回退至简易刀光实现
刀光扭曲视觉表现不佳,笔直的刀光可能视觉感受更好,先不让材质扭曲,后续如果还需要实现扭曲效果,可以在这个版本的基础上继续研究
This commit is contained in:
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Content/Data/Input/Homeland/Hearth/IA_PreCookTouchBegin.uasset
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Content/Data/Input/Homeland/Hearth/IA_PreCookTouchBegin.uasset
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Content/Data/Input/Homeland/Hearth/IA_PreCookTouchEnd.uasset
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Content/Data/Input/Homeland/Hearth/IA_PreCookTouchEnd.uasset
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@ -4,13 +4,18 @@ local SlateBlueprintLibrary = import("SlateBlueprintLibrary")
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local WidgetLayoutLibrary = import("WidgetLayoutLibrary")
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local BusyGamePlayLibrary = import("BusyGamePlayLibrary")
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local CUT_MASK_DISPLAY_TIME = 1.2 -- 刀光显示的时长
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local CUT_MASK_FADEOUT_TIME = 0.6 -- 刀光开始渐隐的时间点
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--- @class PreCookCenterWidget
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--- @field ImgContainer table
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--- @field ImgCookMaterial table
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--- @field BtnMain table
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local PreCookCenterWidget = {}
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function PreCookCenterWidget:ctor()
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self.mouse_tracks = {}
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self.mouse_tracks = {} -- 记录当前鼠标的轨迹
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self.rendering_tracks = {} -- 正在被渲染的刀光
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self.is_pressed = false
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end
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@ -18,22 +23,20 @@ end
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function PreCookCenterWidget:OnInitialized()
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self.bHasScriptImplementedTick = true
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self.BtnMain.OnReleased:Add(function()
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-- self.bHasScriptImplementedTick = false
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self.is_pressed = false
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print("release")
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end)
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self.BtnMain.OnPressed:Add(function()
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self.mouse_tracks = {}
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self:BP_BindLuaEnhancedInput(self.IA_TouchBegin, function()
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self.is_pressed = true
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-- self.bHasScriptImplementedTick = true
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print("pressed")
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self.mouse_tracks = {}
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self.rendering_tracks = {self.mouse_tracks}
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print("new track start")
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end)
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-- self.BtnMain.OnClicked:Add(function()
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-- print("onclicked")
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-- end)
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self.DataTexture = BusyGamePlayLibrary.CreateTextureBuffer(self)
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self:BP_BindLuaEnhancedInput(self.IA_TouchEnd, function()
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self.is_pressed = false
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self.mouse_tracks = {}
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print("track end")
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end)
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self.BtnMain:SetVisibility(ESlateVisibility.Collapsed)
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end
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function PreCookCenterWidget:Construct()
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@ -67,43 +70,6 @@ function PreCookCenterWidget:AddCookMaterial(pre_cook_material_id)
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self.ImgCookMaterial:SetVisibility(ESlateVisibility.SelfHitTestInvisible)
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end
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local function UpdateOldMouseTrack(old_mouse_tracks, delta_time)
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local new_mouse_tracks = {}
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for _, track in pairs(old_mouse_tracks) do
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track.remain = track.remain - delta_time
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if track.remain > 0 then
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table.insert(new_mouse_tracks, track)
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end
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end
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return new_mouse_tracks
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end
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local function UpdateCutMaskByTracks(widget, mouse_tracks)
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local FVector2D = import("Vector2D")
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local FWidgetTransform = import("WidgetTransform")
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if #mouse_tracks < 2 then return end
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local translation, scale = FVector2D(), FVector2D()
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local render_transform = FWidgetTransform()
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local first_point, last_point = mouse_tracks[1], mouse_tracks[#mouse_tracks]
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local delta_x = last_point.X - first_point.X
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local delta_y = last_point.Y - first_point.Y
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local mask_length = (delta_x^2 + delta_y^2)^0.5
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translation.X, translation.Y = first_point.X, first_point.Y
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scale.X, scale.Y = mask_length / 512, 1
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render_transform.Scale = scale
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render_transform.Translation = translation
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render_transform.Angle = (math.atan(delta_y, delta_x) / (2 * math.pi)) * 360
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widget:SetRenderTransform(render_transform)
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end
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--- 从起点到终点画一条线,以这条线为新的x坐标轴,将所有的点坐标映射到新坐标系下
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local function TransformCurveToEndpointAxes(points)
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local A = points[1]
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@ -152,39 +118,105 @@ local function NormalizeCurveYToHalfRange(points)
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end
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local function UpdateCutMaskData(rendering_tracks, delta_time)
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local new_visible_tracks = {}
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for _, track in ipairs(rendering_tracks) do
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local is_visible = false
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for _, point in pairs(track) do
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local remain = math.max(point.remain - delta_time, 0)
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point.remain = remain
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if remain > 0 then is_visible = true end
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end
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if is_visible then
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table.insert(new_visible_tracks, track)
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end
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end
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return new_visible_tracks
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end
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local function DrawCutMaskImage(widget, mouse_tracks)
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local FVector2D = import("Vector2D")
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local FWidgetTransform = import("WidgetTransform")
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-- 设置图片合理的位移、旋转、缩放的参数
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local translation, scale = FVector2D(), FVector2D()
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local render_transform = FWidgetTransform()
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local first_point, last_point = mouse_tracks[1], mouse_tracks[#mouse_tracks]
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local delta_x = last_point.X - first_point.X
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local delta_y = last_point.Y - first_point.Y
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local mask_length = (delta_x^2 + delta_y^2)^0.5 -- 轨迹长度,确定缩放参数
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translation.X, translation.Y = first_point.X, first_point.Y -- 第一个点确定图片唯一
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scale.X, scale.Y = mask_length / 512, 1
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render_transform.Scale = scale
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render_transform.Translation = translation
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render_transform.Angle = (math.atan(delta_y, delta_x) / (2 * math.pi)) * 360 -- 第一个点与最后一个点连线确定图片旋转角度
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widget:SetRenderTransform(render_transform)
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end
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-- 更新刀痕的材质
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local function UpdateCusMaskMaterial(widget, texture, mouse_track)
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local transformed_tracks = TransformCurveToEndpointAxes(mouse_track)
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local normalize_tracks = NormalizeCurveYToHalfRange(transformed_tracks)
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local offsets = {}
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for _, track in ipairs(normalize_tracks) do
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table.insert(offsets, track.Y)
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end
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BusyGamePlayLibrary.UpdateTextureBuffer(texture, offsets)
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local material = widget:GetDynamicMaterial()
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material:SetTextureParameterValue("Param", texture)
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material:SetScalarParameterValue("VertexCount", #offsets)
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material:SetScalarParameterValue("SourceWidth", 512)
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end
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function PreCookCenterWidget:GetValidCutMaskWidget()
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return self.ImgMask
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end
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function PreCookCenterWidget:ResetAllCutMaskWidget()
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end
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function PreCookCenterWidget:Tick(geometry, delta_time)
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-- 计算鼠标点被限定在该区域下的坐标
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local size = SlateBlueprintLibrary.GetLocalSize(geometry)
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local cursor_pos = WidgetLayoutLibrary.GetMousePositionOnViewport(self)
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local left_top = SlateBlueprintLibrary.GetLocalTopLeft(geometry)
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local fixed_x = math.min(math.max(cursor_pos.X - left_top.X, 0), size.X)
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local fixed_y = math.min(math.max(cursor_pos.Y - left_top.Y, 0), size.Y)
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local mouse_tracks = UpdateOldMouseTrack(self.mouse_tracks, delta_time)
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-- local fixed_x = math.min(math.max(cursor_pos.X - left_top.X, 0), size.X)
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-- local fixed_y = math.min(math.max(cursor_pos.Y - left_top.Y, 0), size.Y)
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local fixed_x, fixed_y = cursor_pos.X - left_top.X, cursor_pos.Y - left_top.Y
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if fixed_x < 0 or fixed_x > size.X or fixed_y < 0 or fixed_y > size.Y then return end
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-- 更新鼠标移动轨迹
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if self.is_pressed then
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table.insert(mouse_tracks, {X=fixed_x, Y=fixed_y, remain=0.5})
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end
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-- 计算样条参数
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if #mouse_tracks > 2 then
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local transformed_tracks = TransformCurveToEndpointAxes(mouse_tracks)
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local normalize_tracks = NormalizeCurveYToHalfRange(transformed_tracks)
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local offsets = {}
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for _, track in pairs(normalize_tracks) do
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table.insert(offsets, track.Y)
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local last_point = self.mouse_tracks[#self.mouse_tracks]
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if not last_point or math.abs(last_point.X - fixed_x) > 1 or math.abs(last_point.Y - fixed_y) > 1 then
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table.insert(self.mouse_tracks, {X=fixed_x, Y=fixed_y, remain=0.5})
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end
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BusyGamePlayLibrary.UpdateTextureBuffer(self.DataTexture, offsets)
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local mi = self.ImgMask:GetDynamicMaterial()
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mi:SetTextureParameterValue("Param", self.DataTexture)
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mi:SetScalarParameterValue("VertexCount", #offsets)
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mi:SetScalarParameterValue("SourceWidth", 512)
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UpdateCutMaskByTracks(self.ImgMask, mouse_tracks)
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end
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self.mouse_tracks = mouse_tracks
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-- 更新正在渲染的轨迹数据
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local rendering_tracks = UpdateCutMaskData(self.rendering_tracks, delta_time)
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-- 绘制刀迹
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for _, track in ipairs(rendering_tracks) do
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if #track > 2 then
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local widget = self:GetValidCutMaskWidget()
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DrawCutMaskImage(widget, track)
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-- UpdateCusMaskMaterial(widget, self.DataTexture, track)
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end
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end
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-- print("Ticking", #rendering_tracks)
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self.rendering_tracks = rendering_tracks
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end
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@ -4,6 +4,8 @@
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#include "Core/PW_UserWidget.h"
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#include "Core/UI/PW_UIHud.h"
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#include "slua.h"
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#include "EnhancedInput/Public/EnhancedInputSubsystems.h"
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#include "EnhancedInput/Public/EnhancedInputComponent.h"
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UPW_SimpleWidget::UPW_SimpleWidget():bVisible(true){
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bVisible = true;
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@ -36,7 +38,6 @@ FLuaWidgetEventHandle UPW_SimpleWidget::BP_BindLuaEvent(const FName& EventName,
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TMap<int32, slua::LuaVar>& FunctionPool = LuaFuncMappings.FindOrAdd(EventName);
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HandleIndex += 1;
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FunctionPool.Add(HandleIndex, InLuaFunction.value);
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//FunctionPool[HandleIndex] = InLuaFunction.value;
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Handle.EventName = EventName;
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Handle.HandleIndex = HandleIndex;
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return Handle;
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@ -65,29 +66,22 @@ void UPW_SimpleWidget::BP_EmitLuaEvent(const FName& EventName, const FLuaBPVar&
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}
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}
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FReply UPW_SimpleWidget::NativeOnMouseButtonDown(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent){
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slua::LuaVar SelfTable = GetSelfTable();
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if (SelfTable.isTable()) {
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slua::LuaVar LuaCallback = SelfTable.getFromTable<slua::LuaVar, FString>(TEXT("LuaMouseButtonDown"));
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if (LuaCallback.isFunction()) {
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LuaCallback.call();
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}
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}
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return FReply::Unhandled();
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//return Super::NativeOnMouseButtonDown(InGeometry, InMouseEvent);
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void UPW_SimpleWidget::BP_BindLuaEnhancedInput(UInputAction* Action, FLuaBPVar Callback) {
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UEnhancedInputComponent* EnhancedInput;
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if (!Action) return;
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EnhancedInput = CastChecked<UEnhancedInputComponent>(GetOwningPlayer()->InputComponent);
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if (!EnhancedInput) return;
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EnhancedInput->BindActionInstanceLambda(Action, ETriggerEvent::Triggered, [Callback](const FInputActionInstance& ActionInstance) {
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slua::LuaVar LuaCallback = Callback.value;
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if (!LuaCallback.isFunction()) return;
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LuaCallback.call();
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});
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}
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FReply UPW_SimpleWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent){
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slua::LuaVar SelfTable = GetSelfTable();
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if (SelfTable.isTable()) {
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slua::LuaVar LuaCallback = SelfTable.getFromTable<slua::LuaVar, FString>(TEXT("LuaMouseButtonUp"));
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if (LuaCallback.isFunction()) {
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LuaCallback.call();
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}
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}
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return FReply::Unhandled();
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//return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent);
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}
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void UPW_UserWidget::BP_Close(){
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APW_UIHud* Hud = Cast<APW_UIHud>(GetPlayerContext().GetHUD());
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@ -105,12 +99,33 @@ void UPW_UserWidget::FrameWorkSetVisible(bool InVisible){
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_RefreshVisible();
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}
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void UPW_UserWidget::_UpdateInputState(bool bNeedRegister) {
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APlayerController* PC;
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UEnhancedInputLocalPlayerSubsystem* Subsystem;
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if (!InputMappingContext) return;
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PC = GetOwningPlayer();
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if (!PC) return;
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Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer());
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if (!Subsystem) return;
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if (bNeedRegister) {
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Subsystem->AddMappingContext(InputMappingContext, 0);
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}
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else {
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Subsystem->RemoveMappingContext(InputMappingContext);
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}
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}
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void UPW_UserWidget::_RefreshVisible(){
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bool FinalVisible = bFrameWorkVisible && bVisible;
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if (FinalVisible) {
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bool bFinalVisible = bFrameWorkVisible && bVisible;
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if (bFinalVisible) {
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SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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}
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else {
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SetVisibility(ESlateVisibility::Collapsed);
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}
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_UpdateInputState(bFinalVisible);
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}
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@ -65,6 +65,7 @@ void UPW_UILayer::PopWidget(const UPW_UserWidget* WidgetInst){
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}
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}
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for (i = 0; i < NeedRemoveWidgets.Num(); ++i) {
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NeedRemoveWidgets[i]->FrameWorkSetVisible(false);
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NeedRemoveWidgets[i]->RemoveFromParent();
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}
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if (NeedShowWidget) {
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@ -51,10 +51,8 @@ public:
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UFUNCTION(BlueprintCallable)
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void BP_EmitLuaEvent(const FName& EventName, const FLuaBPVar& InLuaArgs);
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public:
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virtual FReply NativeOnMouseButtonDown(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)override;
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virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)override;
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UFUNCTION(BlueprintCallable)
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void BP_BindLuaEnhancedInput(class UInputAction* Action, FLuaBPVar Callback);
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public:
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@ -73,8 +71,7 @@ protected: // lua相关
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*
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*/
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UCLASS()
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class BUSYRABBIT_API UPW_UserWidget : public UPW_SimpleWidget
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{
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class BUSYRABBIT_API UPW_UserWidget : public UPW_SimpleWidget{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName="是否全局唯一")
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@ -84,6 +81,9 @@ public:
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UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
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EWidgetLayoutType LayoutType;
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UPROPERTY(EditDefaultsOnly, Category = "Input")
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TObjectPtr<class UInputMappingContext> InputMappingContext;
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public:
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UFUNCTION(BlueprintCallable)
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void BP_Close();
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@ -95,6 +95,8 @@ public:
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void FrameWorkSetVisible(bool InVisible);
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protected:
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void _UpdateInputState(bool bNeedRegister);
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void _RefreshVisible();
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protected:
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