 创建地形生成器
|
||||
if (GeneratorClass.Get())
|
||||
{
|
||||
TerrainGenerator = NewObject<UTerrainGeneratorBase>(this, GeneratorClass.Get());
|
||||
UTerrainGeneratorBlueprintLibrary::SetupExampleTerrainConfig(TerrainGenerator);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("APaperTerrainMapActor::APaperTerrainMapActor, GeneratorClass is nullptr"));
|
||||
}
|
||||
}
|
||||
|
||||
void APaperTerrainMapActor::ApplyTerrainToTileMap(const TArray<FGameplayTag>& TerrainData) const
|
||||
{
|
||||
if (!TileMapComponent || !TileMapComponent->TileMap || TerrainData.Num() != MapWidth * MapHeight)
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("Cannot apply terrain data to TileMap!"));
|
||||
return;
|
||||
}
|
||||
if (TileMapComponent->TileMap->TileLayers.Num() == 0)
|
||||
{
|
||||
UE_LOG(LogTemp, Error, TEXT("No tile layers in TileMap!"));
|
||||
return;
|
||||
}
|
||||
|
||||
FGameplayTag TerrainTags[4];
|
||||
const int32 LimitedWidth = MapWidth - 1;
|
||||
const int32 LimitedHeight = MapHeight - 1;
|
||||
|
||||
for (int32 Y = 0; Y < LimitedHeight; Y++)
|
||||
{
|
||||
for (int32 X = 0; X < LimitedWidth; X++)
|
||||
{
|
||||
TerrainTags[0] = TerrainData[Y * MapWidth + X];
|
||||
TerrainTags[1] = TerrainData[Y * MapWidth + X + 1];
|
||||
TerrainTags[2] = TerrainData[(Y + 1) * MapWidth + X];
|
||||
TerrainTags[3] = TerrainData[(Y + 1) * MapWidth + X + 1];
|
||||
DrawTile(X, Y, TerrainTags);
|
||||
}
|
||||
}
|
||||
UE_LOG(LogTemp, Log, TEXT("Terrain data applied to TileMap!"));
|
||||
}
|
||||
|
||||
static inline int32 GetNeighborInfo(const FGameplayTag& TargetTag, FGameplayTag TerrainTags[4])
|
||||
{
|
||||
int32 NeighborInfo = 0;
|
||||
NeighborInfo += (TargetTag == TerrainTags[0] ? 1 : 0) << 3;
|
||||
NeighborInfo += (TargetTag == TerrainTags[1] ? 1 : 0) << 2;
|
||||
NeighborInfo += (TargetTag == TerrainTags[2] ? 1 : 0) << 1;
|
||||
NeighborInfo += (TargetTag == TerrainTags[3] ? 1 : 0);
|
||||
return NeighborInfo;
|
||||
}
|
||||
|
||||
static inline void GetSortedLayerDrawingInfo(FGameplayTag **LayerTerrainTags, int32 *LayerNeighborInfo, FGameplayTag TerrainTags[4])
|
||||
{
|
||||
// 返回0-3层每层应该画哪种地形格子,以及这个格子的哪种形状,可能需要排序
|
||||
LayerTerrainTags[0] = &TerrainTags[0];
|
||||
LayerTerrainTags[1] = &TerrainTags[1];
|
||||
LayerTerrainTags[2] = &TerrainTags[2];
|
||||
LayerTerrainTags[3] = &TerrainTags[3];
|
||||
LayerNeighborInfo[0] = GetNeighborInfo(TerrainTags[0], TerrainTags);
|
||||
LayerNeighborInfo[1] = GetNeighborInfo(TerrainTags[1], TerrainTags);
|
||||
LayerNeighborInfo[2] = GetNeighborInfo(TerrainTags[2], TerrainTags);
|
||||
LayerNeighborInfo[3] = GetNeighborInfo(TerrainTags[3], TerrainTags);
|
||||
}
|
||||
|
||||
void APaperTerrainMapActor::DrawTile(const int32 X, const int32 Y, FGameplayTag TerrainTags[4])const
|
||||
{
|
||||
int32 LayerNeighborInfo[4];
|
||||
FGameplayTag *LayerTerrainTags[4];
|
||||
UPaperTileMap* TileMap = TileMapComponent->TileMap;
|
||||
GetSortedLayerDrawingInfo(LayerTerrainTags, LayerNeighborInfo, TerrainTags);
|
||||
|
||||
for (int32 Index = 0; Index < 4; ++Index)
|
||||
{
|
||||
int32 TileIndex = 0;
|
||||
FPaperTileInfo TileInfo;
|
||||
|
||||
const FTerrainTileSetConfig *TileSetConfig = TerrainTileSetConfigs->Find(*LayerTerrainTags[Index]);
|
||||
if (!TileSetConfig)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("APaperTerrainMapActor::DrawTile TileSetConfig not found: %s"), *LayerTerrainTags[Index]->GetTagName().ToString());
|
||||
continue;
|
||||
}
|
||||
const int32 NeighborInfo = LayerNeighborInfo[Index];
|
||||
if (TileSetConfig->bNeedOverrideMappings)
|
||||
{
|
||||
if (NeighborInfo < TileSetConfig->NeighborDataToIdxMappings.Num())
|
||||
{
|
||||
TileIndex = TileSetConfig->NeighborDataToIdxMappings[NeighborInfo];
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("APaperTerrainMapActor::DrawTile Neighbor Data not find: %s, %d"),
|
||||
*LayerTerrainTags[Index]->GetTagName().ToString(), NeighborInfo
|
||||
)
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TileIndex = DefaultNeighborDataToIdxMappings[NeighborInfo];
|
||||
}
|
||||
UPaperTileLayer* TerrainLayer = TileMap->TileLayers[Index];
|
||||
TileInfo.TileSet = TileSetConfig->TileSet;
|
||||
TileInfo.PackedTileIndex = TileIndex;
|
||||
TerrainLayer->SetCell(X, Y, TileInfo);
|
||||
}
|
||||
}
|
||||
@ -10,7 +10,6 @@
|
||||
#include "Role/BusyRoleMovement.h"
|
||||
#include "Role/RoleAnimation.h"
|
||||
#include "BusyGamePlayLibrary.h"
|
||||
#include "Gas/BusyAbilitySystemComponent.h"
|
||||
#include "Components/InventoryComponent.h"
|
||||
#include "Core/PW_AbilitySystemComponent.h"
|
||||
#include "EnhancedInputComponent.h"
|
||||
@ -71,7 +70,7 @@ void ABusyRole::SetRole(const FName& Name){
|
||||
RoleName = Name;
|
||||
RoleConfig = *Row;
|
||||
|
||||
// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
if (RoleAttribute) {
|
||||
RoleAttribute->InitHealth(Row->Health);
|
||||
RoleAttribute->InitHunger(Row->Hunger);
|
||||
@ -79,7 +78,7 @@ void ABusyRole::SetRole(const FName& Name){
|
||||
RoleAttribute->RegisterCustomAttribute();
|
||||
}
|
||||
|
||||
// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
|
||||
// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
|
||||
for (UClass* AbilityClass : Row->DefaultAbilities) {
|
||||
if (AbilityClass) {
|
||||
RoleAbility->GiveAbility(FGameplayAbilitySpec(AbilityClass));
|
||||
|
||||
@ -33,7 +33,7 @@ public:
|
||||
static UClass* GetGameUIClass(const FString& ClassName);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
static UWorld* K2_GetWorld(UObject* obj);
|
||||
static UWorld* K2_GetWorld(const UObject* obj);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
static bool GetLevelBaseConfig(const FName& RowName, FBusyLevelBaseConfig& RowData);
|
||||
|
||||
@ -1,17 +0,0 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "AbilitySystemComponent.h"
|
||||
#include "BusyAbilitySystemComponent.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyAbilitySystemComponent : public UAbilitySystemComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
};
|
||||
@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
#include "LuaPawn.h"
|
||||
#include "Level/Actor/Components/BusyPawnMovement.h"
|
||||
#include "Level/Actor/Components/BusyAbilitySystemComponent.h"
|
||||
#include "BusyPawnBase.generated.h"
|
||||
|
||||
|
||||
@ -8,6 +9,7 @@ class USphereComponent;
|
||||
class USpineBoneFollowerComponent;
|
||||
class USpineSkeletonRendererComponent;
|
||||
class USpineSkeletonAnimationComponent;
|
||||
class UBusyPawnMovementComponent;
|
||||
|
||||
|
||||
UCLASS()
|
||||
@ -44,7 +46,13 @@ protected:
|
||||
TObjectPtr<USpineSkeletonAnimationComponent> SpineAnimationComponent;
|
||||
/*-------------------------------------------------------------------*/
|
||||
|
||||
/*-----------------------------GAS相关--------------------------------*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
TObjectPtr<UBusyAbilitySystemComponent> AbilitySystemComponent;
|
||||
|
||||
/*-------------------------------------------------------------------*/
|
||||
|
||||
public:
|
||||
/*-------------------------------移动组件------------------------------*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
TObjectPtr<UBusyPawnMovement> MovementComponent;
|
||||
|
||||
@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
#include "slua.h"
|
||||
#include "AbilitySystemComponent.h"
|
||||
#include "BusyAbilitySystemComponent.generated.h"
|
||||
|
||||
|
||||
UCLASS()
|
||||
class UBusyAbilitySystemComponent : public UAbilitySystemComponent, public ILuaOverriderInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
virtual FString GetLuaFilePath_Implementation() const override;
|
||||
|
||||
|
||||
protected:
|
||||
FString LuaFilePath;
|
||||
};
|
||||
@ -37,9 +37,6 @@ public:
|
||||
FVector2D GetMoveDirection()const;
|
||||
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)override;
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
float MoveSpeed = 400;
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
|
||||
@ -16,6 +16,12 @@ public:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
|
||||
public: // RPC相关
|
||||
UFUNCTION(Server, Reliable)
|
||||
void SetRoleMoveTo(const FVector2D& Location);
|
||||
void SetRoleMoveTo_Implementation(const FVector2D& Location);
|
||||
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable, Category = "Controller")
|
||||
bool GetCursorPosition(FVector2D& Position) const;
|
||||
@ -24,7 +30,7 @@ public:
|
||||
void GetCursorHitResult(TArray<AActor*>& Results) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Controller")
|
||||
void GetControlledRole() const;
|
||||
ABusyPlayerRole* GetControlledRole() const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Controller")
|
||||
void SwitchControlledRole(ABusyPlayerRole* Target);
|
||||
@ -38,4 +44,7 @@ public: // 输入相关
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Input")
|
||||
TObjectPtr<class UInputAction> TouchAction;
|
||||
|
||||
|
||||
UFUNCTION()
|
||||
void OnTouch(const FInputActionValue& Value);
|
||||
};
|
||||
|
||||
@ -15,11 +15,28 @@ class ALevelPlayerState : public ALuaPlayerState
|
||||
public:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
||||
|
||||
public: // 给蓝图初始化的接口
|
||||
UFUNCTION(BlueprintCallable)
|
||||
AActor* CreateRoleRoster(class APlayerController* PlayerController);
|
||||
|
||||
|
||||
public: // 给蓝图的Get接口
|
||||
UFUNCTION(BlueprintCallable)
|
||||
ABusyPlayerRole* GetControlledRole() const;
|
||||
|
||||
|
||||
|
||||
public: // 给蓝图的Set接口
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetRoleRoster(const TArray<ABusyPlayerRole*>& Roster);
|
||||
|
||||
|
||||
public:
|
||||
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
ABusyPlayerRole* GetControlledRole() const;
|
||||
|
||||
|
||||
|
||||
@ -27,14 +44,17 @@ protected:
|
||||
virtual FVector2D GetSpawnLocation()const;
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly)
|
||||
TArray<TSubclassOf<ABusyPlayerRole>> RoleClasses;
|
||||
|
||||
protected:
|
||||
UPROPERTY()
|
||||
UPROPERTY(Replicated, BlueprintReadOnly)
|
||||
int ControlledRoleIndex = -1;
|
||||
|
||||
|
||||
UPROPERTY()
|
||||
TArray<ABusyPlayerRole*> Roles;
|
||||
UPROPERTY(Replicated, BlueprintReadOnly)
|
||||
TArray<ABusyPlayerRole*> RoleRoster;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
@ -1,97 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "Generator/TerrainGeneratorBase.h"
|
||||
#include "Map/TerrainLayerComponent.h"
|
||||
#include "PaperTerrainMapActor.generated.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
UCLASS(Blueprintable, BlueprintType)
|
||||
class BUSYRABBIT_API APaperTerrainMapActor : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
APaperTerrainMapActor();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
virtual void OnConstruction(const FTransform& Transform) override;
|
||||
|
||||
public:
|
||||
// 生成地图(可在蓝图中调用)
|
||||
UFUNCTION(BlueprintCallable, Category = "Terrain Map")
|
||||
void GenerateTerrainMap();
|
||||
|
||||
// 清除当前地图
|
||||
UFUNCTION(BlueprintCallable, Category = "Terrain Map")
|
||||
void ClearMap();
|
||||
|
||||
#if WITH_EDITOR
|
||||
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
|
||||
#endif
|
||||
|
||||
|
||||
protected: // 生成器相关
|
||||
// 地形生成器类
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Terrain Map")
|
||||
TSubclassOf<class UTerrainGeneratorBase> GeneratorClass;
|
||||
|
||||
// 地形生成器实例
|
||||
UPROPERTY()
|
||||
TObjectPtr<class UTerrainGeneratorBase> TerrainGenerator;
|
||||
|
||||
// 生成的地形数据
|
||||
TArray<FGameplayTag> GeneratedTerrainData;
|
||||
|
||||
|
||||
protected: // 地图配置相关
|
||||
// 地图宽度
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings", meta = (ClampMin = "1", ClampMax = "1024"))
|
||||
int32 MapWidth = 16;
|
||||
|
||||
// 地图高度
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings", meta = (ClampMin = "1", ClampMax = "1024"))
|
||||
int32 MapHeight = 16;
|
||||
|
||||
// 瓦片大小(像素)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings", meta = (ClampMin = "1"))
|
||||
int32 TileSize = 16;
|
||||
|
||||
protected: // 瓦片相关
|
||||
TMap<FGameplayTag, FTerrainTileSetConfig> *TerrainTileSetConfigs;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings", DisplayName="瓦片设置")
|
||||
TObjectPtr<UTerrainDoubleGridDataAsset> TileSetDataAsset;
|
||||
|
||||
|
||||
protected:
|
||||
// Paper2D瓦片地图组件
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TObjectPtr<class UPaperTileMapComponent> TileMapComponent;
|
||||
|
||||
// 是否在构造时自动生成地图
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings")
|
||||
bool bAutoGenerateOnConstruction = true;
|
||||
|
||||
// 是否在开始时自动生成地图
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Map Settings")
|
||||
bool bAutoGenerateOnBeginPlay = true;
|
||||
private:
|
||||
// 初始化TileMap组件
|
||||
void InitializeTileMap();
|
||||
|
||||
void InitializeGenerator();
|
||||
|
||||
// 应用地形数据到TileMap
|
||||
void ApplyTerrainToTileMap(const TArray<FGameplayTag>& TerrainData)const;
|
||||
|
||||
void DrawTile(const int32 X, const int32 Y, FGameplayTag TerrainTags[4])const;
|
||||
|
||||
};
|
||||
125
Tools/README.md
Normal file
125
Tools/README.md
Normal file
@ -0,0 +1,125 @@
|
||||
# UE头文件解析工具
|
||||
|
||||
这是一个用于扫描UE头文件并生成slua插件的emmy-lua注解的Python工具。
|
||||
|
||||
## 功能特性
|
||||
|
||||
- 自动扫描指定目录下的所有UE头文件(.h)
|
||||
- 解析UCLASS、USTRUCT、UENUM、UFUNCTION、UPROPERTY等宏
|
||||
- 生成符合emmy-lua标准的类型注解文件(.d.lua)
|
||||
- 支持C++类型到Lua类型的自动转换
|
||||
- 支持递归扫描子目录
|
||||
|
||||
## 支持的UE宏
|
||||
|
||||
- **UCLASS**: 解析类定义,包括继承关系
|
||||
- **USTRUCT**: 解析结构体定义和属性
|
||||
- **UENUM**: 解析枚举定义和值
|
||||
- **UFUNCTION**: 解析函数声明,包括参数和返回值
|
||||
- **UPROPERTY**: 解析属性声明
|
||||
- **DECLARE_DYNAMIC_DELEGATE**: 解析委托声明
|
||||
|
||||
## 安装和使用
|
||||
|
||||
### 前置要求
|
||||
|
||||
- Python 3.6+
|
||||
- 无需额外依赖
|
||||
|
||||
### 基本用法
|
||||
|
||||
```bash
|
||||
# 扫描Source目录并生成注解文件到Content/Lua/@types目录
|
||||
python ue_header_parser.py Source/BusyRabbit -o Content/Lua/@types
|
||||
|
||||
# 扫描当前目录并生成注解文件到同目录
|
||||
python ue_header_parser.py .
|
||||
|
||||
# 递归扫描整个项目
|
||||
python ue_header_parser.py Source --recursive -o Content/Lua/@types
|
||||
```
|
||||
|
||||
### 命令行参数
|
||||
|
||||
- `directory`: 要扫描的目录路径(必需)
|
||||
- `-o, --output`: 输出目录路径(可选,默认为源文件同目录)
|
||||
- `--recursive`: 递归扫描子目录(可选)
|
||||
|
||||
## 生成的注解格式
|
||||
|
||||
工具会根据UE头文件生成对应的emmy-lua注解:
|
||||
|
||||
### 类注解示例
|
||||
```lua
|
||||
---@class UInventoryComponent : ULuaActorComponent
|
||||
---@field Capacity integer
|
||||
---@field InventoryList table<FInventoryGrid>
|
||||
|
||||
---@param ItemID integer
|
||||
---@param Count integer
|
||||
---@return boolean
|
||||
function UInventoryComponent:IsCanContain(ItemID, Count) end
|
||||
```
|
||||
|
||||
### 结构体注解示例
|
||||
```lua
|
||||
---@class FInventoryGrid
|
||||
---@field ItemID integer
|
||||
---@field CurrentCount integer
|
||||
---@field MaxCount integer
|
||||
---@field Priority integer
|
||||
local FInventoryGrid = {}
|
||||
```
|
||||
|
||||
### 枚举注解示例
|
||||
```lua
|
||||
---@enum EBusyRoleState
|
||||
local EBusyRoleState = {
|
||||
BonfireIdle = 0,
|
||||
Searching = 1,
|
||||
Picking = 2,
|
||||
PickFinished = 3,
|
||||
BackBonfire = 4
|
||||
}
|
||||
```
|
||||
|
||||
### 委托注解示例
|
||||
```lua
|
||||
---@class FOnInventoryChanged
|
||||
---@field Call fun(ItemID: integer)
|
||||
local FOnInventoryChanged = {}
|
||||
```
|
||||
|
||||
## 类型映射
|
||||
|
||||
工具会自动将C++类型映射到Lua类型:
|
||||
|
||||
| C++类型 | Lua类型 |
|
||||
|---------|---------|
|
||||
| int32, int64 | integer |
|
||||
| float, double | number |
|
||||
| bool | boolean |
|
||||
| FString, FText, FName | string |
|
||||
| void | nil |
|
||||
| TArray, TMap, TSet | table |
|
||||
| 其他类型 | any |
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. 工具会跳过没有UE宏的普通头文件
|
||||
2. 生成的注解文件会保存在`.d.lua`文件中
|
||||
3. 如果输出目录不存在,工具会自动创建
|
||||
4. 工具会处理编码问题,但建议确保头文件使用UTF-8编码
|
||||
5. 对于复杂的模板类型,工具会尝试解析内部类型
|
||||
|
||||
## 故障排除
|
||||
|
||||
如果遇到解析错误,请检查:
|
||||
- 头文件语法是否正确
|
||||
- UE宏格式是否符合标准
|
||||
- 文件编码是否为UTF-8
|
||||
- 是否有语法错误或缺失的分号
|
||||
|
||||
## 贡献
|
||||
|
||||
欢迎提交问题和改进建议!
|
||||
402
Tools/ue_header_parser.py
Normal file
402
Tools/ue_header_parser.py
Normal file
@ -0,0 +1,402 @@
|
||||
#!/usr/bin/env python3
|
||||
# -*- coding: utf-8 -*-
|
||||
"""
|
||||
UE头文件解析工具
|
||||
用于扫描UE头文件并生成slua插件的emmy-lua注解
|
||||
"""
|
||||
|
||||
import os
|
||||
import re
|
||||
import argparse
|
||||
from pathlib import Path
|
||||
from typing import List, Dict, Set, Optional
|
||||
|
||||
class UEHeaderParser:
|
||||
def __init__(self):
|
||||
self.classes = []
|
||||
self.structs = []
|
||||
self.enums = []
|
||||
self.delegates = []
|
||||
|
||||
def parse_header_file(self, file_path: str) -> Dict:
|
||||
"""解析单个头文件"""
|
||||
with open(file_path, 'r', encoding='utf-8', errors='ignore') as f:
|
||||
content = f.read()
|
||||
|
||||
result = {
|
||||
'classes': [],
|
||||
'structs': [],
|
||||
'enums': [],
|
||||
'delegates': [],
|
||||
'file_path': file_path
|
||||
}
|
||||
|
||||
# 解析UCLASS
|
||||
class_pattern = r'UCLASS\s*\([^)]*\)\s*\n\s*class\s+[A-Z_]+\s+(\w+)\s*:\s*public\s+(\w+)'
|
||||
classes = re.findall(class_pattern, content)
|
||||
for class_name, parent_class in classes:
|
||||
result['classes'].append({
|
||||
'name': class_name,
|
||||
'parent': parent_class,
|
||||
'functions': self._parse_functions(content, class_name),
|
||||
'properties': self._parse_properties(content, class_name)
|
||||
})
|
||||
|
||||
# 解析USTRUCT
|
||||
struct_pattern = r'USTRUCT\s*\([^)]*\)\s*\n\s*struct\s+[A-Z_]+\s+(\w+)'
|
||||
structs = re.findall(struct_pattern, content)
|
||||
for struct_name in structs:
|
||||
result['structs'].append({
|
||||
'name': struct_name,
|
||||
'properties': self._parse_struct_properties(content, struct_name)
|
||||
})
|
||||
|
||||
# 解析USTRUCT (BlueprintType变体)
|
||||
struct_pattern2 = r'USTRUCT\s*\([^)]*\)\s*\n\s*struct\s+F(\w+)'
|
||||
structs2 = re.findall(struct_pattern2, content)
|
||||
for struct_name in structs2:
|
||||
result['structs'].append({
|
||||
'name': f'F{struct_name}',
|
||||
'properties': self._parse_struct_properties(content, f'F{struct_name}')
|
||||
})
|
||||
|
||||
# 解析UENUM
|
||||
enum_pattern = r'UENUM\s*\([^)]*\)\s*\n\s*enum\s+class\s+(\w+)'
|
||||
enums = re.findall(enum_pattern, content)
|
||||
for enum_name in enums:
|
||||
result['enums'].append({
|
||||
'name': enum_name,
|
||||
'values': self._parse_enum_values(content, enum_name)
|
||||
})
|
||||
|
||||
# 解析委托
|
||||
delegate_pattern = r'DECLARE_DYNAMIC_(MULTICAST_)?DELEGATE(?:_\w+)?\s*\(\s*(\w+)\s*'
|
||||
delegates = re.findall(delegate_pattern, content)
|
||||
for is_multicast, delegate_name in delegates:
|
||||
result['delegates'].append({
|
||||
'name': delegate_name,
|
||||
'is_multicast': bool(is_multicast),
|
||||
'params': self._parse_delegate_params(content, delegate_name)
|
||||
})
|
||||
|
||||
return result
|
||||
|
||||
def _parse_functions(self, content: str, class_name: str) -> List[Dict]:
|
||||
"""解析UFUNCTION"""
|
||||
functions = []
|
||||
|
||||
# 匹配UFUNCTION声明
|
||||
func_pattern = r'UFUNCTION\s*\([^)]*\)\s*\n\s*(\w+)\s+(\w+)\s*\(([^)]*)\)'
|
||||
matches = re.findall(func_pattern, content)
|
||||
|
||||
for return_type, func_name, params in matches:
|
||||
# 解析参数
|
||||
param_list = []
|
||||
if params.strip():
|
||||
for param in params.split(','):
|
||||
param = param.strip()
|
||||
if param:
|
||||
# 简单的参数解析
|
||||
parts = param.split()
|
||||
if len(parts) >= 2:
|
||||
param_type = parts[-2] if len(parts) > 2 else parts[0]
|
||||
param_name = parts[-1]
|
||||
param_list.append({
|
||||
'type': param_type,
|
||||
'name': param_name
|
||||
})
|
||||
|
||||
functions.append({
|
||||
'name': func_name,
|
||||
'return_type': return_type,
|
||||
'params': param_list
|
||||
})
|
||||
|
||||
return functions
|
||||
|
||||
def _parse_properties(self, content: str, class_name: str) -> List[Dict]:
|
||||
"""解析UPROPERTY"""
|
||||
properties = []
|
||||
|
||||
# 匹配UPROPERTY声明
|
||||
prop_pattern = r'UPROPERTY\s*\([^)]*\)\s*\n\s*(\w+(?:<[^>]*>)?)\s+(\w+);'
|
||||
matches = re.findall(prop_pattern, content)
|
||||
|
||||
for prop_type, prop_name in matches:
|
||||
properties.append({
|
||||
'name': prop_name,
|
||||
'type': prop_type
|
||||
})
|
||||
|
||||
return properties
|
||||
|
||||
def _parse_struct_properties(self, content: str, struct_name: str) -> List[Dict]:
|
||||
"""解析结构体属性"""
|
||||
properties = []
|
||||
|
||||
# 在结构体定义范围内查找属性
|
||||
struct_start = content.find(f'struct {struct_name}')
|
||||
if struct_start == -1:
|
||||
return properties
|
||||
|
||||
# 找到结构体结束位置
|
||||
brace_count = 0
|
||||
struct_content = ""
|
||||
for i in range(struct_start, len(content)):
|
||||
char = content[i]
|
||||
if char == '{':
|
||||
brace_count += 1
|
||||
elif char == '}':
|
||||
brace_count -= 1
|
||||
if brace_count == 0:
|
||||
struct_content = content[struct_start:i+1]
|
||||
break
|
||||
|
||||
if not struct_content:
|
||||
return properties
|
||||
|
||||
# 在结构体内容中查找UPROPERTY
|
||||
prop_pattern = r'UPROPERTY\s*\([^)]*\)\s*\n\s*(\w+(?:<[^>]*>)?)\s+(\w+);'
|
||||
matches = re.findall(prop_pattern, struct_content)
|
||||
|
||||
for prop_type, prop_name in matches:
|
||||
properties.append({
|
||||
'name': prop_name,
|
||||
'type': prop_type
|
||||
})
|
||||
|
||||
return properties
|
||||
|
||||
def _parse_enum_values(self, content: str, enum_name: str) -> List[Dict]:
|
||||
"""解析枚举值"""
|
||||
values = []
|
||||
|
||||
# 找到枚举定义
|
||||
enum_start = content.find(f'enum class {enum_name}')
|
||||
if enum_start == -1:
|
||||
return values
|
||||
|
||||
# 找到枚举内容
|
||||
brace_start = content.find('{', enum_start)
|
||||
if brace_start == -1:
|
||||
return values
|
||||
|
||||
brace_end = content.find('}', brace_start)
|
||||
if brace_end == -1:
|
||||
return values
|
||||
|
||||
enum_content = content[brace_start+1:brace_end]
|
||||
|
||||
# 解析枚举值
|
||||
value_pattern = r'(\w+)\s*(?:=\s*(\d+))?'
|
||||
matches = re.findall(value_pattern, enum_content)
|
||||
|
||||
current_value = 0
|
||||
for name, explicit_value in matches:
|
||||
if explicit_value:
|
||||
current_value = int(explicit_value)
|
||||
|
||||
values.append({
|
||||
'name': name,
|
||||
'value': current_value
|
||||
})
|
||||
|
||||
current_value += 1
|
||||
|
||||
return values
|
||||
|
||||
def _parse_delegate_params(self, content: str, delegate_name: str) -> List[Dict]:
|
||||
"""解析委托参数"""
|
||||
params = []
|
||||
|
||||
# 找到委托声明
|
||||
delegate_pattern = f'DECLARE_DYNAMIC_(MULTICAST_)?DELEGATE(?:_\\w+)?\\s*\\(\\s*{delegate_name}'
|
||||
match = re.search(delegate_pattern, content)
|
||||
if not match:
|
||||
return params
|
||||
|
||||
# 查找参数列表
|
||||
param_start = content.find('(', match.end())
|
||||
if param_start == -1:
|
||||
return params
|
||||
|
||||
param_end = content.find(')', param_start)
|
||||
if param_end == -1:
|
||||
return params
|
||||
|
||||
param_content = content[param_start+1:param_end]
|
||||
|
||||
# 解析参数
|
||||
param_parts = [p.strip() for p in param_content.split(',') if p.strip()]
|
||||
for i, param in enumerate(param_parts):
|
||||
parts = param.split()
|
||||
if len(parts) >= 2:
|
||||
param_type = ' '.join(parts[:-1])
|
||||
param_name = parts[-1]
|
||||
params.append({
|
||||
'type': param_type,
|
||||
'name': param_name
|
||||
})
|
||||
|
||||
return params
|
||||
|
||||
def generate_emmy_lua_annotations(self, parsed_data: Dict) -> str:
|
||||
"""生成emmy-lua注解"""
|
||||
output = []
|
||||
|
||||
# 文件头注释
|
||||
output.append(f'-- 自动生成的emmy-lua注解文件')
|
||||
output.append(f'-- 源文件: {parsed_data["file_path"]}')
|
||||
output.append('')
|
||||
|
||||
# 生成枚举注解
|
||||
for enum in parsed_data['enums']:
|
||||
output.append(f'---@enum {enum["name"]}')
|
||||
output.append(f'local {enum["name"]} = {{')
|
||||
for value in enum['values']:
|
||||
output.append(f' {value["name"]} = {value["value"]},')
|
||||
output.append('}')
|
||||
output.append('')
|
||||
|
||||
# 生成结构体注解
|
||||
for struct in parsed_data['structs']:
|
||||
output.append(f'---@class {struct["name"]}')
|
||||
for prop in struct['properties']:
|
||||
lua_type = self._cpp_to_lua_type(prop['type'])
|
||||
output.append(f'---@field {prop["name"]} {lua_type}')
|
||||
output.append(f'local {struct["name"]} = {{}}')
|
||||
output.append('')
|
||||
|
||||
# 生成类注解
|
||||
for cls in parsed_data['classes']:
|
||||
output.append(f'---@class {cls["name"]} : {cls["parent"]}')
|
||||
|
||||
# 添加属性
|
||||
for prop in cls['properties']:
|
||||
lua_type = self._cpp_to_lua_type(prop['type'])
|
||||
output.append(f'---@field {prop["name"]} {lua_type}')
|
||||
|
||||
# 添加方法
|
||||
for func in cls['functions']:
|
||||
lua_return_type = self._cpp_to_lua_type(func['return_type'])
|
||||
param_annotations = []
|
||||
for param in func['params']:
|
||||
lua_param_type = self._cpp_to_lua_type(param['type'])
|
||||
param_annotations.append(f'---@param {param["name"]} {lua_param_type}')
|
||||
|
||||
if param_annotations:
|
||||
output.extend(param_annotations)
|
||||
output.append(f'---@return {lua_return_type}')
|
||||
output.append(f'function {cls["name"]}:{func["name"]}({", ".join(p["name"] for p in func["params"])}) end')
|
||||
output.append('')
|
||||
|
||||
output.append('')
|
||||
|
||||
# 生成委托注解
|
||||
for delegate in parsed_data['delegates']:
|
||||
output.append(f'---@class {delegate["name"]}')
|
||||
param_types = []
|
||||
for param in delegate['params']:
|
||||
lua_type = self._cpp_to_lua_type(param['type'])
|
||||
param_types.append(f'{param["name"]}: {lua_type}')
|
||||
|
||||
if param_types:
|
||||
output.append(f'---@field Call fun({", ".join(param_types)})')
|
||||
else:
|
||||
output.append('---@field Call fun()')
|
||||
output.append(f'local {delegate["name"]} = {{}}')
|
||||
output.append('')
|
||||
|
||||
return '\n'.join(output)
|
||||
|
||||
def _cpp_to_lua_type(self, cpp_type: str) -> str:
|
||||
"""将C++类型转换为Lua类型"""
|
||||
type_mapping = {
|
||||
'int32': 'integer',
|
||||
'int64': 'integer',
|
||||
'float': 'number',
|
||||
'double': 'number',
|
||||
'bool': 'boolean',
|
||||
'FString': 'string',
|
||||
'FText': 'string',
|
||||
'FName': 'string',
|
||||
'void': 'nil',
|
||||
'TArray': 'table',
|
||||
'TMap': 'table',
|
||||
'TSet': 'table'
|
||||
}
|
||||
|
||||
# 处理模板类型
|
||||
if '<' in cpp_type and '>' in cpp_type:
|
||||
base_type = cpp_type.split('<')[0]
|
||||
inner_type = cpp_type.split('<')[1].split('>')[0]
|
||||
lua_inner_type = self._cpp_to_lua_type(inner_type)
|
||||
return f'{type_mapping.get(base_type, "any")}<{lua_inner_type}>'
|
||||
|
||||
return type_mapping.get(cpp_type, 'any')
|
||||
|
||||
def scan_directory(self, directory: str, output_dir: str = None):
|
||||
"""扫描目录或单个文件并生成注解文件"""
|
||||
header_files = []
|
||||
|
||||
if os.path.isfile(directory) and directory.endswith('.h'):
|
||||
# 单个文件
|
||||
header_files = [directory]
|
||||
elif os.path.isdir(directory):
|
||||
# 目录
|
||||
for root, dirs, files in os.walk(directory):
|
||||
for file in files:
|
||||
if file.endswith('.h'):
|
||||
header_files.append(os.path.join(root, file))
|
||||
else:
|
||||
print(f'错误: {directory} 不是有效的文件或目录')
|
||||
return
|
||||
|
||||
print(f'找到 {len(header_files)} 个头文件')
|
||||
|
||||
for header_file in header_files:
|
||||
try:
|
||||
print(f'正在解析: {header_file}')
|
||||
parsed_data = self.parse_header_file(header_file)
|
||||
|
||||
if any([parsed_data['classes'], parsed_data['structs'], parsed_data['enums'], parsed_data['delegates']]):
|
||||
annotations = self.generate_emmy_lua_annotations(parsed_data)
|
||||
|
||||
# 确定输出文件路径
|
||||
if output_dir:
|
||||
if os.path.isfile(directory):
|
||||
# 单个文件的情况
|
||||
output_file = os.path.join(output_dir, os.path.basename(header_file).replace('.h', '.d.lua'))
|
||||
else:
|
||||
# 目录的情况
|
||||
relative_path = os.path.relpath(header_file, directory)
|
||||
output_file = os.path.join(output_dir, relative_path.replace('.h', '.d.lua'))
|
||||
os.makedirs(os.path.dirname(output_file), exist_ok=True)
|
||||
else:
|
||||
output_file = header_file.replace('.h', '.d.lua')
|
||||
|
||||
with open(output_file, 'w', encoding='utf-8') as f:
|
||||
f.write(annotations)
|
||||
|
||||
print(f'已生成: {output_file}')
|
||||
|
||||
except Exception as e:
|
||||
print(f'解析文件 {header_file} 时出错: {e}')
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description='UE头文件解析工具 - 生成slua插件的emmy-lua注解')
|
||||
parser.add_argument('directory', help='要扫描的目录路径')
|
||||
parser.add_argument('-o', '--output', help='输出目录路径(默认为源文件同目录)')
|
||||
parser.add_argument('--recursive', action='store_true', help='递归扫描子目录')
|
||||
|
||||
args = parser.parse_args()
|
||||
|
||||
if not os.path.exists(args.directory):
|
||||
print(f'错误: 目录 {args.directory} 不存在')
|
||||
return
|
||||
|
||||
parser = UEHeaderParser()
|
||||
parser.scan_directory(args.directory, args.output)
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
104
Tools/使用示例.md
Normal file
104
Tools/使用示例.md
Normal file
@ -0,0 +1,104 @@
|
||||
# UE头文件解析工具使用示例
|
||||
|
||||
## 基本用法
|
||||
|
||||
### 扫描整个项目
|
||||
```bash
|
||||
python Tools/ue_header_parser.py Source/BusyRabbit/Public -o Content/Lua/@types
|
||||
```
|
||||
|
||||
### 扫描特定目录
|
||||
```bash
|
||||
# 扫描Components目录
|
||||
python Tools/ue_header_parser.py Source/BusyRabbit/Public/Components -o Content/Lua/@types
|
||||
|
||||
# 扫描Level目录
|
||||
python Tools/ue_header_parser.py Source/BusyRabbit/Public/Level -o Content/Lua/@types
|
||||
```
|
||||
|
||||
### 扫描单个文件
|
||||
```bash
|
||||
# 直接指定文件路径(需要先确保输出目录存在)
|
||||
python Tools/ue_header_parser.py Source/BusyRabbit/Public/Components/InventoryComponent.h -o Content/Lua/@types
|
||||
```
|
||||
|
||||
## 生成结果示例
|
||||
|
||||
### 输入头文件 (InventoryComponent.h)
|
||||
```cpp
|
||||
USTRUCT(BlueprintType)
|
||||
struct FInventoryGrid {
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPROPERTY(BlueprintReadOnly, DisplayName = "物品ID")
|
||||
int32 ItemID;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, DisplayName = "当前的数量")
|
||||
int32 CurrentCount;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, DisplayName = "最大堆叠限制")
|
||||
int32 MaxCount;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, DisplayName = "优先级")
|
||||
int32 Priority;
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UInventoryComponent : public ULuaActorComponent {
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool IsCanContain(int32 ItemID, int32 Count);
|
||||
|
||||
// ... 其他函数和属性
|
||||
};
|
||||
```
|
||||
|
||||
### 输出注解文件 (InventoryComponent.d.lua)
|
||||
```lua
|
||||
-- 自动生成的emmy-lua注解文件
|
||||
-- 源文件: Source/BusyRabbit/Public/Components\InventoryComponent.h
|
||||
|
||||
---@class FInventoryGrid
|
||||
---@field ItemID integer
|
||||
---@field CurrentCount integer
|
||||
---@field MaxCount integer
|
||||
---@field Priority integer
|
||||
local FInventoryGrid = {}
|
||||
|
||||
---@class UInventoryComponent : ULuaActorComponent
|
||||
---@field Capacity integer
|
||||
---@field InventoryList table<any>
|
||||
---@param ItemID integer
|
||||
---@param Count integer
|
||||
---@return boolean
|
||||
function UInventoryComponent:IsCanContain(ItemID, Count) end
|
||||
|
||||
-- ... 其他函数注解
|
||||
```
|
||||
|
||||
## 集成到开发流程
|
||||
|
||||
### 1. 定期生成注解
|
||||
建议在每次UE头文件更新后运行工具重新生成注解。
|
||||
|
||||
### 2. 版本控制
|
||||
将生成的`.d.lua`文件添加到版本控制中,方便团队共享。
|
||||
|
||||
### 3. IDE配置
|
||||
确保IDE(如VSCode)能够识别`Content/Lua/@types`目录中的注解文件。
|
||||
|
||||
## 注意事项
|
||||
|
||||
1. **类型映射**: 工具会自动将C++类型映射到Lua类型
|
||||
2. **模板类型**: 支持`TArray<FInventoryGrid>`等模板类型的解析
|
||||
3. **委托支持**: 自动生成委托类型的Call函数注解
|
||||
4. **错误处理**: 工具会跳过无法解析的文件并继续处理其他文件
|
||||
|
||||
## 故障排除
|
||||
|
||||
如果遇到问题,请检查:
|
||||
- 头文件语法是否正确
|
||||
- UE宏格式是否符合标准
|
||||
- 输出目录权限是否足够
|
||||
- Python版本是否为3.6+
|
||||
Reference in New Issue
Block a user