初始化提交
This commit is contained in:
15
Source/BusyRabbit.Target.cs
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15
Source/BusyRabbit.Target.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.Collections.Generic;
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public class BusyRabbitTarget : TargetRules
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{
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public BusyRabbitTarget(TargetInfo Target) : base(Target)
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{
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Type = TargetType.Game;
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DefaultBuildSettings = BuildSettingsVersion.V5;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
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ExtraModuleNames.Add("BusyRabbit");
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}
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}
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28
Source/BusyRabbit/BusyRabbit.Build.cs
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28
Source/BusyRabbit/BusyRabbit.Build.cs
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// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class BusyRabbit : ModuleRules
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{
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public BusyRabbit(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] {
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"Core", "CoreUObject", "Engine", "InputCore",
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"EnhancedInput", "Paper2D", "UMG", "Slate",
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"GameplayAbilities", "GameplayTags","GameplayTasks",
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"UnrealEd"
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});
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PrivateDependencyModuleNames.AddRange(new string[] { });
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// Uncomment if you are using Slate UI
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// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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// Uncomment if you are using online features
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// PrivateDependencyModuleNames.Add("OnlineSubsystem");
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// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
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}
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}
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6
Source/BusyRabbit/BusyRabbit.cpp
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6
Source/BusyRabbit/BusyRabbit.cpp
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BusyRabbit.h"
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#include "Modules/ModuleManager.h"
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IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, BusyRabbit, "BusyRabbit" );
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6
Source/BusyRabbit/BusyRabbit.h
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6
Source/BusyRabbit/BusyRabbit.h
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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53
Source/BusyRabbit/Private/BusyActorManagerSubSystem.cpp
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53
Source/BusyRabbit/Private/BusyActorManagerSubSystem.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BusyActorManagerSubSystem.h"
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#include "BusyGamePlayLibrary.h"
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#include "Subsystems/SubsystemBlueprintLibrary.h"
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void UBusyActorManagerSubSystem::Initialize(FSubsystemCollectionBase& Collection){
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Super::Initialize(Collection);
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ReceiveSubSystemInitialize();
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}
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void UBusyActorManagerSubSystem::OnWorldBeginPlay(UWorld& InWorld) {
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Super::OnWorldBeginPlay(InWorld);
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ReceiveWorldBeginPlay();
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}
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void UBusyActorManagerSubSystem::Deinitialize(){
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// <20>˴<EFBFBD><CBB4><EFBFBD><EFBFBD><EFBFBD>Luaʵ<61>ֵĺ<D6B5><C4BA><EFBFBD><EFBFBD>ܲ<EFBFBD><DCB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȳ<EFBFBD><C8B2>ṩ<EFBFBD><E1B9A9><EFBFBD>ٵ<EFBFBD>lua<75>ӿڰ<D3BF>
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Super::Deinitialize();
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}
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FString UBusyActorManagerSubSystem::GetLuaFilePath_Implementation() const{
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return TEXT("GamePlay/Level/BusyActorManagerSubSystem");
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}
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bool UBusyActorManagerSubSystem::GetLevelBaseConfig(FBusyLevelBaseConfig& config){
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FBusyLevelBaseConfig* Config;
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UDataTable *DataTable = UBusyGamePlayLibrary::GetGameDataTable("LevelBaseConfig");
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if (!DataTable) return false;
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Config = DataTable->FindRow<FBusyLevelBaseConfig>(
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TEXT("Default"),
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TEXT("UBusyActorManagerSubSystem::GetLevelBaseConfig"),
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true
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);
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if (!Config) return false;
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config = *Config;
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return true;
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}
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UWorld* UBusyActorManagerSubSystem::K2_GetWorld(){
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return this->GetWorld();
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}
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UBusyActorManagerSubSystem* UBusyActorManagerSubSystem::Get(UObject* WorldContextObject){
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UWorldSubsystem *SubSystem = USubsystemBlueprintLibrary::GetWorldSubsystem(
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WorldContextObject,
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UBusyActorManagerSubSystem::StaticClass()
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);
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return Cast<UBusyActorManagerSubSystem>(SubSystem);
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}
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21
Source/BusyRabbit/Private/BusyBonfire.cpp
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21
Source/BusyRabbit/Private/BusyBonfire.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BusyBonfire.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/InventoryComponent.h"
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ABusyBonfire::ABusyBonfire(){
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LuaFilePath = TEXT("GamePlay/Bonefire/Bonfire");
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Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory");
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SceneComp = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
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CapsuleComp = CreateDefaultSubobject<UCapsuleComponent>(TEXT("BonfireCapsule"));
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CapsuleComp->SetCollisionResponseToAllChannels(ECR_Ignore);
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CapsuleComp->SetupAttachment(SceneComp);
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this->RootComponent = SceneComp;
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}
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9
Source/BusyRabbit/Private/BusyCameraComponent.cpp
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9
Source/BusyRabbit/Private/BusyCameraComponent.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BusyCameraComponent.h"
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UBusyCameraComponent::UBusyCameraComponent(){
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this->SetProjectionMode(ECameraProjectionMode::Orthographic);
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}
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8
Source/BusyRabbit/Private/BusyCharacter.cpp
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8
Source/BusyRabbit/Private/BusyCharacter.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BusyCharacter.h"
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FString ABusyCharacter::GetLuaFilePath_Implementation()const {
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return LuaFilePath;
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}
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5
Source/BusyRabbit/Private/BusyDataAsset.cpp
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5
Source/BusyRabbit/Private/BusyDataAsset.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BusyDataAsset.h"
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101
Source/BusyRabbit/Private/BusyGameInstance.cpp
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101
Source/BusyRabbit/Private/BusyGameInstance.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BusyGameInstance.h"
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#include "Misc/FileHelper.h"
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#include "Misc/CoreDelegates.h"
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#include "LuaCppBinding.h"
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#include "GameplayTagsManager.h"
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static uint8* ReadFile(IPlatformFile& PlatformFile, FString path, uint32& len) {
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IFileHandle* FileHandle = PlatformFile.OpenRead(*path);
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if (FileHandle) {
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len = (uint32)FileHandle->Size();
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uint8* buf = new uint8[len];
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FileHandle->Read(buf, len);
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delete FileHandle;
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return buf;
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}
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return nullptr;
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}
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static int32 PrintLog(NS_SLUA::lua_State* L)
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{
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FString str;
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size_t len;
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const char* s = luaL_tolstring(L, 1, &len);
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if (s) str += UTF8_TO_TCHAR(s);
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NS_SLUA::Log::Log("PrintLog %s", TCHAR_TO_UTF8(*str));
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return 0;
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}
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UBusyGameInstance::UBusyGameInstance(): state(nullptr){
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CreateLuaState();
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}
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void UBusyGameInstance::CreateLuaState() {
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NS_SLUA::LuaState::onInitEvent.AddUObject(this, &UBusyGameInstance::LuaStateInitCallback);
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CloseLuaState();
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state = new NS_SLUA::LuaState("SLuaMainState", this);
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state->setLoadFileDelegate([](const char* fn, FString& filepath)->TArray<uint8> {
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IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
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FString path = FPaths::ProjectContentDir();
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FString filename = UTF8_TO_TCHAR(fn);
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path /= "Lua";
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path /= filename.Replace(TEXT("."), TEXT("/"));
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TArray<uint8> Content;
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TArray<FString> luaExts = { UTF8_TO_TCHAR(".lua"), UTF8_TO_TCHAR(".luac") };
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for (auto& it : luaExts) {
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auto fullPath = path + *it;
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FFileHelper::LoadFileToArray(Content, *fullPath);
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if (Content.Num() > 0) {
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filepath = fullPath;
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return MoveTemp(Content);
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}
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}
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return MoveTemp(Content);
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});
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state->init();
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}
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void UBusyGameInstance::CloseLuaState() {
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if (state) {
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state->close();
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delete state;
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state = nullptr;
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}
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}
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void UBusyGameInstance::Init(){
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Super::Init();
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FCoreDelegates::OnEndFrame.AddUObject(this, &UBusyGameInstance::OnEndFrame);
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}
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void UBusyGameInstance::Shutdown() {
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CloseLuaState();
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FCoreDelegates::OnEndFrame.RemoveAll(this);
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Super::Shutdown();
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}
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void UBusyGameInstance::LuaStateInitCallback(NS_SLUA::lua_State* L) {
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using namespace slua;
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lua_pushcfunction(L, PrintLog);
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lua_setglobal(L, "PrintLog");
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// <20><><EFBFBD><EFBFBD>EndFrame
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LuaGameInstance = state->doFile("GameInstance");
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LuaGameInstance.getFromTable("OnEndFrame", OnLuaEndFrame);
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}
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void UBusyGameInstance::OnEndFrame(){
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OnLuaEndFrame.call();
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}
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5
Source/BusyRabbit/Private/BusyGameMode.cpp
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5
Source/BusyRabbit/Private/BusyGameMode.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BusyGameMode.h"
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72
Source/BusyRabbit/Private/BusyGamePlayLibrary.cpp
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72
Source/BusyRabbit/Private/BusyGamePlayLibrary.cpp
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@ -0,0 +1,72 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BusyGamePlayLibrary.h"
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#include "BusyDataAsset.h"
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static inline const UBusyDataAsset* GetGameAsset() {
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FSoftObjectPath AssetPath(TEXT("BusyRabbit.BusyDataAsset'/Game/Data/BusyGameAsset.BusyGameAsset'"));
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return Cast<UBusyDataAsset>(AssetPath.TryLoad());
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}
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template<typename RowStruct>
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static bool GetTableConfig(const FString& TableName, const FName& RowName, RowStruct& RowData) {
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UDataTable* Table = UBusyGamePlayLibrary::GetGameDataTable(TableName);
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RowStruct* Config = Table->FindRow<RowStruct>(
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RowName,
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*FString::Printf(TEXT("GetTableConfig, %s"), *RowName.ToString()),
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true
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);
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if (Config != nullptr) {
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RowData = *Config;
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return true;
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}
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else {
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return false;
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}
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}
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UDataTable* UBusyGamePlayLibrary::GetGameDataTable(const FString& TableName){
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const UBusyDataAsset* GameAsset = GetGameAsset();
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if (!GameAsset) return nullptr;
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auto Table = (GameAsset->DataTableMapping.Find(TableName));
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return Table ? Table->Get() : nullptr;
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}
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UClass* UBusyGamePlayLibrary::GetGameClass(const FString& ClassName){
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const UBusyDataAsset* GameAsset = GetGameAsset();
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if (!GameAsset) return nullptr;
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auto Class = (GameAsset->ClassPathMapping.Find(ClassName));
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return Class ? Class->Get() : nullptr;
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}
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UClass* UBusyGamePlayLibrary::GetGameUIClass(const FString& ClassName){
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const UBusyDataAsset* GameAsset = GetGameAsset();
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if (!GameAsset) return nullptr;
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auto Class = (GameAsset->UIPathMapping.Find(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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}
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bool UBusyGamePlayLibrary::GetLevelBaseConfig(const FName& RowName, FBusyLevelBaseConfig& RowData){
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return GetTableConfig<FBusyLevelBaseConfig>(TEXT("LevelBaseConfig"), RowName, RowData);
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}
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bool UBusyGamePlayLibrary::GetLevelItemConfig(const FName& RowName, FBusyLevelItemConfig& RowData){
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return GetTableConfig<FBusyLevelItemConfig>(TEXT("LevelItems"), RowName, RowData);
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}
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bool UBusyGamePlayLibrary::GetRoleConfig(const FName& RowName, FBusyRoleConfig& RowData){
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return GetTableConfig<FBusyRoleConfig>(TEXT("RoleConfig"), RowName, RowData);
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}
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bool UBusyGamePlayLibrary::GetItemResourceConfig(const FName& RowName, FBusyLevelItemResourceConfig& RowData){
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return GetTableConfig<FBusyLevelItemResourceConfig>(TEXT("LevelItemResource"), RowName, RowData);
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}
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bool UBusyGamePlayLibrary::GetLevelItemDescription(const FName& RowName, FBusyLevelItemDescription& RowData){
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return GetTableConfig<FBusyLevelItemDescription>(TEXT("LevelItemDesc"), RowName, RowData);
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}
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5
Source/BusyRabbit/Private/BusyGameState.cpp
Normal file
5
Source/BusyRabbit/Private/BusyGameState.cpp
Normal file
@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
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#include "BusyGameState.h"
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35
Source/BusyRabbit/Private/BusyLevelLogicSubSystem.cpp
Normal file
35
Source/BusyRabbit/Private/BusyLevelLogicSubSystem.cpp
Normal file
@ -0,0 +1,35 @@
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// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
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#include "BusyLevelLogicSubSystem.h"
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UBusyLevelLogicSubSystem::UBusyLevelLogicSubSystem(){
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}
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void UBusyLevelLogicSubSystem::Initialize(FSubsystemCollectionBase& Collection){
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Super::Initialize(Collection);
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ReceiveSubSystemInitialize();
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}
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void UBusyLevelLogicSubSystem::Tick(float DeltaTime){
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Super::Tick(DeltaTime);
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ReceiveSubSystemTick(DeltaTime);
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}
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FString UBusyLevelLogicSubSystem::GetLuaFilePath_Implementation() const {
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return TEXT("GamePlay/Level/BusyLevelLogicSubSystem");
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}
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void UBusyLevelLogicSubSystem::OnWorldBeginPlay(UWorld& InWorld){
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Super::OnWorldBeginPlay(InWorld);
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ReceiveWorldBeginPlay();
|
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}
|
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|
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void UBusyLevelLogicSubSystem::Deinitialize(){
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Super::Deinitialize();
|
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}
|
||||
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TStatId UBusyLevelLogicSubSystem::GetStatId() const{
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return Super::GetStatID();
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}
|
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12
Source/BusyRabbit/Private/BusyPlayerController.cpp
Normal file
12
Source/BusyRabbit/Private/BusyPlayerController.cpp
Normal file
@ -0,0 +1,12 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
#include "BusyPlayerController.h"
|
||||
#include "BusyGameInstance.h"
|
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|
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void ABusyPlayerController::BeginPlay(){
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Super::BeginPlay();
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bShowMouseCursor = true; // <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
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FInputModeGameAndUI InputMode;
|
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InputMode.SetHideCursorDuringCapture(false);
|
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InputMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock);
|
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SetInputMode(InputMode);
|
||||
}
|
||||
10
Source/BusyRabbit/Private/BusyPlayerState.cpp
Normal file
10
Source/BusyRabbit/Private/BusyPlayerState.cpp
Normal file
@ -0,0 +1,10 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "BusyPlayerState.h"
|
||||
#include "Components/InventoryComponent.h"
|
||||
|
||||
|
||||
ABusyPlayerState::ABusyPlayerState(){
|
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Inventory = CreateDefaultSubobject<UInventoryComponent>("Inventory");
|
||||
}
|
||||
228
Source/BusyRabbit/Private/Components/InventoryComponent.cpp
Normal file
228
Source/BusyRabbit/Private/Components/InventoryComponent.cpp
Normal file
@ -0,0 +1,228 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#include "Components/InventoryComponent.h"
|
||||
#include "Math/UnrealMathUtility.h"
|
||||
|
||||
UInventoryComponent::UInventoryComponent() : Capacity(20) {
|
||||
LuaFilePath = TEXT("GamePlay.Components.InventoryComponent");
|
||||
}
|
||||
|
||||
bool UInventoryComponent::DepositItems(int32 ItemID, int32 ItemCnt) {
|
||||
int32 RemainItemCnt = ItemCnt;
|
||||
|
||||
if (ItemCnt <= 0) {
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||||
return true;
|
||||
}
|
||||
|
||||
if (!IsCanContain(ItemID, ItemCnt)) {
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||||
return false;
|
||||
}
|
||||
|
||||
while (RemainItemCnt > 0) {
|
||||
FInventoryGrid& Grid = GetOrCreateGrid(ItemID);
|
||||
int32 GridRemainCapacity = Grid.MaxCount - Grid.CurrentCount;
|
||||
int32 AddCount = FMath::Min(RemainItemCnt, GridRemainCapacity);
|
||||
|
||||
Grid.CurrentCount += AddCount;
|
||||
RemainItemCnt -= AddCount;
|
||||
}
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʒ<EFBFBD>䶯<EFBFBD>¼<EFBFBD>
|
||||
OnInventoryChanged.Broadcast(ItemID);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool UInventoryComponent::WithdrawItems(int32 ItemID, int32 ItemCnt) {
|
||||
if (ItemCnt <= 0) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!IsEnough(ItemID, ItemCnt)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int32 RemainToWithdraw = ItemCnt;
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>仯<EFBFBD><E4BBAF><EFBFBD>⣩
|
||||
for (int32 i = InventoryList.Num() - 1; i >= 0 && RemainToWithdraw > 0; --i) {
|
||||
FInventoryGrid& Grid = InventoryList[i];
|
||||
if (Grid.ItemID == ItemID) {
|
||||
int32 RemoveCount = FMath::Min(RemainToWithdraw, Grid.CurrentCount);
|
||||
Grid.CurrentCount -= RemoveCount;
|
||||
RemainToWithdraw -= RemoveCount;
|
||||
}
|
||||
}
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʒ<EFBFBD>䶯<EFBFBD>¼<EFBFBD>
|
||||
OnInventoryChanged.Broadcast(ItemID);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool UInventoryComponent::ConsumeItems(int32 Index, int32 ItemCnt) {
|
||||
if (ItemCnt <= 0) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!InventoryList.IsValidIndex(Index)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
FInventoryGrid& SpecifiedGrid = InventoryList[Index];
|
||||
int32 ItemID = SpecifiedGrid.ItemID;
|
||||
|
||||
if (!IsEnough(ItemID, ItemCnt)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// <20>ȿ۳<C8BF>ָ<EFBFBD><D6B8>λ<EFBFBD><CEBB><EFBFBD><EFBFBD>Ʒ
|
||||
int32 RemoveFromSpecified = FMath::Min(ItemCnt, SpecifiedGrid.CurrentCount);
|
||||
SpecifiedGrid.CurrentCount -= RemoveFromSpecified;
|
||||
int32 RemainToConsume = ItemCnt - RemoveFromSpecified;
|
||||
|
||||
// <20>ٿ۳<D9BF><DBB3><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB><EFBFBD><EFBFBD>Ʒ
|
||||
if (RemainToConsume > 0) {
|
||||
for (int32 i = InventoryList.Num() - 1; i >= 0 && RemainToConsume > 0; --i) {
|
||||
if (i == Index) continue; // <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD><D1B4><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8>λ<EFBFBD><CEBB>
|
||||
|
||||
FInventoryGrid& Grid = InventoryList[i];
|
||||
if (Grid.ItemID == ItemID) {
|
||||
int32 RemoveCount = FMath::Min(RemainToConsume, Grid.CurrentCount);
|
||||
Grid.CurrentCount -= RemoveCount;
|
||||
RemainToConsume -= RemoveCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʒ<EFBFBD>䶯<EFBFBD>¼<EFBFBD>
|
||||
OnInventoryChanged.Broadcast(ItemID);
|
||||
return true;
|
||||
}
|
||||
|
||||
void UInventoryComponent::SetInventoryCapacity(int MaxCapacity) {
|
||||
int32 NewCapacity = FMath::Max(0, MaxCapacity);
|
||||
if (Capacity != NewCapacity) {
|
||||
Capacity = NewCapacity;
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>仯<EFBFBD>¼<EFBFBD>
|
||||
OnInventoryCapacityChanged.Broadcast();
|
||||
}
|
||||
}
|
||||
|
||||
void UInventoryComponent::ReSortAllItem() {
|
||||
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD>Ϊ0<CEAA>ĸ<EFBFBD><C4B8><EFBFBD>
|
||||
for (int32 i = InventoryList.Num() - 1; i >= 0; --i) {
|
||||
if (InventoryList[i].CurrentCount <= 0) {
|
||||
InventoryList.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD>ȼ<EFBFBD><C8BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
InventoryList.Sort([](const FInventoryGrid& A, const FInventoryGrid& B) {
|
||||
return A.Priority > B.Priority; // <20><><EFBFBD>ȼ<EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ
|
||||
});
|
||||
}
|
||||
|
||||
bool UInventoryComponent::IsCanContain(int32 ItemID, int32 Count) {
|
||||
if (Count <= 0) return true;
|
||||
|
||||
int32 EmptySlotCount= 0;
|
||||
int32 ExistingSpace = 0;
|
||||
int32 ExistingGrids = 0;
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>пռ<D0BF>
|
||||
for (const FInventoryGrid& Grid : InventoryList) {
|
||||
if (Grid.ItemID == ItemID) {
|
||||
ExistingSpace += (Grid.MaxCount - Grid.CurrentCount);
|
||||
ExistingGrids++;
|
||||
}else if (Grid.ItemID == 0 || Grid.CurrentCount == 0) {
|
||||
EmptySlotCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (ExistingSpace >= Count) {
|
||||
return true;
|
||||
}
|
||||
|
||||
int32 NeededSpace = Count - ExistingSpace;
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD>¸<EFBFBD><C2B8>ӿ<EFBFBD><D3BF>ÿռ<C3BF>
|
||||
int32 AvailableGridSlots = Capacity - InventoryList.Num() + EmptySlotCount;
|
||||
if (AvailableGridSlots <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// <20><>ȡ<EFBFBD><C8A1>ƷĬ<C6B7>϶ѵ<CFB6><D1B5><EFBFBD>С
|
||||
FInventoryGrid TempGrid;
|
||||
TempGrid.ItemID = ItemID;
|
||||
InitItemGrid(TempGrid);
|
||||
|
||||
int32 NewGridSpace = AvailableGridSlots * TempGrid.MaxCount;
|
||||
return (ExistingSpace + NewGridSpace) >= Count;
|
||||
}
|
||||
|
||||
bool UInventoryComponent::IsEnough(int32 ItemID, int32 Count) {
|
||||
if (Count <= 0) return true;
|
||||
|
||||
int32 Total = 0;
|
||||
for (const FInventoryGrid& Grid : InventoryList) {
|
||||
if (Grid.ItemID == ItemID) {
|
||||
Total += Grid.CurrentCount;
|
||||
}
|
||||
}
|
||||
return Total >= Count;
|
||||
}
|
||||
|
||||
FInventoryGrid UInventoryComponent::GetGridWithIndex(int32 Index) {
|
||||
return InventoryList.IsValidIndex(Index) ? InventoryList[Index] : FInventoryGrid();
|
||||
}
|
||||
|
||||
void UInventoryComponent::InitItemGrid_Implementation(FInventoryGrid& Grid) {
|
||||
Grid.CurrentCount = 0;
|
||||
Grid.MaxCount = 20; // Ĭ<>϶ѵ<CFB6><D1B5><EFBFBD>С
|
||||
Grid.Priority = 1; // Ĭ<><C4AC><EFBFBD><EFBFBD><EFBFBD>ȼ<EFBFBD>
|
||||
}
|
||||
|
||||
void UInventoryComponent::ForEach(const FVisitInventoryGridDelegate& VisitDelegate) {
|
||||
for (int32 i = 0; i < InventoryList.Num(); ++i) {
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʒ<EFBFBD><C6B7><EFBFBD><EFBFBD>CurrentCount <= 0<><30>
|
||||
if (InventoryList[i].CurrentCount > 0) {
|
||||
VisitDelegate.ExecuteIfBound(i, InventoryList[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FInventoryGrid& UInventoryComponent::GetOrCreateGrid(int32 ItemID) {
|
||||
// <20><><EFBFBD>ҷ<EFBFBD><D2B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><D0B8><EFBFBD>
|
||||
for (FInventoryGrid& Grid : InventoryList) {
|
||||
if (Grid.ItemID == 0 || Grid.CurrentCount == 0) {
|
||||
Grid.ItemID = ItemID;
|
||||
InitItemGrid(Grid);
|
||||
return Grid;
|
||||
}
|
||||
if (Grid.ItemID == ItemID && Grid.CurrentCount < Grid.MaxCount) {
|
||||
return Grid;
|
||||
}
|
||||
}
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
if (InventoryList.Num() >= Capacity) {
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD>ã<EFBFBD><C3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>账<EFBFBD><E8B4A6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>飩
|
||||
static FInventoryGrid DummyGrid;
|
||||
DummyGrid = FInventoryGrid();
|
||||
InitItemGrid(DummyGrid);
|
||||
DummyGrid.ItemID = ItemID;
|
||||
return DummyGrid;
|
||||
}
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD>¸<EFBFBD><C2B8><EFBFBD>
|
||||
FInventoryGrid NewGrid;
|
||||
NewGrid.ItemID = ItemID;
|
||||
InitItemGrid(NewGrid);
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD>ȼ<EFBFBD><C8BC><EFBFBD><EFBFBD>뵽<EFBFBD><EBB5BD>ȷλ<C8B7><CEBB>
|
||||
int32 InsertIndex = 0;
|
||||
for (; InsertIndex < InventoryList.Num(); InsertIndex++) {
|
||||
if (NewGrid.Priority > InventoryList[InsertIndex].Priority) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
return InventoryList.Insert_GetRef(NewGrid, InsertIndex);
|
||||
}
|
||||
9
Source/BusyRabbit/Private/Core/BusyLuaActorComponent.cpp
Normal file
9
Source/BusyRabbit/Private/Core/BusyLuaActorComponent.cpp
Normal file
@ -0,0 +1,9 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Core/BusyLuaActorComponent.h"
|
||||
|
||||
void UBusyLuaActorComponent::BeginPlay(){
|
||||
Super::BeginPlay();
|
||||
ReceiveLuaBeginPlay();
|
||||
}
|
||||
5
Source/BusyRabbit/Private/Core/BusyLuaUserWidget.cpp
Normal file
5
Source/BusyRabbit/Private/Core/BusyLuaUserWidget.cpp
Normal file
@ -0,0 +1,5 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Core/BusyLuaUserWidget.h"
|
||||
|
||||
27
Source/BusyRabbit/Private/Core/PW_Ability.cpp
Normal file
27
Source/BusyRabbit/Private/Core/PW_Ability.cpp
Normal file
@ -0,0 +1,27 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Core/PW_Ability.h"
|
||||
|
||||
UPW_Ability::UPW_Ability(){
|
||||
bHasBlueprintActivateFromEvent = true;
|
||||
}
|
||||
|
||||
FString UPW_Ability::GetLuaFilePath_Implementation() const{
|
||||
return LuaFilePath;
|
||||
|
||||
}
|
||||
|
||||
void UPW_Ability::ApplyCost(
|
||||
const FGameplayAbilitySpecHandle Handle,
|
||||
const FGameplayAbilityActorInfo* ActorInfo,
|
||||
const FGameplayAbilityActivationInfo ActivationInfo) const {
|
||||
BP_ApplyCost(Handle, *ActorInfo, ActivationInfo);
|
||||
}
|
||||
|
||||
void UPW_Ability::BP_ApplyCost_Implementation(
|
||||
const FGameplayAbilitySpecHandle Handle,
|
||||
const FGameplayAbilityActorInfo& ActorInfo,
|
||||
const FGameplayAbilityActivationInfo ActivationInfo ) const {
|
||||
Super::ApplyCost(Handle, &ActorInfo, ActivationInfo);
|
||||
}
|
||||
@ -0,0 +1,5 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Core/PW_AbilitySystemComponent.h"
|
||||
|
||||
5
Source/BusyRabbit/Private/Core/PW_ListViewEntry.cpp
Normal file
5
Source/BusyRabbit/Private/Core/PW_ListViewEntry.cpp
Normal file
@ -0,0 +1,5 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Core/PW_ListViewEntry.h"
|
||||
|
||||
17
Source/BusyRabbit/Private/Core/PW_Object.cpp
Normal file
17
Source/BusyRabbit/Private/Core/PW_Object.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Core/PW_Object.h"
|
||||
|
||||
UPW_Object::UPW_Object(){
|
||||
//FString Left, Right;
|
||||
//if (this->GetName().Split(TEXT("_"), &Left, &Right)) {
|
||||
// LuaFilePath = Left;
|
||||
//}else {
|
||||
// LuaFilePath = this->GetName();
|
||||
//}
|
||||
}
|
||||
|
||||
FString UPW_Object::GetLuaFilePath_Implementation() const{
|
||||
return LuaFilePath;
|
||||
}
|
||||
33
Source/BusyRabbit/Private/Core/PW_TimerModule.cpp
Normal file
33
Source/BusyRabbit/Private/Core/PW_TimerModule.cpp
Normal file
@ -0,0 +1,33 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Core/PW_TimerModule.h"
|
||||
|
||||
//int UPW_TimerModule::SetTimer(slua::LuaVar cb){
|
||||
// UWorld* World = GetWorld();
|
||||
// if (!World) {
|
||||
// return -1;
|
||||
// }
|
||||
// FTimerManager &TimerManager = World->GetTimerManager();
|
||||
//
|
||||
// //// <20><><EFBFBD><EFBFBD>ί<EFBFBD>в<EFBFBD><D0B2><EFBFBD><EFBFBD><EFBFBD>Lambda
|
||||
// //FTimerDelegate Delegate = FTimerDelegate::CreateLambda(
|
||||
// // [this](int32 index) {
|
||||
// // UE_LOG(LogTemp, Warning, TEXT("%s"), *Message);
|
||||
// // }
|
||||
// //);
|
||||
//
|
||||
//
|
||||
//
|
||||
// //// <20><><EFBFBD>ݲ<EFBFBD><DDB2><EFBFBD>
|
||||
// //TimerManager.SetTimer(
|
||||
// // TimerHandle,
|
||||
// // Delegate,
|
||||
// // 2.0f,
|
||||
// // false,
|
||||
// // "Hello from Timer!" // <20><><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8>ί<EFBFBD>д<EFBFBD><D0B4><EFBFBD>
|
||||
// //);
|
||||
//
|
||||
// //TimerManager.SetTimer()
|
||||
// //return 0;
|
||||
//}
|
||||
24
Source/BusyRabbit/Private/Core/PW_UserWidget.cpp
Normal file
24
Source/BusyRabbit/Private/Core/PW_UserWidget.cpp
Normal file
@ -0,0 +1,24 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Core/PW_UserWidget.h"
|
||||
|
||||
UPW_SimpleWidget::UPW_SimpleWidget():bVisible(true){
|
||||
SetVisibility(ESlateVisibility::SelfHitTestInvisible);
|
||||
}
|
||||
|
||||
bool UPW_SimpleWidget::Initialize(){
|
||||
return UUserWidget::Initialize();
|
||||
}
|
||||
|
||||
void UPW_SimpleWidget::SetVisible(bool Visible){
|
||||
if (bVisible == Visible) { return; }
|
||||
if ((bVisible = Visible)) {
|
||||
SetVisibility(ESlateVisibility::SelfHitTestInvisible);
|
||||
}
|
||||
else {
|
||||
SetVisibility(ESlateVisibility::Collapsed);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
175
Source/BusyRabbit/Private/Core/UI/PW_TableSwitcher.cpp
Normal file
175
Source/BusyRabbit/Private/Core/UI/PW_TableSwitcher.cpp
Normal file
@ -0,0 +1,175 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Core/UI/PW_TableSwitcher.h"
|
||||
#include "Components/Button.h"
|
||||
#include "Components/Overlay.h"
|
||||
#include "Components/TextBlock.h"
|
||||
#include "Components/HorizontalBox.h"
|
||||
#include "Components/HorizontalBoxSlot.h"
|
||||
|
||||
void UPW_TableSwitcherWidget::NativeOnInitialized(){
|
||||
Super::NativeOnInitialized();
|
||||
BtnMain->SetRenderOpacity(0);
|
||||
}
|
||||
|
||||
void UPW_TableSwitcherWidget::NativeConstruct(){
|
||||
Super::NativeConstruct();
|
||||
BtnMain->SetIsEnabled(true);
|
||||
|
||||
BtnMain->OnClicked.AddDynamic(this, &UPW_TableSwitcherWidget::OnWidgetClicked);
|
||||
BtnMain->OnHovered.AddDynamic(this, &UPW_TableSwitcherWidget::OnWidgetHovered);
|
||||
BtnMain->OnUnhovered.AddDynamic(this, &UPW_TableSwitcherWidget::OnWidgetUnHovered);
|
||||
}
|
||||
|
||||
void UPW_TableSwitcherWidget::NativeDestruct(){
|
||||
Super::NativeDestruct();
|
||||
BtnMain->SetIsEnabled(false);
|
||||
BtnMain->OnClicked.Clear();
|
||||
}
|
||||
|
||||
void UPW_TableSwitcherWidget::OnWidgetClicked(){
|
||||
OnTableWidgetClicked.Broadcast(this);
|
||||
}
|
||||
|
||||
void UPW_TableSwitcherWidget::OnWidgetHovered(){
|
||||
OnHoverStateChange.Broadcast(this, true);
|
||||
}
|
||||
|
||||
void UPW_TableSwitcherWidget::OnWidgetUnHovered(){
|
||||
OnHoverStateChange.Broadcast(this, false);
|
||||
}
|
||||
|
||||
void UPW_TableSwitcherWidget::SetHoveredState(bool bIsWidgetHovered){
|
||||
if (this->bIsHovered == bIsWidgetHovered) return;
|
||||
this->bIsHovered = bIsWidgetHovered;
|
||||
OnWidgetStateChange(bIsHovered, bIsSelected);
|
||||
}
|
||||
|
||||
void UPW_TableSwitcherWidget::SetSelectedState(bool bIsWidgetSelected) {
|
||||
if (this->bIsSelected == bIsWidgetSelected) return;
|
||||
this->bIsSelected = bIsWidgetSelected;
|
||||
OnWidgetStateChange(bIsHovered, bIsSelected);
|
||||
}
|
||||
|
||||
void UPW_TableSwitcherWidget::SetSwitcherTitle(const FText& Text){
|
||||
SwitcherTitle->SetText(Text);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void UPW_TableSwitcherPage::SwitchIn(const FName& SwitcherName){
|
||||
if (bIsShowing) return;
|
||||
bIsShowing = true;
|
||||
OnSwitchIn(SwitcherName);
|
||||
}
|
||||
|
||||
void UPW_TableSwitcherPage::SwitchOut(const FName& SwitcherName){
|
||||
if (!bIsShowing) return;
|
||||
bIsShowing = false;
|
||||
OnSwitchOut(SwitcherName);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void UPW_TableSwitcher::NativePreConstruct() {
|
||||
Super::NativePreConstruct();
|
||||
if (IsDesignTime()) {
|
||||
RebuildSwitcher(SwicthersInfo);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UPW_TableSwitcher::NativeOnInitialized(){
|
||||
Super::NativeOnInitialized();
|
||||
RebuildSwitcher(SwicthersInfo);
|
||||
}
|
||||
|
||||
void UPW_TableSwitcher::RebuildSwitcher(const TMap<FName, FTableSwitcherInfo>& Infos){
|
||||
UPW_TableSwitcherWidget* Widget;
|
||||
TWeakObjectPtr<UPW_TableSwitcher> WeakThis(this);
|
||||
SwitcherBar->ClearChildren();
|
||||
for (auto It = Infos.CreateConstIterator(); It; ++It){
|
||||
const FName& PageName= It->Key;
|
||||
const FTableSwitcherInfo& Info = It->Value;
|
||||
if (!Info.SwitcherWidget) continue;
|
||||
Widget = CreateWidget<UPW_TableSwitcherWidget>(this, Info.SwitcherWidget);
|
||||
UHorizontalBoxSlot *WidgetSlot = SwitcherBar->AddChildToHorizontalBox(Widget);
|
||||
if (WidgetSlot) {
|
||||
WidgetSlot->VerticalAlignment = VAlign_Fill;
|
||||
}
|
||||
Widget->SetSwitcherName(PageName);
|
||||
Widget->SetSwitcherTitle(Info.TableSwitcherName);
|
||||
SwitcherWidgets.Add(PageName, Widget);
|
||||
if (IsDesignTime()) continue;
|
||||
|
||||
Widget->OnTableWidgetClicked.AddLambda([WeakThis](UPW_TableSwitcherWidget* SelectedWidget) {
|
||||
if(WeakThis.IsValid())
|
||||
WeakThis->SetSelectedSwitcher(SelectedWidget->GetSwitcherName());
|
||||
});
|
||||
|
||||
Widget->OnHoverStateChange.AddLambda([WeakThis](UPW_TableSwitcherWidget* SelectedWidget, bool IsHover) {
|
||||
UPW_TableSwitcherWidget* TableWidget;
|
||||
if (!WeakThis.IsValid()) return;
|
||||
for (UWidget* RawWidget : WeakThis->SwitcherBar->GetAllChildren()) {
|
||||
if ((TableWidget = Cast<UPW_TableSwitcherWidget>(RawWidget))) {
|
||||
TableWidget->SetHoveredState(false);
|
||||
}
|
||||
}
|
||||
SelectedWidget->SetHoveredState(IsHover);
|
||||
});
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
UPW_TableSwitcherPage* UPW_TableSwitcher::GetOrCreateSwitcherPage(const FName& SwitcherName){
|
||||
UPW_TableSwitcherPage* Page;
|
||||
TWeakObjectPtr<UPW_TableSwitcherPage>* FindResult = SwitcherPages.Find(SwitcherName);
|
||||
if (FindResult != nullptr) {
|
||||
return FindResult->Get();
|
||||
}
|
||||
FTableSwitcherInfo* SwitcherInfo = SwicthersInfo.Find(SwitcherName);
|
||||
if (SwitcherInfo == nullptr || SwitcherInfo->PageWidget == nullptr) return nullptr;
|
||||
|
||||
Page = CreateWidget<UPW_TableSwitcherPage>(this, SwitcherInfo->PageWidget);
|
||||
SwitcherPages.Add(SwitcherName, Page);
|
||||
PanelOverlay->AddChildToOverlay(Page);
|
||||
return Page;
|
||||
}
|
||||
|
||||
void UPW_TableSwitcher::SetSelectedSwitcher(const FName& SwitcherName) {
|
||||
UPW_TableSwitcherPage* Page = GetOrCreateSwitcherPage(SwitcherName);
|
||||
if (Page == nullptr) return;
|
||||
|
||||
for (auto It = SwitcherWidgets.CreateConstIterator(); It; ++It) {
|
||||
It->Value->SetSelectedState(It->Key == SwitcherName);
|
||||
}
|
||||
|
||||
for (auto It = SwitcherPages.CreateConstIterator(); It; ++It) {
|
||||
if (It->Key == SwitcherName) continue;
|
||||
It->Value->SwitchOut(SwitcherName);
|
||||
}
|
||||
Page->SwitchIn(SwitcherName);
|
||||
}
|
||||
0
Source/BusyRabbit/Private/GameAsset/BusyItem.cpp
Normal file
0
Source/BusyRabbit/Private/GameAsset/BusyItem.cpp
Normal file
@ -0,0 +1,5 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Gas/BusyAbilitySystemComponent.h"
|
||||
|
||||
78
Source/BusyRabbit/Private/Gas/BusyAttributeSet.cpp
Normal file
78
Source/BusyRabbit/Private/Gas/BusyAttributeSet.cpp
Normal file
@ -0,0 +1,78 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Gas/BusyAttributeSet.h"
|
||||
#include "BusyGameInstance.h"
|
||||
|
||||
|
||||
static FString GetPropertyNameInOwner(UObject *Attr){
|
||||
UObject* Outer = Attr->GetOuter();
|
||||
if (!Outer) return FString();
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD>ⲿ<EFBFBD><E2B2BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
FProperty* Property = nullptr;
|
||||
for (TFieldIterator<FProperty> PropIt(Outer->GetClass()); PropIt; ++PropIt){
|
||||
Property = *PropIt;
|
||||
if (FObjectProperty* ObjectProperty = CastField<FObjectProperty>(Property)){
|
||||
if (ObjectProperty->PropertyClass == Attr->GetClass()){
|
||||
void* ValuePtr = Property->ContainerPtrToValuePtr<void>(Outer);
|
||||
UObject* PropertyValue = ObjectProperty->GetObjectPropertyValue(ValuePtr);
|
||||
if (PropertyValue == Attr){
|
||||
return Property->GetName();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return FString();
|
||||
}
|
||||
|
||||
static void CopyAttributeToTable(UObject* Attribute, slua::LuaVar& LuaTable) {
|
||||
FProperty* Property = nullptr;
|
||||
FGameplayAttributeData* Data = nullptr;
|
||||
UClass* AttributeClass = Attribute->GetClass();
|
||||
|
||||
for (TFieldIterator<FProperty> PropIt(AttributeClass); PropIt; ++PropIt) {
|
||||
Property = *PropIt;
|
||||
if (Property->GetOwnerClass() != AttributeClass) continue; // ȷ<><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>ǰ<EFBFBD>ࣨ<EFBFBD><E0A3A8><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD><C7B8>ࣩ
|
||||
|
||||
FStructProperty* StructProperty = CastField<FStructProperty>(Property);
|
||||
if (!StructProperty || StructProperty->Struct != FGameplayAttributeData::StaticStruct()) continue;
|
||||
|
||||
Data = StructProperty->ContainerPtrToValuePtr<FGameplayAttributeData>(Attribute);
|
||||
if (!Data) continue;
|
||||
LuaTable.setToTable(Property->GetName(),Data->GetBaseValue());
|
||||
}
|
||||
}
|
||||
|
||||
bool UPW_AttributeSet::RegisterCustomAttribute(){
|
||||
ILuaOverriderInterface* Owner = Cast<ILuaOverriderInterface>(GetOwningActor());
|
||||
if (!Owner) return false;
|
||||
|
||||
// <20><>ȡActor<6F><72>Lua<75><61><EFBFBD><EFBFBD>
|
||||
slua::LuaVar SelfTable = Owner->GetSelfTable();
|
||||
|
||||
// <20><>ȡ LuaState
|
||||
slua::lua_State * RawState = SelfTable.getState();
|
||||
|
||||
// <20><><EFBFBD><EFBFBD> Reactive ģ<><C4A3>
|
||||
slua::LuaVar moduleTable = slua::LuaState::get(RawState)->requireModule("Core.Reactive");
|
||||
|
||||
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ReactiveProperty <20><><EFBFBD><EFBFBD>
|
||||
LuaSideData = moduleTable.callField("ReactiveProperty");
|
||||
|
||||
// <20><>Attribute<74><65><EFBFBD><EFBFBD><EFBFBD>Գ<EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Lua Reactive Property
|
||||
CopyAttributeToTable(this, LuaSideData);
|
||||
|
||||
// <20><><EFBFBD><EFBFBD>Lua Reactive Property
|
||||
auto name = GetPropertyNameInOwner(this);
|
||||
Owner->GetSelfTable().setToTable<FString, slua::LuaVar>(
|
||||
TEXT("Lua") + name, LuaSideData, true
|
||||
);
|
||||
return true;
|
||||
}
|
||||
|
||||
void UPW_AttributeSet::PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue){
|
||||
FString AttributeName = Attribute.GetName();
|
||||
LuaSideData.setToTable(AttributeName, NewValue);
|
||||
OnAttributeChanged.Broadcast(AttributeName, OldValue, NewValue);
|
||||
}
|
||||
14
Source/BusyRabbit/Private/Hud/BusyGameHud.cpp
Normal file
14
Source/BusyRabbit/Private/Hud/BusyGameHud.cpp
Normal file
@ -0,0 +1,14 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Hud/BusyGameHud.h"
|
||||
|
||||
FString ABusyGameHud::GetLuaFilePath_Implementation() const{
|
||||
return LuaFilePath;
|
||||
}
|
||||
|
||||
//void ABusyGameHud::PushWidget(const FName& WidgetName){
|
||||
// auto WidgetClass = UIClassMapping.Find(WidgetName);
|
||||
// APlayerController* PC = GetOwningPlayerController();
|
||||
// CreateWidget<UUserWidget>();
|
||||
//}
|
||||
107
Source/BusyRabbit/Private/Level/BusyLevelItem.cpp
Normal file
107
Source/BusyRabbit/Private/Level/BusyLevelItem.cpp
Normal file
@ -0,0 +1,107 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Level/BusyLevelItem.h"
|
||||
#include "Components/CapsuleComponent.h"
|
||||
#include "Components/WidgetComponent.h"
|
||||
#include "Gas/BusyAbilitySystemComponent.h"
|
||||
#include "BusyGamePlayLibrary.h"
|
||||
|
||||
ABusyLevelItem::ABusyLevelItem(): CurrentItemID("100001") {
|
||||
LuaFilePath = TEXT("GamePlay.LevelItem.LevelItem");
|
||||
|
||||
SceneComp = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
|
||||
CapsuleComp = CreateDefaultSubobject<UCapsuleComponent>(TEXT("LevelItemCapsule"));
|
||||
Sprite = CreateDefaultSubobject<UPaperFlipbookComponent>(TEXT("Sprite"));
|
||||
|
||||
PickBar = CreateDefaultSubobject<UWidgetComponent>(TEXT("PickBar"));
|
||||
LevelItemAttribute = CreateDefaultSubobject<UBusyLevelItemAttributeSet>("LevelItemAttribute");
|
||||
AbilityComponent = CreateDefaultSubobject<UBusyAbilitySystemComponent>("RoleAbility");
|
||||
|
||||
InitSprite();
|
||||
InitCapsule();
|
||||
InitPickBar();
|
||||
|
||||
PickBar->SetupAttachment(CapsuleComp);
|
||||
Sprite->SetupAttachment(CapsuleComp);
|
||||
CapsuleComp->SetupAttachment(SceneComp);
|
||||
this->RootComponent = SceneComp;
|
||||
}
|
||||
|
||||
void ABusyLevelItem::OnConstruction(const FTransform& Transform){
|
||||
Super::OnConstruction(Transform);
|
||||
SetItemDisplay(CurrentItemID);
|
||||
}
|
||||
|
||||
void ABusyLevelItem::BeginPlay(){
|
||||
UClass* cls = UBusyGamePlayLibrary::GetGameUIClass("PickBar");
|
||||
if (cls != nullptr) {
|
||||
PickBar->SetWidgetClass(cls);
|
||||
}
|
||||
Super::BeginPlay();
|
||||
}
|
||||
|
||||
void ABusyLevelItem::InitCapsule(){
|
||||
|
||||
CapsuleComp->SetCollisionProfileName(TEXT("Custom"));
|
||||
CapsuleComp->SetNotifyRigidBodyCollision(false);
|
||||
CapsuleComp->SetSimulatePhysics(false);
|
||||
CapsuleComp->SetEnableGravity(false);
|
||||
|
||||
CapsuleComp->SetCollisionObjectType(ECC_WorldStatic); // 设置对象类型
|
||||
|
||||
// 逐个通道设置响应
|
||||
CapsuleComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
|
||||
//CapsuleComp->SetCollisionResponseToAllChannels(ECR_Ignore);
|
||||
CapsuleComp->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
|
||||
CapsuleComp->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Ignore);
|
||||
|
||||
CapsuleComp->SetCapsuleRadius(10);
|
||||
}
|
||||
|
||||
void ABusyLevelItem::InitSprite(){
|
||||
Sprite->SetRelativeRotation(FRotator(0.0, 0.0, -90.0));
|
||||
}
|
||||
|
||||
void ABusyLevelItem::InitPickBar(){
|
||||
PickBar->SetRelativeRotation(FRotator(90.0, 0.0, -90.0));
|
||||
PickBar->SetRelativeLocation(FVector(0.0, -180.0, 0.0));
|
||||
PickBar->SetGenerateOverlapEvents(false);
|
||||
|
||||
}
|
||||
|
||||
void ABusyLevelItem::SetItemDisplay(const FName& ItemID){
|
||||
UDataTable* Resource = UBusyGamePlayLibrary::GetGameDataTable(TEXT("LevelItemResource"));
|
||||
|
||||
// 查物品信息
|
||||
FBusyLevelItemResourceConfig* ResourceConfig = Resource->FindRow<FBusyLevelItemResourceConfig>(
|
||||
ItemID, TEXT("ABusyLevelItem::SetLevelItemID"), true
|
||||
);
|
||||
|
||||
// 设置资源
|
||||
if (ResourceConfig != nullptr && ResourceConfig->StaticResource) {
|
||||
this->Sprite->SetFlipbook(ResourceConfig->StaticResource);
|
||||
this->CurrentItemID = ItemID;
|
||||
}
|
||||
}
|
||||
|
||||
void ABusyLevelItem::SetLevelItemID(const FName& ItemID){
|
||||
// 取物品资源表
|
||||
UDataTable* ConfigTable = UBusyGamePlayLibrary::GetGameDataTable(TEXT("LevelItems"));
|
||||
// 查物品信息
|
||||
FBusyLevelItemConfig* ItemConfig = ConfigTable->FindRow<FBusyLevelItemConfig>(
|
||||
ItemID, TEXT("ABusyLevelItem::SetLevelItemID"), true
|
||||
);
|
||||
SetItemDisplay(ItemID);
|
||||
|
||||
// 设置配置属性
|
||||
if (ItemConfig == nullptr) return;
|
||||
|
||||
// 初始化Attribute
|
||||
LevelItemAttribute->InitHealth(ItemConfig->PickTimeCost);
|
||||
LevelItemAttribute->RegisterCustomAttribute();
|
||||
|
||||
CurrentItemID = ItemID;
|
||||
LevelItemConfig = *ItemConfig;
|
||||
ReceiveLevelItemSetted(LevelItemConfig);
|
||||
}
|
||||
33
Source/BusyRabbit/Private/Level/LevelItemReward.cpp
Normal file
33
Source/BusyRabbit/Private/Level/LevelItemReward.cpp
Normal file
@ -0,0 +1,33 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Level/LevelItemReward.h"
|
||||
#include "Components/CapsuleComponent.h"
|
||||
#include "Components/SceneComponent.h"
|
||||
#include "PaperFlipbook.h"
|
||||
#include "PaperFlipbookComponent.h"
|
||||
#include "BusyGamePlayLibrary.h"
|
||||
|
||||
|
||||
ALevelItemReward::ALevelItemReward(){
|
||||
SceneComp = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
|
||||
CapsuleComp = CreateDefaultSubobject<UCapsuleComponent>(TEXT("RoleCapsule"));
|
||||
Sprite = CreateDefaultSubobject<UPaperFlipbookComponent>(TEXT("Sprite"));
|
||||
CapsuleComp->SetupAttachment(SceneComp);
|
||||
Sprite->SetupAttachment(CapsuleComp);
|
||||
this->RootComponent = SceneComp;
|
||||
}
|
||||
|
||||
void ALevelItemReward::OnConstruction(const FTransform& Transform){
|
||||
SetRewardID(RewardID);
|
||||
}
|
||||
|
||||
void ALevelItemReward::SetRewardID(const FName& CurrentRewardID){
|
||||
bool bIsFind = false;
|
||||
FBusyLevelItemDescription Desc;
|
||||
if (CurrentRewardID.IsNone()) return;
|
||||
bIsFind = UBusyGamePlayLibrary::GetLevelItemDescription(CurrentRewardID, Desc);
|
||||
if (!bIsFind) return;
|
||||
this->RewardID = CurrentRewardID;
|
||||
this->Sprite->SetFlipbook(Desc.LevelResource.LoadSynchronous());
|
||||
}
|
||||
111
Source/BusyRabbit/Private/Role/BusyRole.cpp
Normal file
111
Source/BusyRabbit/Private/Role/BusyRole.cpp
Normal file
@ -0,0 +1,111 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Role/BusyRole.h"
|
||||
#include "GameFramework/SpringArmComponent.h"
|
||||
#include "Components/CapsuleComponent.h"
|
||||
#include "Components/SceneComponent.h"
|
||||
#include "BusyCameraComponent.h"
|
||||
#include "PaperFlipbookComponent.h"
|
||||
#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"
|
||||
#include "EnhancedInputSubsystems.h"
|
||||
|
||||
|
||||
|
||||
ABusyRole::ABusyRole(){
|
||||
SceneComp = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
|
||||
CapsuleComp = CreateDefaultSubobject<UCapsuleComponent>(TEXT("RoleCapsule"));
|
||||
SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
|
||||
CameraComp = CreateDefaultSubobject<UBusyCameraComponent>(TEXT("RoleCamera"));
|
||||
Sprite = CreateDefaultSubobject<UPaperFlipbookComponent>(TEXT("Sprite"));
|
||||
|
||||
Movement = CreateDefaultSubobject<UBusyRoleMovement>(TEXT("Movement"));
|
||||
RoleAnimation = CreateDefaultSubobject<URoleAnimation>(TEXT("RoleAnimation"));
|
||||
Inventory = CreateDefaultSubobject<UInventoryComponent>(TEXT("Inventory"));
|
||||
|
||||
RoleAbility = CreateDefaultSubobject<UPW_AbilitySystemComponent>("RoleAbility");
|
||||
RoleAttribute = CreateDefaultSubobject<UBusyRoleAttributeSet>(TEXT("RoleAttributeSet"));
|
||||
|
||||
SpringArmComp->SetRelativeRotation(FRotator(-90.0, -90.0, 0.0));
|
||||
this->InitCapsule();
|
||||
|
||||
Sprite->SetupAttachment(CapsuleComp);
|
||||
CapsuleComp->SetupAttachment(SceneComp);
|
||||
SpringArmComp->SetupAttachment(CapsuleComp);
|
||||
CameraComp->SetupAttachment(SpringArmComp);
|
||||
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
this->RootComponent = SceneComp;
|
||||
}
|
||||
|
||||
void ABusyRole::BeginPlay(){
|
||||
Super::BeginPlay();
|
||||
|
||||
if (APlayerController* PlayerController = Cast<APlayerController>(GetController())) {
|
||||
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer())) {
|
||||
Subsystem->AddMappingContext(InputMapping, 0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void ABusyRole::Tick(float InDeltaSeconds){
|
||||
Super::Tick(InDeltaSeconds);
|
||||
}
|
||||
|
||||
void ABusyRole::SetRole(const FName& Name){
|
||||
UDataTable* Table = UBusyGamePlayLibrary::GetGameDataTable("RoleConfig");
|
||||
if (Table == nullptr) {
|
||||
return;
|
||||
}
|
||||
FBusyRoleConfig *Row = Table->FindRow<FBusyRoleConfig>(Name, TEXT("ABusyRole::SetRole"));
|
||||
if (Row == nullptr) {
|
||||
return;
|
||||
}
|
||||
RoleName = Name;
|
||||
RoleConfig = *Row;
|
||||
|
||||
// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
if (RoleAttribute) {
|
||||
RoleAttribute->InitHealth(Row->Health);
|
||||
RoleAttribute->InitHunger(Row->Hunger);
|
||||
RoleAttribute->InitMoveSpeed(Row->MoveSpeed);
|
||||
RoleAttribute->RegisterCustomAttribute();
|
||||
}
|
||||
|
||||
// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
|
||||
for (UClass* AbilityClass : Row->DefaultAbilities) {
|
||||
if (AbilityClass) {
|
||||
RoleAbility->GiveAbility(FGameplayAbilitySpec(AbilityClass));
|
||||
}
|
||||
}
|
||||
ReceiveSetRole(RoleConfig);
|
||||
}
|
||||
|
||||
void ABusyRole::TryActiveAbility(const FName& TagName,const FGameplayEventData& EventData){
|
||||
RoleAbility->HandleGameplayEvent(FGameplayTag::RequestGameplayTag(TagName), &EventData);
|
||||
}
|
||||
|
||||
void ABusyRole::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent){
|
||||
Super::SetupPlayerInputComponent(PlayerInputComponent);
|
||||
|
||||
if (UEnhancedInputComponent* EnhancedInput = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
|
||||
EnhancedInput->BindAction(TouchAction, ETriggerEvent::Triggered, this, FName("OnTouch"));
|
||||
}
|
||||
}
|
||||
|
||||
void ABusyRole::InitCapsule(){
|
||||
FScriptDelegate OverlapDelegate;
|
||||
CapsuleComp->SetCollisionProfileName(TEXT("Pawn"));
|
||||
CapsuleComp->SetNotifyRigidBodyCollision(false);
|
||||
OverlapDelegate.BindUFunction(this, "OnOverlapBegin");
|
||||
CapsuleComp->OnComponentBeginOverlap.Add(OverlapDelegate);
|
||||
|
||||
CapsuleComp->SetCapsuleRadius(10);
|
||||
}
|
||||
22
Source/BusyRabbit/Private/Role/BusyRoleMovement.cpp
Normal file
22
Source/BusyRabbit/Private/Role/BusyRoleMovement.cpp
Normal file
@ -0,0 +1,22 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Role/BusyRoleMovement.h"
|
||||
#include "PaperFlipbookComponent.h"
|
||||
|
||||
UBusyRoleMovement::UBusyRoleMovement(){
|
||||
LuaFilePath = TEXT("GamePlay/BusyRole/Movement");
|
||||
this->PrimaryComponentTick.bCanEverTick = true;
|
||||
}
|
||||
|
||||
void UBusyRoleMovement::BeginPlay(){
|
||||
Super::BeginPlay();
|
||||
ReceiveComponentBeginPlay();
|
||||
}
|
||||
|
||||
|
||||
void UBusyRoleMovement::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction){
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
this->ReceiveComponentTick(DeltaTime);
|
||||
}
|
||||
|
||||
117
Source/BusyRabbit/Private/Role/RoleAnimation.cpp
Normal file
117
Source/BusyRabbit/Private/Role/RoleAnimation.cpp
Normal file
@ -0,0 +1,117 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
|
||||
#include "Role/RoleAnimation.h"
|
||||
#include "Role/BusyRole.h"
|
||||
#include "BusyGamePlayLibrary.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY(LogRoleAnimation);
|
||||
|
||||
|
||||
URoleAnimation::URoleAnimation(){
|
||||
LuaFilePath = TEXT("GamePlay.BusyRole.Animation");
|
||||
}
|
||||
|
||||
void URoleAnimation::SetMoveAnimation(ERoleMoveDirection direction){
|
||||
FBusyRoleAnimationData* Config;
|
||||
UPaperFlipbookComponent* Sprite;
|
||||
|
||||
if (!GetOwnerRoleInfo(Sprite, Config)) {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::SetMoveAnimation, Can't get owner info"));
|
||||
return;
|
||||
}
|
||||
SetRoleAnimation(Sprite, Config->MoveAnimations.Find(direction));
|
||||
}
|
||||
|
||||
void URoleAnimation::SetIdleAnimation(ERoleMoveDirection direction){
|
||||
FBusyRoleAnimationData* Config;
|
||||
UPaperFlipbookComponent* Sprite;
|
||||
|
||||
if (!GetOwnerRoleInfo(Sprite, Config)) {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::SetMoveAnimation, Can't get owner info"));
|
||||
return;
|
||||
}
|
||||
SetRoleAnimation(Sprite, Config->IdleAnimations.Find(direction));
|
||||
}
|
||||
|
||||
void URoleAnimation::PlayPickAnimation(const FName& ItemName, ERoleMoveDirection Direction, EBusyAnimationPhase Phase, float PlayRate){
|
||||
FBusyRoleAnimationData* Config;
|
||||
UPaperFlipbookComponent* Sprite;
|
||||
|
||||
if (!GetOwnerRoleInfo(Sprite, Config)) {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::SetPickAnimation, Can't get owner info"));
|
||||
return;
|
||||
}
|
||||
FBusyRolePickingAnimationData *Directions = Config->PickingAnimations.Find(ItemName);
|
||||
if (Directions == nullptr) {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::SetPickAnimation, Can't get Directions Animation"));
|
||||
return;
|
||||
}
|
||||
FBusyAnimationPhaseData *PhaseData = Directions->DirectionAnimations.Find(Direction);
|
||||
if (PhaseData == nullptr) {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::SetPickAnimation, Can't get PhaseData Animation"));
|
||||
return;
|
||||
}
|
||||
UPaperFlipbook **Animation = PhaseData->PhaseAnimation.Find(Phase);
|
||||
if (Animation == nullptr) {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::SetPickAnimation, Can't get Animation"));
|
||||
return;
|
||||
}
|
||||
PlayAnimationOnce(Sprite, Animation, PlayRate);
|
||||
}
|
||||
|
||||
|
||||
bool URoleAnimation::GetOwnerRoleInfo(UPaperFlipbookComponent*& Sprite, FBusyRoleAnimationData*& AnimationData){
|
||||
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>owner
|
||||
ABusyRole* Role = Cast<ABusyRole>(this->GetOwner());
|
||||
if (Role == nullptr) {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::GetPaperFilpBookComponent, Can't get Role"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// <20><><EFBFBD><EFBFBD>owner<65><72><EFBFBD><EFBFBD>
|
||||
UDataTable* DataTable = UBusyGamePlayLibrary::GetGameDataTable("RoleAnimation");
|
||||
if (DataTable == nullptr) {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::GetOwnerRoleInfo, Can't get Animation DataTable"))
|
||||
return false;
|
||||
}
|
||||
|
||||
FBusyRoleAnimationData* Config = DataTable->FindRow<FBusyRoleAnimationData>(
|
||||
Role->RoleName, TEXT("URoleAnimation::GetOwnerRoleInfo")
|
||||
);
|
||||
|
||||
if (Config == nullptr) {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::GetOwnerRoleInfo, Can't get role info from table"))
|
||||
return false;
|
||||
}
|
||||
|
||||
Sprite = Role->Sprite;
|
||||
AnimationData = Config;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void URoleAnimation::SetRoleAnimation(UPaperFlipbookComponent* Sprite, UPaperFlipbook** Anim){
|
||||
if (Anim && *Anim) {
|
||||
Sprite->Stop();
|
||||
Sprite->SetLooping(true);
|
||||
Sprite->SetPlayRate(1.0);
|
||||
Sprite->SetFlipbook(*Anim);
|
||||
Sprite->PlayFromStart();
|
||||
} else {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::SetRoleAnimation, Can't set role animation"));
|
||||
}
|
||||
}
|
||||
|
||||
void URoleAnimation::PlayAnimationOnce(UPaperFlipbookComponent* Sprite, UPaperFlipbook** Anim, float PlayRate){
|
||||
if (Anim && *Anim) {
|
||||
Sprite->Stop();
|
||||
Sprite->SetLooping(false);
|
||||
Sprite->SetPlayRate(PlayRate);
|
||||
Sprite->SetFlipbook(*Anim);
|
||||
Sprite->PlayFromStart();
|
||||
}
|
||||
else {
|
||||
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::PlayAnimationOnce failed"));
|
||||
}
|
||||
}
|
||||
67
Source/BusyRabbit/Public/BusyActorManagerSubSystem.h
Normal file
67
Source/BusyRabbit/Public/BusyActorManagerSubSystem.h
Normal file
@ -0,0 +1,67 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Datatable.h"
|
||||
#include "LuaOverriderInterface.h"
|
||||
#include "Subsystems/WorldSubsystem.h"
|
||||
#include "Level/BusyLevelItem.h"
|
||||
#include "BusyActorManagerSubSystem.generated.h"
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyLevelBaseConfig : public FTableRowBase {
|
||||
GENERATED_BODY()
|
||||
/* 第一个篝火的位置 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "初始篝火位置")
|
||||
FVector2D FirstBonfirePosition;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "每次Tick的时间(MS)")
|
||||
int TickInterval;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "一个物品生成周期包含的Tick次数")
|
||||
int Period;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName ="关卡中存在的物品配置")
|
||||
TMap<int32, FBusyLevelItemGenerateConfig> LevelItemIds;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyActorManagerSubSystem : public UWorldSubsystem, public ILuaOverriderInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// 初始化(关卡加载时调用)
|
||||
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
|
||||
|
||||
virtual void OnWorldBeginPlay(UWorld& InWorld)override;
|
||||
|
||||
// 销毁(关卡卸载时调用)
|
||||
virtual void Deinitialize() override;
|
||||
|
||||
virtual FString GetLuaFilePath_Implementation() const override;
|
||||
|
||||
|
||||
public: // 需要蓝图实现接口
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveSubSystemInitialize();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveWorldBeginPlay();
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintPure)
|
||||
bool GetLevelBaseConfig(FBusyLevelBaseConfig& config);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
UWorld* K2_GetWorld();
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
static UBusyActorManagerSubSystem* Get(UObject* WorldContextObject);
|
||||
};
|
||||
29
Source/BusyRabbit/Public/BusyBonfire.h
Normal file
29
Source/BusyRabbit/Public/BusyBonfire.h
Normal file
@ -0,0 +1,29 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaActor.h"
|
||||
#include "BusyBonfire.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ABusyBonfire : public ALuaActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
ABusyBonfire();
|
||||
|
||||
public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UCapsuleComponent> CapsuleComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class USceneComponent> SceneComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UInventoryComponent> Inventory; // <20>ֿ<EFBFBD>
|
||||
|
||||
};
|
||||
21
Source/BusyRabbit/Public/BusyCameraComponent.h
Normal file
21
Source/BusyRabbit/Public/BusyCameraComponent.h
Normal file
@ -0,0 +1,21 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaOverriderInterface.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "BusyCameraComponent.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyCameraComponent : public UCameraComponent, public ILuaOverriderInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UBusyCameraComponent();
|
||||
|
||||
};
|
||||
26
Source/BusyRabbit/Public/BusyCharacter.h
Normal file
26
Source/BusyRabbit/Public/BusyCharacter.h
Normal file
@ -0,0 +1,26 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
#include "slua.h"
|
||||
#include "CoreMinimal.h"
|
||||
#include "PaperZDCharacter.h"
|
||||
#include "BusyCharacter.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ABusyCharacter : public APaperZDCharacter, public ILuaOverriderInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
virtual FString GetLuaFilePath_Implementation() const override;
|
||||
|
||||
//UFUNCTION(BlueprintNativeEvent)
|
||||
//FString GetLuaFilePath()const;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
FString LuaFilePath;
|
||||
|
||||
};
|
||||
36
Source/BusyRabbit/Public/BusyDataAsset.h
Normal file
36
Source/BusyRabbit/Public/BusyDataAsset.h
Normal file
@ -0,0 +1,36 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/DataAsset.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "BusyDataAsset.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyActorClassAsset: public UDataAsset
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, Category = "Blueprint Mapping")
|
||||
TMap<FString, TSubclassOf<AActor>> ClassPathConfig;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyDataAsset : public UDataAsset
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, Category = "DataTable Mapping")
|
||||
TMap<FString, TObjectPtr<UDataTable>> DataTableMapping;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Actor Class Mapping")
|
||||
TMap<FString, TSubclassOf<AActor>> ClassPathMapping;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "UI Class Mapping")
|
||||
TMap<FString, TSubclassOf<UUserWidget>> UIPathMapping;
|
||||
};
|
||||
45
Source/BusyRabbit/Public/BusyGameInstance.h
Normal file
45
Source/BusyRabbit/Public/BusyGameInstance.h
Normal file
@ -0,0 +1,45 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "slua.h"
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/GameInstance.h"
|
||||
#include "BusyGameInstance.generated.h"
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyGameInstance : public UGameInstance
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UBusyGameInstance();
|
||||
|
||||
public:
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBusyOnEndFrameDelegate);
|
||||
|
||||
public:
|
||||
virtual void Init()override;
|
||||
virtual void Shutdown() override;
|
||||
public:
|
||||
void CreateLuaState();
|
||||
void CloseLuaState();
|
||||
void LuaStateInitCallback(NS_SLUA::lua_State* L);
|
||||
|
||||
public:
|
||||
NS_SLUA::LuaState* state;
|
||||
|
||||
|
||||
protected:
|
||||
UPROPERTY(BlueprintAssignable)
|
||||
FBusyOnEndFrameDelegate OnEndFrameDelegate;
|
||||
|
||||
void OnEndFrame();
|
||||
|
||||
protected: // luaside
|
||||
NS_SLUA::LuaVar LuaGameInstance;
|
||||
NS_SLUA::LuaVar OnLuaEndFrame;
|
||||
};
|
||||
17
Source/BusyRabbit/Public/BusyGameMode.h
Normal file
17
Source/BusyRabbit/Public/BusyGameMode.h
Normal file
@ -0,0 +1,17 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaGameMode.h"
|
||||
#include "BusyGameMode.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ABusyGameMode : public ALuaGameMode
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
};
|
||||
51
Source/BusyRabbit/Public/BusyGamePlayLibrary.h
Normal file
51
Source/BusyRabbit/Public/BusyGamePlayLibrary.h
Normal file
@ -0,0 +1,51 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "slua.h"
|
||||
#include "Role/BusyRole.h"
|
||||
#include "Engine/World.h"
|
||||
#include "Level/BusyLevelItem.h"
|
||||
#include "Engine/DataTable.h"
|
||||
#include "BusyActorManagerSubSystem.h"
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "GameAsset/BusyItem.h"
|
||||
#include "BusyGamePlayLibrary.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyGamePlayLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
static UDataTable* GetGameDataTable(const FString& TableName);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
static UClass* GetGameClass(const FString& ClassName);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
static UClass* GetGameUIClass(const FString& ClassName);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
static UWorld* K2_GetWorld(UObject* obj);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
static bool GetLevelBaseConfig(const FName& RowName, FBusyLevelBaseConfig& RowData);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
static bool GetLevelItemConfig(const FName& RowName, FBusyLevelItemConfig& RowData);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
static bool GetRoleConfig(const FName& RowName, FBusyRoleConfig& RowData);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
static bool GetItemResourceConfig(const FName& RowName, FBusyLevelItemResourceConfig& RowData);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
static bool GetLevelItemDescription(const FName& RowName, FBusyLevelItemDescription& RowData);
|
||||
};
|
||||
17
Source/BusyRabbit/Public/BusyGameState.h
Normal file
17
Source/BusyRabbit/Public/BusyGameState.h
Normal file
@ -0,0 +1,17 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaGameState.h"
|
||||
#include "BusyGameState.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ABusyGameState : public ALuaGameState
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
};
|
||||
51
Source/BusyRabbit/Public/BusyLevelLogicSubSystem.h
Normal file
51
Source/BusyRabbit/Public/BusyLevelLogicSubSystem.h
Normal file
@ -0,0 +1,51 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaOverriderInterface.h"
|
||||
#include "Subsystems/WorldSubsystem.h"
|
||||
#include "BusyLevelLogicSubSystem.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyLevelLogicSubSystem : public UTickableWorldSubsystem, public ILuaOverriderInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UBusyLevelLogicSubSystem();
|
||||
|
||||
|
||||
|
||||
public:
|
||||
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
|
||||
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
virtual FString GetLuaFilePath_Implementation() const override;
|
||||
|
||||
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD>ؿ<EFBFBD><D8BF><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ã<EFBFBD>
|
||||
virtual void OnWorldBeginPlay(UWorld& InWorld)override;
|
||||
|
||||
// <20><><EFBFBD>٣<EFBFBD><D9A3>ؿ<EFBFBD>ж<EFBFBD><D0B6>ʱ<EFBFBD><CAB1><EFBFBD>ã<EFBFBD>
|
||||
virtual void Deinitialize() override;
|
||||
|
||||
virtual TStatId GetStatId() const override;
|
||||
|
||||
|
||||
|
||||
public: // <20><>Ҫ<EFBFBD><D2AA>ͼʵ<CDBC>ֽӿ<D6BD>
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveSubSystemInitialize();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveWorldBeginPlay();
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveSubSystemTick(float DeltaTime);
|
||||
|
||||
|
||||
};
|
||||
17
Source/BusyRabbit/Public/BusyPlayerController.h
Normal file
17
Source/BusyRabbit/Public/BusyPlayerController.h
Normal file
@ -0,0 +1,17 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaPlayerController.h"
|
||||
#include "BusyPlayerController.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ABusyPlayerController : public ALuaPlayerController
|
||||
{
|
||||
GENERATED_BODY()
|
||||
virtual void BeginPlay()override;
|
||||
};
|
||||
24
Source/BusyRabbit/Public/BusyPlayerState.h
Normal file
24
Source/BusyRabbit/Public/BusyPlayerState.h
Normal file
@ -0,0 +1,24 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaPlayerState.h"
|
||||
#include "BusyPlayerState.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ABusyPlayerState : public ALuaPlayerState
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ABusyPlayerState();
|
||||
|
||||
|
||||
public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UInventoryComponent> Inventory; // <20>ֿ<EFBFBD>
|
||||
};
|
||||
90
Source/BusyRabbit/Public/Components/InventoryComponent.h
Normal file
90
Source/BusyRabbit/Public/Components/InventoryComponent.h
Normal file
@ -0,0 +1,90 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaActorComponent.h"
|
||||
#include "InventoryComponent.generated.h"
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnInventoryCapacityChanged);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnInventoryChanged, int32, ItemID);
|
||||
DECLARE_DYNAMIC_DELEGATE_TwoParams(FVisitInventoryGridDelegate, int32, Index, const FInventoryGrid&, Grid); // 定义蓝图可用的遍历委托
|
||||
|
||||
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UInventoryComponent : public ULuaActorComponent {
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UInventoryComponent();
|
||||
|
||||
public: // get
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool IsCanContain(int32 ItemID, int32 Count);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool IsEnough(int32 ItemID, int32 Count);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
FInventoryGrid GetGridWithIndex(int32 Index);
|
||||
|
||||
// 遍历所有库存格子
|
||||
UFUNCTION(BlueprintCallable, Category = "Inventory")
|
||||
void ForEach(const FVisitInventoryGridDelegate& VisitDelegate);
|
||||
|
||||
public: // set
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool DepositItems(int32 ItemID, int32 ItemCnt);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool WithdrawItems(int32 ItemID, int32 ItemCnt);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool ConsumeItems(int32 Index, int32 ItemCnt);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetInventoryCapacity(int Capacity);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void ReSortAllItem();
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintNativeEvent)
|
||||
void InitItemGrid(FInventoryGrid& Grid);
|
||||
|
||||
// 物品变动事件(添加/移除物品时触发)
|
||||
UPROPERTY(BlueprintAssignable, Category = "Inventory")
|
||||
FOnInventoryChanged OnInventoryChanged;
|
||||
|
||||
// 容量变化事件(设置新容量时触发)
|
||||
UPROPERTY(BlueprintAssignable, Category = "Inventory")
|
||||
FOnInventoryCapacityChanged OnInventoryCapacityChanged;
|
||||
|
||||
private:
|
||||
FInventoryGrid& GetOrCreateGrid(int32 ItemID);
|
||||
|
||||
protected:
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
int32 Capacity;
|
||||
|
||||
protected:
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
TArray<FInventoryGrid> InventoryList;
|
||||
};
|
||||
25
Source/BusyRabbit/Public/Core/BusyLuaActorComponent.h
Normal file
25
Source/BusyRabbit/Public/Core/BusyLuaActorComponent.h
Normal file
@ -0,0 +1,25 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaActorComponent.h"
|
||||
#include "BusyLuaActorComponent.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyLuaActorComponent : public ULuaActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public: // <20><>д<EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD>
|
||||
virtual void BeginPlay()override;
|
||||
|
||||
public: // Lua<75><61>Ҫʵ<D2AA>ֵĺ<D6B5><C4BA><EFBFBD>
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveLuaBeginPlay();
|
||||
|
||||
|
||||
};
|
||||
15
Source/BusyRabbit/Public/Core/BusyLuaUserWidget.h
Normal file
15
Source/BusyRabbit/Public/Core/BusyLuaUserWidget.h
Normal file
@ -0,0 +1,15 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaUserWidget.h"
|
||||
#include "BusyLuaUserWidget.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyLuaUserWidget : public ULuaUserWidget{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
39
Source/BusyRabbit/Public/Core/PW_Ability.h
Normal file
39
Source/BusyRabbit/Public/Core/PW_Ability.h
Normal file
@ -0,0 +1,39 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaOverriderInterface.h"
|
||||
#include "Abilities/GameplayAbility.h"
|
||||
#include "PW_Ability.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_Ability : public UGameplayAbility, public ILuaOverriderInterface{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPW_Ability();
|
||||
|
||||
public:
|
||||
virtual FString GetLuaFilePath_Implementation() const override;
|
||||
|
||||
virtual void ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const override;
|
||||
|
||||
UFUNCTION(BlueprintNativeEvent)
|
||||
void BP_ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo& ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo)const;
|
||||
|
||||
public:
|
||||
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName = "默认的Effect配置")
|
||||
TSubclassOf<UGameplayEffect> DefaultEffectConfig;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName = "技能的Effect配置")
|
||||
TMap<FGameplayTag, TSubclassOf<UGameplayEffect>> EffectConfigs;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName = "技能的Effect配置")
|
||||
TMap<FName, TSubclassOf<UGameplayEffect>> AbilityEffectConfigs;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||
FString LuaFilePath;
|
||||
};
|
||||
20
Source/BusyRabbit/Public/Core/PW_AbilitySystemComponent.h
Normal file
20
Source/BusyRabbit/Public/Core/PW_AbilitySystemComponent.h
Normal file
@ -0,0 +1,20 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "AbilitySystemComponent.h"
|
||||
#include "PW_AbilitySystemComponent.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_AbilitySystemComponent : public UAbilitySystemComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName = "技能的Effect配置")
|
||||
TMap<FName, TSubclassOf<UGameplayEffect>> AbilityEffectConfigs;
|
||||
|
||||
};
|
||||
17
Source/BusyRabbit/Public/Core/PW_ListViewEntry.h
Normal file
17
Source/BusyRabbit/Public/Core/PW_ListViewEntry.h
Normal file
@ -0,0 +1,17 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaUserWidget.h"
|
||||
#include "Blueprint/IUserObjectListEntry.h"
|
||||
#include "PW_ListViewEntry.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_ListViewEntry : public ULuaUserWidget, public IUserObjectListEntry{
|
||||
GENERATED_BODY()
|
||||
|
||||
};
|
||||
23
Source/BusyRabbit/Public/Core/PW_Object.h
Normal file
23
Source/BusyRabbit/Public/Core/PW_Object.h
Normal file
@ -0,0 +1,23 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaOverriderInterface.h"
|
||||
#include "UObject/NoExportTypes.h"
|
||||
#include "PW_Object.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_Object : public UObject, public ILuaOverriderInterface{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPW_Object();
|
||||
public:
|
||||
virtual FString GetLuaFilePath_Implementation() const override;
|
||||
|
||||
protected:
|
||||
FString LuaFilePath;
|
||||
};
|
||||
24
Source/BusyRabbit/Public/Core/PW_TimerModule.h
Normal file
24
Source/BusyRabbit/Public/Core/PW_TimerModule.h
Normal file
@ -0,0 +1,24 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "slua.h"
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/TimerHandle.h"
|
||||
#include "UObject/NoExportTypes.h"
|
||||
#include "PW_TimerModule.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_TimerModule : public UObject
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
//UFUNCTION(BlueprintCallable)
|
||||
//int SetTimer(slua::LuaVar cb);
|
||||
|
||||
protected:
|
||||
TArray<FTimerHandle> Timers;
|
||||
};
|
||||
55
Source/BusyRabbit/Public/Core/PW_UserWidget.h
Normal file
55
Source/BusyRabbit/Public/Core/PW_UserWidget.h
Normal file
@ -0,0 +1,55 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaUserWidget.h"
|
||||
#include "PW_UserWidget.generated.h"
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EWidgetLayoutType: uint8 {
|
||||
MainLayer,
|
||||
PopupLayer,
|
||||
FloatLayer,
|
||||
TopLayer,
|
||||
LayerTypeMax
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_SimpleWidget : public ULuaUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPW_SimpleWidget();
|
||||
virtual bool Initialize() override;
|
||||
|
||||
public:
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
bool bVisible;
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetVisible(bool Visible);
|
||||
};
|
||||
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_UserWidget : public UPW_SimpleWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, DisplayName="是否全局唯一")
|
||||
bool bSingletonInstance;
|
||||
|
||||
public:
|
||||
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||
EWidgetLayoutType LayoutType;
|
||||
};
|
||||
155
Source/BusyRabbit/Public/Core/UI/PW_TableSwitcher.h
Normal file
155
Source/BusyRabbit/Public/Core/UI/PW_TableSwitcher.h
Normal file
@ -0,0 +1,155 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaUserWidget.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "Core/PW_UserWidget.h"
|
||||
#include "PW_TableSwitcher.generated.h"
|
||||
|
||||
DECLARE_MULTICAST_DELEGATE_OneParam (FTableSwitcherWidgetClicked, class UPW_TableSwitcherWidget*)
|
||||
DECLARE_MULTICAST_DELEGATE_TwoParams(FTableSwitcherWidgetHoverChange, class UPW_TableSwitcherWidget*, bool)
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FTableSwitcherInfo {
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditAnyWhere, DisplayName="是否延迟加载")
|
||||
bool bIsLazyCreate;
|
||||
|
||||
UPROPERTY(EditAnyWhere, DisplayName = "是否复用面板")
|
||||
bool bIsReusePanel;
|
||||
|
||||
UPROPERTY(EditAnyWhere, DisplayName = "复用的切换页的名称", meta = (EditCondition = "bIsReusePanel"))
|
||||
FName ReusePanelName;
|
||||
|
||||
UPROPERTY(EditAnyWhere, DisplayName = "切换页签的类配置")
|
||||
TSubclassOf <class UPW_TableSwitcherWidget > SwitcherWidget;
|
||||
|
||||
UPROPERTY(EditAnyWhere, DisplayName = "切换页签的的显示名称")
|
||||
FText TableSwitcherName;
|
||||
|
||||
UPROPERTY(EditAnyWhere, DisplayName = "切换页的类配置")
|
||||
TSubclassOf <class UPW_TableSwitcherPage> PageWidget;
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_TableSwitcherWidget: public ULuaUserWidget{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
FName GetSwitcherName() { return SwitcherName; }
|
||||
|
||||
public:
|
||||
void SetHoveredState(bool bIsHover);
|
||||
void SetSelectedState(bool bIsSelect);
|
||||
void SetSwitcherTitle(const FText& Text);
|
||||
|
||||
void SetSwitcherName(const FName& SwitcherWidgetName) { SwitcherName = SwitcherWidgetName; }
|
||||
|
||||
public:
|
||||
virtual void NativeOnInitialized()override;
|
||||
virtual void NativeConstruct()override;
|
||||
virtual void NativeDestruct()override;
|
||||
|
||||
protected:
|
||||
UFUNCTION()
|
||||
void OnWidgetClicked();
|
||||
UFUNCTION()
|
||||
void OnWidgetHovered();
|
||||
UFUNCTION()
|
||||
void OnWidgetUnHovered();
|
||||
|
||||
protected:
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void OnWidgetStateChange(bool bIsWidgetHovered, bool bIsWidgetSelected);
|
||||
|
||||
public:
|
||||
// 必须绑定的控件
|
||||
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
|
||||
TObjectPtr<class UButton> BtnMain;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
|
||||
TObjectPtr<class UTextBlock> SwitcherTitle;
|
||||
|
||||
|
||||
FTableSwitcherWidgetClicked OnTableWidgetClicked;
|
||||
FTableSwitcherWidgetHoverChange OnHoverStateChange;
|
||||
|
||||
protected:
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
bool bIsHovered;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
bool bIsSelected;
|
||||
|
||||
FName SwitcherName;
|
||||
|
||||
};
|
||||
|
||||
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_TableSwitcherPage : public UPW_SimpleWidget {
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPW_TableSwitcherPage() :bIsShowing(false) {}
|
||||
public:
|
||||
void SwitchIn(const FName& SwitcherName);
|
||||
void SwitchOut(const FName& SwitcherName);
|
||||
|
||||
protected:
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void OnSwitchIn(const FName& SwitcherName);
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void OnSwitchOut(const FName& SwitcherName);
|
||||
protected:
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
bool bIsShowing;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_TableSwitcher : public UUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
virtual void NativePreConstruct()override;
|
||||
|
||||
virtual void NativeOnInitialized()override;
|
||||
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetSelectedSwitcher(const FName& SwitcherName);
|
||||
|
||||
|
||||
public:
|
||||
void RebuildSwitcher(const TMap<FName, FTableSwitcherInfo>& infos);
|
||||
|
||||
void RefreshSwitcher();
|
||||
|
||||
protected:
|
||||
UPW_TableSwitcherPage* GetOrCreateSwitcherPage(const FName& SwitcherName);
|
||||
|
||||
public:
|
||||
// 必须绑定的控件
|
||||
UPROPERTY(BlueprintReadOnly, meta = (BindWidget, DisplayName = "盛放标签的容器"))
|
||||
TObjectPtr<class UHorizontalBox> SwitcherBar;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, meta = (BindWidget, DisplayName = "盛放页签的容器"))
|
||||
TObjectPtr<class UOverlay> PanelOverlay;
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnyWhere, BlueprintReadOnly, DisplayName="控件切换器配置")
|
||||
TMap<FName, FTableSwitcherInfo> SwicthersInfo;
|
||||
|
||||
protected:
|
||||
UPROPERTY()
|
||||
TMap<FName, TWeakObjectPtr<UPW_TableSwitcherPage>> SwitcherPages;
|
||||
UPROPERTY()
|
||||
TMap<FName, TWeakObjectPtr<UPW_TableSwitcherWidget>> SwitcherWidgets;
|
||||
};
|
||||
61
Source/BusyRabbit/Public/GameAsset/BusyItem.h
Normal file
61
Source/BusyRabbit/Public/GameAsset/BusyItem.h
Normal file
@ -0,0 +1,61 @@
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
#include "BusyItem.generated.h"
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyLevelCollectionDropRate {
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "掉落数量")
|
||||
int Count;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "掉落概率")
|
||||
float Rate;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyLevelCollectionDropConfig {
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "掉落物ID")
|
||||
FName ItemID;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "掉落物概率")
|
||||
TArray<FBusyLevelCollectionDropRate> configs;
|
||||
};
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyLevelItemConfig : public FTableRowBase {
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具备注")
|
||||
FString Comment;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "采集需要花费的饥饿值")
|
||||
int PickHungerCost;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "采集需要花费的时间,(单位MS)")
|
||||
int PickTimeCost;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "物品标签列表")
|
||||
FGameplayTagContainer TypeTagContainer;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "采集后能带来的效果")
|
||||
TMap<FGameplayTag, float> GameplayEffects;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "采集后的掉落物配置")
|
||||
TArray<FBusyLevelCollectionDropConfig> DropConfigs;
|
||||
};
|
||||
|
||||
|
||||
|
||||
USTRUCT()
|
||||
struct FBusyLevelItemDescription : public FTableRowBase { // 物品描述表头
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具名称")
|
||||
FName Name;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具描述")
|
||||
FText Desc;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "物品UI图标资源")
|
||||
TSoftObjectPtr<UObject> IconResource;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "物品关卡内资源")
|
||||
TSoftObjectPtr<UPaperFlipbook> LevelResource;
|
||||
};
|
||||
|
||||
|
||||
17
Source/BusyRabbit/Public/Gas/BusyAbilitySystemComponent.h
Normal file
17
Source/BusyRabbit/Public/Gas/BusyAbilitySystemComponent.h
Normal file
@ -0,0 +1,17 @@
|
||||
// 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()
|
||||
|
||||
};
|
||||
65
Source/BusyRabbit/Public/Gas/BusyAttributeSet.h
Normal file
65
Source/BusyRabbit/Public/Gas/BusyAttributeSet.h
Normal file
@ -0,0 +1,65 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "AttributeSet.h"
|
||||
#include "AbilitySystemComponent.h"
|
||||
#include "LuaOverriderInterface.h"
|
||||
#include "BusyAttributeSet.generated.h"
|
||||
|
||||
|
||||
#define MY_ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
|
||||
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
|
||||
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
|
||||
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
|
||||
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FPW_OnAttributeChanged, FString, Name, float, OldValue, float, NewValue);
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UPW_AttributeSet: public UAttributeSet{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
virtual bool RegisterCustomAttribute();
|
||||
virtual void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue)override;
|
||||
|
||||
public:
|
||||
FPW_OnAttributeChanged OnAttributeChanged;
|
||||
|
||||
protected:
|
||||
slua::LuaVar LuaSideData;
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyRoleAttributeSet : public UPW_AttributeSet {
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attributes")
|
||||
FGameplayAttributeData Health;
|
||||
MY_ATTRIBUTE_ACCESSORS(UBusyRoleAttributeSet, Health);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attributes")
|
||||
FGameplayAttributeData Hunger;
|
||||
MY_ATTRIBUTE_ACCESSORS(UBusyRoleAttributeSet, Hunger);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attributes")
|
||||
FGameplayAttributeData MoveSpeed;
|
||||
MY_ATTRIBUTE_ACCESSORS(UBusyRoleAttributeSet, MoveSpeed);
|
||||
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyLevelItemAttributeSet : public UPW_AttributeSet {
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Attributes")
|
||||
FGameplayAttributeData Health;
|
||||
MY_ATTRIBUTE_ACCESSORS(UBusyRoleAttributeSet, Health);
|
||||
|
||||
};
|
||||
28
Source/BusyRabbit/Public/Hud/BusyGameHud.h
Normal file
28
Source/BusyRabbit/Public/Hud/BusyGameHud.h
Normal file
@ -0,0 +1,28 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/HUD.h"
|
||||
#include "LuaOverriderInterface.h"
|
||||
#include "BusyGameHud.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ABusyGameHud : public AHUD, public ILuaOverriderInterface{
|
||||
GENERATED_BODY()
|
||||
|
||||
virtual FString GetLuaFilePath_Implementation() const override;
|
||||
|
||||
public:
|
||||
//UFUNCTION(BlueprintCallable)
|
||||
//void PushWidget(const FName& WidgetName);
|
||||
|
||||
public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
FString LuaFilePath;
|
||||
UPROPERTY(EditAnywhere, Category = "UI Class Mapping")
|
||||
TMap<FName, TSubclassOf<UUserWidget>> UIClassMapping;
|
||||
};
|
||||
109
Source/BusyRabbit/Public/Level/BusyLevelItem.h
Normal file
109
Source/BusyRabbit/Public/Level/BusyLevelItem.h
Normal file
@ -0,0 +1,109 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaActor.h"
|
||||
#include "Engine/Datatable.h"
|
||||
#include "PaperFlipbookComponent.h"
|
||||
#include "Gas/BusyAttributeSet.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "GameAsset/BusyItem.h"
|
||||
#include "BusyLevelItem.generated.h"
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EBusyItemEffectType: uint8 {
|
||||
Health = 0,
|
||||
Hunger = 1,
|
||||
Speed = 2,
|
||||
};
|
||||
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EBusyLevelItemType : uint8 {
|
||||
None = 0,
|
||||
Collection = 1,
|
||||
Building = 2,
|
||||
Reward= 3,
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyLevelItemResourceConfig : public FTableRowBase { // 物品资源表
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "物品图标资源")
|
||||
TObjectPtr<UTexture2D> IconResource;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "物品静态资源")
|
||||
TObjectPtr<UPaperFlipbook> StaticResource;
|
||||
};
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyLevelItemGenerateConfig {
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "每个周期生成物品的数量")
|
||||
int CountOfPeriod;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ABusyLevelItem : public ALuaActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
ABusyLevelItem();
|
||||
|
||||
public:
|
||||
virtual void OnConstruction(const FTransform& Transform) override;
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
protected:
|
||||
void InitCapsule();
|
||||
void InitSprite();
|
||||
void InitPickBar();
|
||||
|
||||
void SetItemDisplay(const FName &ItemID);
|
||||
|
||||
|
||||
public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UCapsuleComponent> CapsuleComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class USceneComponent> SceneComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UPaperFlipbookComponent> Sprite;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UBusyAbilitySystemComponent> AbilityComponent; // 技能组件
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UWidgetComponent> PickBar;
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnyWhere, BlueprintReadOnly)
|
||||
FName CurrentItemID;
|
||||
|
||||
public: // 提供给蓝图的接口
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetLevelItemID(const FName& ItemID);
|
||||
|
||||
protected:
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
FBusyLevelItemConfig LevelItemConfig;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<UBusyLevelItemAttributeSet> LevelItemAttribute;
|
||||
|
||||
public: // 需要蓝图实现的函数
|
||||
// LevelItem被设置时的回调
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveLevelItemSetted(const FBusyLevelItemConfig& Config);
|
||||
};
|
||||
57
Source/BusyRabbit/Public/Level/LevelItemReward.h
Normal file
57
Source/BusyRabbit/Public/Level/LevelItemReward.h
Normal file
@ -0,0 +1,57 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaActor.h"
|
||||
#include "Engine/Datatable.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "Core/BusyLuaActorComponent.h"
|
||||
#include "LevelItemReward.generated.h"
|
||||
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FLevelItemRewardConfig : public FTableRowBase {
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具备注")
|
||||
FString Comment;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "物品标签列表")
|
||||
FGameplayTagContainer TypeTagContainer;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "使用后能带来的效果")
|
||||
TMap<FGameplayTag, float> GameplayEffects;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ALevelItemReward : public ALuaActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
ALevelItemReward();
|
||||
|
||||
public:
|
||||
virtual void OnConstruction(const FTransform& Transform) override;
|
||||
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UCapsuleComponent> CapsuleComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class USceneComponent> SceneComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UPaperFlipbookComponent> Sprite;
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetRewardID(const FName& CurrentRewardID);
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnyWhere, BlueprintReadOnly)
|
||||
FName RewardID;
|
||||
};
|
||||
148
Source/BusyRabbit/Public/Role/BusyRole.h
Normal file
148
Source/BusyRabbit/Public/Role/BusyRole.h
Normal file
@ -0,0 +1,148 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "slua.h"
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaPawn.h"
|
||||
#include "Engine/Datatable.h"
|
||||
#include "Gas/BusyAttributeSet.h"
|
||||
#include "AbilitySystemComponent.h"
|
||||
#include "BusyRole.generated.h"
|
||||
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EBusyRoleState : uint8{
|
||||
BonfireIdle, // 篝火旁闲置
|
||||
Searching, // 外出搜索物品
|
||||
Picking, // 正在与物品交互
|
||||
PickFinished, // 与物品交互完毕
|
||||
BackBonfire, // 返回篝火
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyRoleConfig : public FTableRowBase {
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "角色的生命值")
|
||||
int32 Health;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "角色的饥饿值")
|
||||
int32 Hunger;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "角色饥饿值消耗速度")
|
||||
int HungerConsumeSpeed;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "角色生命值消耗速度")
|
||||
int HealthConsumeSpeed;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "角色的采集效率")
|
||||
int PickEffect;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "角色的移动速度")
|
||||
int MoveSpeed;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "角色的技能列表")
|
||||
TArray<TSubclassOf<UGameplayAbility>> DefaultAbilities;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyRoleResourceConfig : public FTableRowBase {
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "角色头像图标")
|
||||
int32 Health;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API ABusyRole : public ALuaPawn{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
ABusyRole();
|
||||
virtual void BeginPlay()override;
|
||||
virtual void Tick(float InDeltaSeconds)override;
|
||||
|
||||
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class USceneComponent> SceneComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class USpringArmComponent> SpringArmComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UCapsuleComponent> CapsuleComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UBusyCameraComponent> CameraComp;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UPaperFlipbookComponent> Sprite;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UBusyRoleMovement> Movement; // 移动组件
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UPW_AbilitySystemComponent> RoleAbility; // 技能组件
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
|
||||
TObjectPtr<class UInventoryComponent> Inventory; // 仓库组件
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
TObjectPtr<class URoleAnimation> RoleAnimation;
|
||||
|
||||
public: // 蓝图接口
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetRole(const FName& Name);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void TryActiveAbility(const FName& TagName, const FGameplayEventData& EventData);
|
||||
|
||||
public:
|
||||
// 输入相关
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Input")
|
||||
TObjectPtr<class UInputMappingContext> InputMapping;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Input")
|
||||
TObjectPtr<class UInputAction> TouchAction;
|
||||
|
||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)override;
|
||||
|
||||
protected:
|
||||
void InitCapsule();
|
||||
|
||||
public: // 蓝图实现
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void OnTouch(const FInputActionValue& Value) const;
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void OnOverlapBegin(
|
||||
UPrimitiveComponent* OverlappedComp,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult
|
||||
);
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveSetRole(const FBusyRoleConfig& RoleTableConfig);
|
||||
|
||||
protected:
|
||||
FTimerHandle TimerHandle;
|
||||
|
||||
public: // 角色属性
|
||||
UPROPERTY(BlueprintReadOnly)
|
||||
FName RoleName;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Value")
|
||||
FBusyRoleConfig RoleConfig;
|
||||
|
||||
private:
|
||||
UPROPERTY()
|
||||
TObjectPtr<UBusyRoleAttributeSet> RoleAttribute;
|
||||
|
||||
public: // 不暴露给蓝图的属性
|
||||
|
||||
};
|
||||
40
Source/BusyRabbit/Public/Role/BusyRoleMovement.h
Normal file
40
Source/BusyRabbit/Public/Role/BusyRoleMovement.h
Normal file
@ -0,0 +1,40 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaOverriderInterface.h"
|
||||
#include "LuaActorComponent.h"
|
||||
#include "GameFramework/MovementComponent.h"
|
||||
#include "BusyRoleMovement.generated.h"
|
||||
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class ERoleMoveDirection: uint8 {
|
||||
Move_Right, // <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>
|
||||
Move_Left, // <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>
|
||||
Move_All_Cnt // ö<><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API UBusyRoleMovement : public ULuaActorComponent
|
||||
//class BUSYRABBIT_API UBusyRoleMovement : public UObject, public ILuaOverriderInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UBusyRoleMovement();
|
||||
public:
|
||||
virtual void BeginPlay()override;
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveComponentTick(float DeltaTime);
|
||||
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void ReceiveComponentBeginPlay();
|
||||
|
||||
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)override;
|
||||
};
|
||||
77
Source/BusyRabbit/Public/Role/RoleAnimation.h
Normal file
77
Source/BusyRabbit/Public/Role/RoleAnimation.h
Normal file
@ -0,0 +1,77 @@
|
||||
// Fill out your copyright notice in the Description page of Project Settings.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "LuaActorComponent.h"
|
||||
#include "Engine/Datatable.h"
|
||||
#include "PaperFlipbookComponent.h"
|
||||
#include "BusyRoleMovement.h"
|
||||
#include "../Core/BusyLuaActorComponent.h"
|
||||
#include "RoleAnimation.generated.h"
|
||||
|
||||
DECLARE_LOG_CATEGORY_EXTERN(LogRoleAnimation, Log, All);
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class EBusyAnimationPhase : uint8{
|
||||
PrepareCast, // 动作前摇阶段
|
||||
Casting, // 动作释放阶段
|
||||
PostCast, // 动作后摇阶段
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyAnimationPhaseData : public FTableRowBase {
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "各个阶段的动作")
|
||||
TMap<EBusyAnimationPhase, UPaperFlipbook*> PhaseAnimation;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyRolePickingAnimationData : public FTableRowBase {
|
||||
GENERATED_BODY()
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "各个方向的采集动作")
|
||||
TMap<ERoleMoveDirection, FBusyAnimationPhaseData> DirectionAnimations;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FBusyRoleAnimationData : public FTableRowBase {
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "移动时的动作")
|
||||
TMap<ERoleMoveDirection, UPaperFlipbook*> MoveAnimations;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "静止时的动作")
|
||||
TMap<ERoleMoveDirection, UPaperFlipbook*> IdleAnimations;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, DisplayName = "采集物品时的动作")
|
||||
TMap<FName, FBusyRolePickingAnimationData> PickingAnimations;
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS()
|
||||
class BUSYRABBIT_API URoleAnimation : public UBusyLuaActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
URoleAnimation();
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetMoveAnimation(ERoleMoveDirection direction);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void SetIdleAnimation(ERoleMoveDirection direction);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void PlayPickAnimation(const FName& ItemName, ERoleMoveDirection Direction, EBusyAnimationPhase Phase, float PlayRate);
|
||||
|
||||
protected:
|
||||
bool GetOwnerRoleInfo(UPaperFlipbookComponent* &Sprite, FBusyRoleAnimationData* &AnimationData);
|
||||
|
||||
// 设置表格里面的动作
|
||||
void SetRoleAnimation(UPaperFlipbookComponent* Sprite, UPaperFlipbook** Anim);
|
||||
|
||||
void PlayAnimationOnce(UPaperFlipbookComponent* Sprite, UPaperFlipbook** Anim, float PlayRate);
|
||||
};
|
||||
15
Source/BusyRabbitEditor.Target.cs
Normal file
15
Source/BusyRabbitEditor.Target.cs
Normal file
@ -0,0 +1,15 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
using UnrealBuildTool;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class BusyRabbitEditorTarget : TargetRules
|
||||
{
|
||||
public BusyRabbitEditorTarget( TargetInfo Target) : base(Target)
|
||||
{
|
||||
Type = TargetType.Editor;
|
||||
DefaultBuildSettings = BuildSettingsVersion.V5;
|
||||
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;
|
||||
ExtraModuleNames.Add("BusyRabbit");
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user