准备制作食材预处理流程,为lua直接读data table做基建

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This commit is contained in:
2025-08-19 03:23:36 +08:00
parent 6fafddc43d
commit 626808fde9
29 changed files with 328 additions and 51 deletions

View File

@ -7,6 +7,9 @@
#include "LuaCppBinding.h"
#include "GameplayTagsManager.h"
extern void RegisterDataTableExtension();
static uint8* ReadFile(IPlatformFile& PlatformFile, FString path, uint32& len) {
IFileHandle* FileHandle = PlatformFile.OpenRead(*path);
if (FileHandle) {
@ -94,6 +97,8 @@ void UBusyGameInstance::LuaStateInitCallback(NS_SLUA::lua_State* L) {
LuaGameInstance = state->doFile("GameInstance");
LuaGameInstance.getFromTable("OnEndFrame", OnLuaEndFrame);
// ע<><D7A2>extension
RegisterDataTableExtension();
}
void UBusyGameInstance::OnEndFrame(){

View File

@ -2,8 +2,10 @@
#include "Core/PW_UserWidget.h"
#include "Core/UI/PW_UIHud.h"
UPW_SimpleWidget::UPW_SimpleWidget():bVisible(true){
bVisible = true;
SetVisibility(ESlateVisibility::SelfHitTestInvisible);
}
@ -11,9 +13,9 @@ bool UPW_SimpleWidget::Initialize(){
return UUserWidget::Initialize();
}
void UPW_SimpleWidget::SetVisible(bool Visible){
if (bVisible == Visible) { return; }
if ((bVisible = Visible)) {
void UPW_SimpleWidget::SetVisible(bool InVisible){
if (bVisible == InVisible) { return; }
if ((bVisible = InVisible)) {
SetVisibility(ESlateVisibility::SelfHitTestInvisible);
}
else {
@ -21,4 +23,32 @@ void UPW_SimpleWidget::SetVisible(bool Visible){
}
}
void UPW_SimpleWidget::BP_SetVisible(bool InVisible){
SetVisible(InVisible);
}
void UPW_UserWidget::BP_Close(){
APW_UIHud* Hud = Cast<APW_UIHud>(GetPlayerContext().GetHUD());
if (!Hud) return;
Hud->PopWidget(this);
}
void UPW_UserWidget::SetVisible(bool InVisible){
bVisible = InVisible;
_RefreshVisible();
}
void UPW_UserWidget::FrameWorkSetVisible(bool InVisible){
bFrameWorkVisible = InVisible;
_RefreshVisible();
}
void UPW_UserWidget::_RefreshVisible(){
bool FinalVisible = bFrameWorkVisible && bVisible;
if (FinalVisible) {
SetVisibility(ESlateVisibility::SelfHitTestInvisible);
}
else {
SetVisibility(ESlateVisibility::Collapsed);
}
}

View File

@ -27,7 +27,7 @@ UPW_UserWidget* APW_UIHud::PushWidget(const FName& WidgetName) {
return nullptr;
}
if (UILayer->PushWidget(WidgetName, Inst)) {
if (UILayer->PushWidget(Inst)) {
return Inst;
}
else {
@ -35,28 +35,15 @@ UPW_UserWidget* APW_UIHud::PushWidget(const FName& WidgetName) {
}
}
bool APW_UIHud::PopWidget(const FName& WidgetName){
if (UILayer == nullptr) {
return false;
UPW_UserWidget* APW_UIHud::PushWidget(UPW_UserWidget* WidgetInst){
if (UILayer && WidgetInst) {
return UILayer->PushWidget(WidgetInst) ? WidgetInst : nullptr;
}
return UILayer->PopWidget(WidgetName);
return nullptr;
}
UPW_UserWidget* APW_UIHud::ShowWidget(const FName& WidgetName){
UPW_UserWidget* Widget;
if (!UILayer) {
return nullptr;
void APW_UIHud::PopWidget(const UPW_UserWidget* WidgetInst){
if (UILayer) {
UILayer->PopWidget(WidgetInst);
}
if ((Widget = UILayer->ShowWidget(WidgetName))) {
return Widget;
}
return PushWidget(WidgetName);
}
bool APW_UIHud::HideWidget(const FName& WidgetName){
if (UILayer == nullptr) {
return false;
}
return UILayer->PopWidget(WidgetName);
}

View File

@ -0,0 +1,60 @@
#include "LuaCppBinding.h"
using namespace slua;
//static int LuaBinding_FindRow(lua_State* L) {
// UDataTable* DataTable = LuaObject::checkUD<UDataTable>(L, 1);
// FName RowName = LuaObject::checkValue<FName>(L, 2);
//
// UScriptStruct* RowStruct = (UScriptStruct*)DataTable->GetRowStruct();
//
// uint8* RowData = DataTable->FindRowUnchecked(RowName);
//
// if (RowData && RowStruct) {
// // <20><><EFBFBD><EFBFBD> LuaStruct <20><>װ<EFBFBD><D7B0>
// uint32 size = RowStruct->GetStructureSize() ? RowStruct->GetStructureSize() : 1;
// uint8* buf = (uint8*)FMemory::Malloc(size);
// RowStruct->InitializeStruct(buf);
// RowStruct->CopyScriptStruct(buf, RowData);
//
// LuaStruct* ls = new LuaStruct();
// ls->Init(buf, size, RowStruct, false);
// return LuaObject::push(L, ls);
// }
// else {
// return LuaObject::pushNil(L);
// }
//}
static int LuaBinding_FindRow(lua_State* L) {
UDataTable* DataTable = LuaObject::checkUD<UDataTable>(L, 1);
FName RowName = LuaObject::checkValue<FName>(L, 2);
FTableRowBase* TableRow = DataTable->FindRow<FTableRowBase>(RowName, TEXT(""));
const UScriptStruct* rowStruct = DataTable->GetRowStruct();
LuaStruct* luaStruct = new LuaStruct();
luaStruct->Init((uint8*)TableRow, rowStruct->GetStructureSize(), (UScriptStruct*)rowStruct, true);
LuaObject::addLink(L, TableRow); // ȷ<><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//auto ret = LuaObject::push(L, luaStruct);
return LuaObject::pushReference<LuaStruct*>(L, luaStruct, TableRow);
}
//FTableRowBase* tableRow = DataTable->FindRow<FTableRowBase>(RowName, TEXT(""));
//
//UScriptStruct* rowStruct = DataTable->GetRowStruct();
//
//LuaStruct* luaStruct = new LuaStruct();
//luaStruct->Init((uint8*)tableRow, rowStruct->GetStructureSize(), rowStruct, true);
//
//int ret = LuaObject::push(L, luaStruct);
extern void RegisterDataTableExtension() {
REG_EXTENSION_METHOD_IMP(UDataTable, "FindRow", { return LuaBinding_FindRow(L); });
}

View File

@ -11,6 +11,7 @@
#include "BusyActorManagerSubSystem.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GameAsset/BusyItem.h"
#include "LuaBlueprintLibrary.h"
#include "BusyGamePlayLibrary.generated.h"
/**
@ -57,4 +58,8 @@ public:
UFUNCTION(BlueprintPure)
static bool GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData);
UFUNCTION(BlueprintPure)
static FLuaBPVar TestTable(const FName& RowName);
};

View File

@ -28,12 +28,14 @@ public:
virtual bool Initialize() override;
public:
UPROPERTY(BlueprintReadOnly)
bool bVisible;
virtual void SetVisible(bool InVisible);
UFUNCTION(BlueprintCallable)
void BP_SetVisible(bool InVisible);
public:
UFUNCTION(BlueprintCallable)
void SetVisible(bool Visible);
UPROPERTY(BlueprintReadOnly)
bool bVisible;
};
@ -52,4 +54,21 @@ public:
public:
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
EWidgetLayoutType LayoutType;
public:
UFUNCTION(BlueprintCallable)
void BP_Close();
public:
virtual void SetVisible(bool InVisible)override;
public:
void FrameWorkSetVisible(bool InVisible);
protected:
void _RefreshVisible();
protected:
bool bFrameWorkVisible; // 框架控制的显隐,高优先级
};

View File

@ -17,16 +17,17 @@ class BUSYRABBIT_API APW_UIHud : public AHUD, public ILuaOverriderInterface {
public:
UFUNCTION(BlueprintCallable)
UPW_UserWidget* BP_PushWidget(const FName& WidgetName) { return PushWidget(WidgetName); }
UFUNCTION(BlueprintCallable)
void BP_PopWidget(const UPW_UserWidget* WidgetInst) { PopWidget(WidgetInst); }
public:
UPW_UserWidget* PushWidget(const FName& WidgetName);
UFUNCTION(BlueprintCallable)
bool PopWidget(const FName& WidgetName);
UPW_UserWidget* PushWidget(UPW_UserWidget* WidgetInst);
UFUNCTION(BlueprintCallable)
UPW_UserWidget* ShowWidget(const FName& WidgetName);
UFUNCTION(BlueprintCallable)
bool HideWidget(const FName& WidgetName);
void PopWidget(const UPW_UserWidget* WidgetInst);
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)

View File

@ -17,13 +17,12 @@ class BUSYRABBIT_API UPW_UILayer : public UPW_UserWidget
GENERATED_BODY()
public:
UPW_UserWidget* ShowWidget(const FName& WidgetName);
bool PushWidget(UPW_UserWidget* WidgetInst);
bool HideWidget(const FName& WidgetName);
void PopWidget(const UPW_UserWidget* WidgetInst);
bool PushWidget(const FName& WidgetName, UPW_UserWidget* WidgetInst);
bool PopWidget(const FName& WidgetName);
protected:
UOverlay* _GetOverlayByLayerType(EWidgetLayoutType InLayoutType);
protected:
@ -39,6 +38,4 @@ protected:
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
TObjectPtr<UOverlay> TopLayer;
protected:
TMap<FName, UPW_UserWidget*> WidgetPool;
};

View File

@ -0,0 +1,23 @@
#pragma once
#include "CoreMinimal.h"
#include "Engine/Texture2D.h"
#include "BusyPreCookTable.generated.h"
USTRUCT()
struct FBusyPreCookItemConfig: public FTableRowBase {
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "名称")
FText Name;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "描述")
FText Desc;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "备注")
FString Description;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "用于显示的资源")
TSoftObjectPtr<UTexture2D> DisplayResource;
};