初始化提交

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2025-07-09 01:08:35 +08:00
parent d3296791cf
commit 62e0f56c60
618 changed files with 173543 additions and 0 deletions

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// 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);
};

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// 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>
};

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// 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();
};

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// 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;
};

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// 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;
};

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// 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;
};

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// 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()
};

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// 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);
};

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// 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()
};

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// 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);
};

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// 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;
};

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// 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>
};

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// 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;
};

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// 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();
};

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// 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()
};

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// 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;
};

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// 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;
};

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// 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()
};

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// 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;
};

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// 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;
};

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// 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;
};

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// 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;
};

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#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;
};

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// 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()
};

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// 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);
};

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// 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;
};

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// 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);
};

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// 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;
};

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// 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
};

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// 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;
};

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// 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);
};