Lua向C#逻辑迁移 一期 #13

狐狸移动,技能迁移和完善
This commit is contained in:
2025-10-26 15:46:04 +08:00
parent dab9990b44
commit 8c0623b397
28 changed files with 605 additions and 323 deletions

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@ -5,13 +5,24 @@ ClearInvalidTags=False
AllowEditorTagUnloading=True
AllowGameTagUnloading=False
FastReplication=False
bDynamicReplication=False
InvalidTagCharacters="\"\',"
NumBitsForContainerSize=6
NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="Ability.Block.UltimatePlaying",DevComment="大招正在释放中")
+GameplayTagList=(Tag="Ability.Common",DevComment="通用技能")
+GameplayTagList=(Tag="Ability.Common.Move",DevComment="移动技能")
+GameplayTagList=(Tag="Ability.Flags.Cooldown",DevComment="技能冷却")
+GameplayTagList=(Tag="Ability.Flags.Recast",DevComment="可以再次释放技能的标记")
+GameplayTagList=(Tag="Ability.Fox",DevComment="狐狸技能标签")
+GameplayTagList=(Tag="Ability.Fox.CastTag",DevComment="可以释放技能的标签")
+GameplayTagList=(Tag="Ability.Fox.CastTag.Ultimate1",DevComment="可以使用大招第一阶段")
+GameplayTagList=(Tag="Ability.Fox.CastTag.Ultimate2",DevComment="可以使用二阶大招")
+GameplayTagList=(Tag="Ability.Fox.CastTag.Ultimate3",DevComment="可以使用第三阶段大招")
+GameplayTagList=(Tag="Ability.Fox.StateTag",DevComment="状态标签")
+GameplayTagList=(Tag="Ability.Fox.StateTag.Ultimate1",DevComment="正在使用第一阶段大招")
+GameplayTagList=(Tag="Ability.Fox.StateTag.Ultimate2",DevComment="正在使用第二阶段大招")
+GameplayTagList=(Tag="Ability.Fox.StateTag.Ultimate3",DevComment="正在使用第三阶段大招")
+GameplayTagList=(Tag="Ability.Fox.UltimateStage1",DevComment="一阶大招")
+GameplayTagList=(Tag="Ability.Fox.UltimateStage2",DevComment="二阶大招就绪标签")
+GameplayTagList=(Tag="Ability.Fox.UltimateStage3",DevComment="三阶大招就绪")

Binary file not shown.

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@ -0,0 +1,44 @@
{
"folders": [
{
"name": "BusyRabbit-CSharp",
"path": "./ManagedBusyRabbit"
},
{
"name": "ProjectGlue (Generated)",
"path": "./BusyRabbit.Glue"
}
],
"settings": {
"files.exclude": {
"**/bin": true,
"**/obj": true,
"**/.vs": true,
},
"search.exclude": {
"**/bin": true,
"**/obj": true
},
"dotnet.defaultSolution": "Script/${workspaceFolderBasename}.sln",
"omnisharp.enableRoslynAnalyzers": true,
"omnisharp.enableEditorConfigSupport": true,
"csharp.suppressDotnetRestoreNotification": false
},
"extensions": {
"recommendations": [
"ms-dotnettools.csharp",
"ms-dotnettools.csdevkit"
]
},
"launch": {
"version": "0.2.0",
"configurations": [
{
"name": "Attach to Unreal Editor",
"type": "coreclr",
"request": "attach",
"processName": "UnrealEditor.exe"
}
]
}
}

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@ -0,0 +1,7 @@
using UnrealSharp.CoreUObject;
public static class AssetTypes
{
public static readonly FPrimaryAssetType Map = new("Map");
public static readonly FPrimaryAssetType PrimaryAssetLabel = new("PrimaryAssetLabel");
}

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@ -1 +1,26 @@
using UnrealSharp.Engine;
using UnrealSharp.Attributes;
using UnrealSharp.BusyRabbit;
using UnrealSharp.GameplayAbilities;
using UnrealSharp.CoreUObject;
namespace GameAbilitySystem.Ability.Common;
// 角色移动
[UClass]
public class UMoveAbility : UBusyGameAbility
{
protected override void ActivateAbilityFromEvent(FGameplayEventData eventData)
{
base.ActivateAbilityFromEvent(eventData);
if (UGameplayStatics.GetPlayerController(0) is ALevelPlayerController pc)
{
pc.GetCursorPosition(out FVector2D position);
if (eventData.Instigator is ABusyPawnBase pawn)
{
pawn.MovementComponent.MoveTo(position);
}
}
EndAbility();
}
}

View File

@ -1,12 +1,314 @@
// local GameplayStatics = import("GameplayStatics")
// local AbilitySystemBlueprintLibrary = import("AbilitySystemBlueprintLibrary")
// local BusyGameplayLibrary = import("BusyGameplayLibrary")
using Level.Role;
using UnrealSharp;
using UnrealSharp.Attributes;
using UnrealSharp.BusyRabbit;
using UnrealSharp.CoreUObject;
using UnrealSharp.Engine;
using UnrealSharp.GameplayAbilities;
using UnrealSharp.GameplayTags;
using UnrealSharp.SpinePlugin;
// --- @class FoxUltimate
// --- @field RecastWindow number
// local FoxUltimate = {}
namespace GameAbilitySystem.Ability.Role.Fox;
[UClass]
public class UFoxUltimate : UBusyGameAbility
{
protected bool bIsEventBinded = false;
protected ABusyFoxRole? Owner = null;
protected UFoxUltimateDataAsset? FoxData = null;
protected UBusyAbilitySystemComponent? ASC = null;
protected FActiveGameplayEffectHandle CastStateHandle;
protected FActiveGameplayEffectHandle SkillStateHandle;
protected FActiveGameplayEffectHandle AccelerateHandle; // 大招移动速度增加的Effect
protected FActiveGameplayEffectHandle SprintHandle; // 大招三阶移速再次增加的Effect
[UFunction()]
protected void OnGamePlayTagAddOrRemove(FGameplayTag tag, int isAdd)
{
if (isAdd == 0 && !IsActive)
{
CommitAbilityCooldown();
}
}
/// <summary>
/// 初始化技能依赖的属性
/// </summary>
/// <returns>false->初始化失败</returns>
protected bool InitAbilityOnce()
{
Owner = OwningActorFromActorInfo as ABusyFoxRole;
if (Owner == null) return false;
FoxData = Data as UFoxUltimateDataAsset;
ASC = AbilitySystemLibrary.GetAbilitySystemComponent(Owner) as UBusyAbilitySystemComponent;
if (FoxData == null || ASC == null) return false;
PrintString("asdafdasdf");
if (bIsEventBinded) return true;
TDelegate<GameplayTagAddOrRemoveDelegate> Delegate = new TDelegate<GameplayTagAddOrRemoveDelegate>();
Delegate.BindUFunction(this, "OnGamePlayTagAddOrRemove");
Owner.BindGameplayTagAddOrRemove(FoxData.SecondStageCastTag, Delegate);
Owner.BindGameplayTagAddOrRemove(FoxData.LastStageCastTag, Delegate);
bIsEventBinded = true;
return true;
}
/// <summary>
/// 获取当前大招的阶段
/// </summary>
/// <returns></returns>
protected int GetCurrentAbilityStage()
{
if (ASC == null || FoxData == null) return 0;
if (ASC.HasMatchingGameplayTag(FoxData.LastStageCastTag))
{
return 3;
}
if (ASC.HasMatchingGameplayTag(FoxData.SecondStageCastTag))
{
return 2;
}
else if (ASC.HasMatchingGameplayTag(FoxData.FirstStageCastTag))
{
return 1;
}
return 0;
}
protected override void ActivateAbilityFromEvent(FGameplayEventData eventData)
{
base.ActivateAbilityFromEvent(eventData);
if (!InitAbilityOnce())
{
EndAbility();
return;
}
if (Owner == null || !CommitAbilityCost(Owner))
{
EndAbility();
return;
}
int stage = GetCurrentAbilityStage();
if (stage != 0)
{
TriggerAbility(stage);
}
else
{
EndAbility();
return;
}
}
/// <summary>
/// 当被授予技能时立刻获得可释放第一段大招的常驻Tag
/// </summary>
/// <param name="actorInfo"></param>
/// <param name="spec"></param>
public override void OnGiveAbility(FGameplayAbilityActorInfo actorInfo, FGameplayAbilitySpec spec)
{
base.OnGiveAbility(actorInfo, spec);
InitAbilityOnce();
if (FoxData == null || ASC == null) return;
UBusyGameplayEffectSubSystem EffectSubSystem = GetGameInstanceSubsystem<UBusyGameplayEffectSubSystem>();
if (EffectSubSystem == null) return;
UGameplayEffect effect = EffectSubSystem.GetTagGrantEffectWithDuration(
new FGameplayTagContainer(FoxData.FirstStageCastTag),
new FGameplayTagContainer(), 0
);
FGameplayEffectSpecHandle handle = UBusyAscLibrary.MakeGameplayEffectSpecHandle(ASC, effect, 1);
ASC.ApplyGameplayEffectSpecToSelf(handle);
}
protected bool ApplayCastEffect(FGameplayTag CastTag)
{
UBusyGameplayEffectSubSystem EffectSubSystem = GetGameInstanceSubsystem<UBusyGameplayEffectSubSystem>();
if (ASC == null || EffectSubSystem == null || FoxData == null) return false;
ASC.RemoveActiveGameplayEffect(CastStateHandle);
if (CastTag.IsValid)
{
UGameplayEffect cast_effect = EffectSubSystem.GetTagGrantEffectWithDuration(
new FGameplayTagContainer(CastTag),
new FGameplayTagContainer(), FoxData.RecastWindow
);
FGameplayEffectSpecHandle CastSpecHandle = UBusyAscLibrary.MakeGameplayEffectSpecHandle(ASC, cast_effect, 1);
CastStateHandle = ASC.ApplyGameplayEffectSpecToSelf(CastSpecHandle);
}
return true;
}
protected bool ApplyEffect(FGameplayTag stateTag, FGameplayTag CastTag)
{
UBusyGameplayEffectSubSystem EffectSubSystem = GetGameInstanceSubsystem<UBusyGameplayEffectSubSystem>();
if (ASC == null || EffectSubSystem == null || FoxData == null) return false;
ApplayCastEffect(CastTag);
ASC.RemoveActiveGameplayEffect(SkillStateHandle);
UGameplayEffect state_effect = EffectSubSystem.GetTagGrantEffectWithDuration(
new FGameplayTagContainer(stateTag),
new FGameplayTagContainer(), 0
);
FGameplayEffectSpecHandle stateSpecHandle = UBusyAscLibrary.MakeGameplayEffectSpecHandle(ASC, state_effect, 1);
SkillStateHandle = ASC.ApplyGameplayEffectSpecToSelf(stateSpecHandle);
return true;
}
protected bool TriggerAbility(int stage)
{
if (FoxData == null) return false;
if (stage == 1)
{
if (!ApplyEffect(FoxData.FirstStageTag, FoxData.SecondStageCastTag)) return false;
}
else if (stage == 2)
{
if (!ApplyEffect(FoxData.SecondStageTag, new FGameplayTag())) return false;
}
else if(stage == 3)
{
if (!ApplyEffect(FoxData.LastStageTag, new FGameplayTag())) return false;
}
PlayAnimation(stage);
return true;
}
protected string GetAnimationName(FVector2D direction, int stage)
{
string animation_name_prefix = "";
if (direction.X >= 0)
{
animation_name_prefix = "Ultimate/Right/";
}
else
{
animation_name_prefix = "Ultimate/Left/";
}
if (stage == 1)
{
return animation_name_prefix + "UltimateStage1";
}
else if (stage == 2)
{
return animation_name_prefix + "UltimateStage2";
}
else if (stage == 3)
{
return animation_name_prefix + "UltimateStage3";
}
return "";
}
[UFunction()]
protected void OnAnimationComplete(UTrackEntry Entry)
{
Entry.AnimationComplete.Remove(OnAnimationComplete);
if (ASC != null)
{
if (ASC.HasMatchingGameplayTag(FoxData.LastStageTag))
{
CommitAbilityCooldown();
}
ASC.RemoveActiveGameplayEffect(SkillStateHandle);
}
EndAbility();
}
[UFunction()]
protected void OnTailBeginOverlay(UPrimitiveComponent OverlappedComponent, AActor OtherActor,
UPrimitiveComponent OtherComp, int OtherBodyIndex, bool bFromSweep, FHitResult SweepResult)
{
if (ASC == null || FoxData == null) return;
bool bIsStage2 = ASC.HasMatchingGameplayTag(FoxData.SecondStageTag);
if (bIsStage2 && !ASC.HasMatchingGameplayTag(FoxData.LastStageCastTag))
{
ApplayCastEffect(FoxData.LastStageCastTag);
}
}
[UFunction()]
protected void OnAnimationEvent(UTrackEntry Entry, FSpineEvent Event)
{
if (ASC == null || FoxData == null || Owner == null) return;
if (Event.Name == "OnSpeedChange")
{
AccelerateHandle = MakeAccelerate(FoxData.LastStageSprintSpeedFactor, 1);
}
else if (Event.Name == "OnSpeedReset")
{
ASC.RemoveActiveGameplayEffect(AccelerateHandle);
}
else if (Event.Name == "OnDamageBegin")
{
Owner.SetTailCollisionEnabled(true);
Owner.FoxTailCollision.OnComponentBeginOverlap.Add(OnTailBeginOverlay);
}
else if (Event.Name == "OnDamageEnd")
{
Owner.SetTailCollisionEnabled(false);
Owner.FoxTailCollision.OnComponentBeginOverlap.Remove(OnTailBeginOverlay);
}
}
protected FActiveGameplayEffectHandle MakeAccelerate(float SpeedFactor, float TotalTime)
{
GetAbilityEffectSpecHandle("Accelerate", ASC, 1, out FGameplayEffectSpecHandle handle);
AbilitySystemLibrary.AssignTagSetByCallerMagnitude(
handle, UBusyGameplayLibrary.RequestGameplayTag("Effect.Factor"), SpeedFactor
);
AbilitySystemLibrary.AssignTagSetByCallerMagnitude(
handle, UBusyGameplayLibrary.RequestGameplayTag("Effect.Duration"), TotalTime
);
return ApplyGameplayEffectSpecToOwner(handle);
}
protected bool PlayAnimation(int stage)
{
FVector2D AbilityDirection = new FVector2D(0, 1);
if (UGameplayStatics.GetPlayerController(0) is ALevelPlayerController PC)
{
PC.GetCursorDirection(out AbilityDirection);
}
string AnimationName = GetAnimationName(AbilityDirection, stage);
if (AnimationName == "") return false;
USpineSkeletonAnimationComponent Animation = Owner.SpineAnimationComponent;
UTrackEntry AnimEntry = Animation.SetAnimation(0, AnimationName, false);
AnimEntry.AnimationEvent.Add(OnAnimationEvent);
AnimEntry.AnimationComplete.Add(OnAnimationComplete);
float TotalTime = AnimEntry.GetAnimationEnd();
if (stage == 1) MakeAccelerate(FoxData.FirstStageSpeedFactor, TotalTime);
else if (stage == 2) MakeAccelerate(FoxData.SecondStageSpeedFactor, TotalTime);
else if (stage == 3) MakeAccelerate(FoxData.LastStageNormalSpeedFactor, TotalTime);
Owner.MovementComponent.ActivateSprint(AbilityDirection, TotalTime);
return true;
}
}
// function FoxUltimate:ctor()
// self.ultimate_phase = 1 -- 大招阶段
// self.active_recast_handle = nil
@ -17,136 +319,6 @@
// end
// function FoxUltimate:K2_ActivateAbilityFromEvent(EventData)
// print("FoxUltimate:K2_ActivateAbilityFromEvent", self.ultimate_phase)
// if not self:K2_CommitAbilityCost(false) then
// return self:K2_EndAbility()
// end
// local owner = self:GetOwningActorFromActorInfo()
// self.movement = owner.MovementComponent
// self.animation = owner.SpineAnimationComponent
// self.asc = AbilitySystemBlueprintLibrary.GetAbilitySystemComponent(owner)
// self.recast_tag = BusyGameplayLibrary.RequestGameplayTag("Ability.Flags.Recast")
// self.owner = owner
// local asc = self.asc
// if self.tag_add_or_remove_delegate == nil then
// self.tag_add_or_remove_delegate = slua.createDelegate(function(tag, is_add)
// if is_add == 0 and not self.bIsActive then
// self.ultimate_phase = 1
// self:K2_CommitAbilityCooldown(false, false)
// end
// end)
// owner:BindGameplayTagAddOrRemove(self.recast_tag, self.tag_add_or_remove_delegate)
// end
// if self.ultimate_phase == 1 or asc:HasMatchingGameplayTag(self.recast_tag) then
// self:TriggerUltimate(asc)
// else
// self:K2_EndAbility()
// end
// end
// function FoxUltimate:TriggerUltimate(asc)
// if self.ultimate_phase == 1 then
// -- 第一次释放大招添加一个可以再次释放的Tag
// local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", asc, 1, nil)
// self.active_recast_handle = asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
// elseif self.ultimate_phase == 2 then
// -- 第二次激活移除可重复释放的tag
// self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
// elseif self.ultimate_phase == 3 then
// self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
// end
// -- 播放动画,并监听动画完成的事件
// self:PlayAnimation()
// end
// function FoxUltimate:GetAnimationName(direction)
// local animation_name_prefix
// if direction.X >= 0 then
// animation_name_prefix = "Ultimate/Right/"
// else
// animation_name_prefix = "Ultimate/Left/"
// end
// if self.ultimate_phase == 1 then
// return animation_name_prefix .. "UltimateStage1"
// elseif self.ultimate_phase == 2 then
// return animation_name_prefix .. "UltimateStage2"
// elseif self.ultimate_phase == 3 then
// return animation_name_prefix .. "UltimateStage3"
// end
// return nil
// end
// function FoxUltimate:K2_OnEndAbility(bWasCancelled)
// print("FoxUltimate:K2_OnEndAbility")
// end
// function FoxUltimate:GetSprintSpeedFactor()
// if self.ultimate_phase == 1 then
// return 2.5
// elseif self.ultimate_phase == 2 then
// return 2.8
// elseif self.ultimate_phase == 3 then
// return 3.0
// end
// end
// function FoxUltimate:PlayAnimation()
// local animation = self.animation
// local PC = GameplayStatics.GetPlayerController(self, 0)
// local result, ability_direction = PC:GetCursorDirection(nil) -- 获取技能的朝向
// if not result then
// print("FoxUltimate:TriggerPrimaryPhase can't find direction")
// return
// end
// local anim_name = self:GetAnimationName(ability_direction) -- 获取技能动画名称
// if not anim_name then
// print("FoxUltimate:TriggerPrimaryPhase can't get animation", self.ultimate_phase)
// return
// end
// local anim_entry = animation:SetAnimation(0, anim_name, false)
// anim_entry.AnimationComplete:Add(function(entry) self:OnAnimationComplete(entry) end)
// anim_entry.AnimationEvent:Add(function(entry, event) self:OnAnimationEvent(entry, event) end)
// local anim_total_time = anim_entry:GetAnimationEnd() -- 获取技能动画时长
// -- 附加加速buff
// self:MakeAccelerate(self:GetSprintSpeedFactor(), anim_total_time)
// self.movement:ActivateSprint(ability_direction, anim_total_time)
// end
// function FoxUltimate:MakeAccelerate(speed_factor, total_time)
// local _, accelerate_effect = self:GetAbilityEffectSpecHandle("Accelerate", self.asc, 1, nil)
// AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
// accelerate_effect,
// BusyGameplayLibrary.RequestGameplayTag("Effect.Factor"),
// speed_factor
// )
// AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
// accelerate_effect,
// BusyGameplayLibrary.RequestGameplayTag("Effect.Duration"),
// total_time
// )
// return self.asc:BP_ApplyGameplayEffectSpecToSelf(accelerate_effect)
// end
// function FoxUltimate:OnAnimationComplete(entry)
@ -168,29 +340,4 @@
// self:K2_EndAbility()
// end
// function FoxUltimate:OnAnimationEvent(entry, event)
// if event.Name == "OnSpeedChange" then
// self.active_accelerate_handle = self:MakeAccelerate(8.0, 0.5)
// elseif event.Name == "OnSpeedReset" then
// self.asc:RemoveActiveGameplayEffect(self.active_accelerate_handle, -1)
// elseif event.Name == "OnDamageBegin" then
// local collision = self.owner["TailCollision"]
// collision:SetCollisionEnabled(1)
// self.overlap_delegate_handle = collision.OnComponentBeginOverlap:Add(function()
// if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
// local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", self.asc, 1, nil)
// self.active_recast_handle = self.asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
// end
// end)
// elseif event.Name == "OnDamageEnd" then
// self.owner["TailCollision"]:SetCollisionEnabled(0)
// if self.overlap_delegate_handle ~= nil then
// self.owner["TailCollision"].OnComponentBeginOverlap:Remove(self.overlap_delegate_handle)
// self.overlap_delegate_handle = nil
// end
// end
// end
// return Class(nil, nil, FoxUltimate)

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@ -1,54 +1,82 @@
// local LevelFoxRole = {}
// local Vector2D = require("Utils.Vector2D")
using UnrealSharp.Engine;
using UnrealSharp.Attributes;
using UnrealSharp.BusyRabbit;
using UnrealSharp.CoreUObject;
using System.Numerics;
using UnrealSharp.SpinePlugin;
// function LevelFoxRole:ctor()
namespace Level.Role;
// end
[UClass]
public class ABusyFoxRole : ABusyPlayerRole
{
private string lastAnimation = "";
// function LevelFoxRole:ReceiveBeginPlay()
// self["SpineAnimationComponent"]:SetAnimation(0, "Idle/Front", true)
// self.last_animation = "Idle/Front"
[UProperty(DefaultComponent = true, AttachmentComponent = "SpineRoot")]
protected USpineBoneFollowerComponent SpineBoneFollower { set; get; } // 用于跟踪尾巴的运动
// self["SpineBoneFollower"].Target = self
// self["SpineBoneFollower"].BoneName = "tail"
// self["SpineBoneFollower"].UseComponentTransform = true
// self["SpineBoneFollower"].UseScale = true
// self["TailCollision"]:SetCollisionEnabled(0)
// end
[UProperty(DefaultComponent = true, AttachmentComponent = "SpineBoneFollower")]
public UBoxComponent FoxTailCollision { set; get; } // 尾巴碰撞体组件
// function LevelFoxRole:OnMoveDirectionChanged(InDirection)
// -- 运动组件更新方向响应函数
// local cur_animation
// if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况
// local forward_direction = self["MovementComponent"]:GetForwardDirection()
// if(forward_direction.Y >= 0) then
// cur_animation = "Idle/Front"
// else
// cur_animation = "Idle/Back"
// end
// else
// if(InDirection.Y >= 0) then
// cur_animation = "Move/Front"
// else
// cur_animation = "Move/Back"
// end
// end
// if cur_animation ~= self.last_animation then
// self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
// self.last_animation = cur_animation
// end
[UFunction(FunctionFlags.BlueprintEvent)]
public void SetTailCollisionEnabled(bool bIsEnable){}
protected override void BeginPlay()
{
base.BeginPlay();
lastAnimation = "Idle/Front";
SpineAnimationComponent.SetAnimation(0, lastAnimation, true);
MovementComponent.MoveDirectionChangedDelegate.Add(OnRoleMoveDirectionChanged);
// self["SpineAnimationComponent"]:SetTimeScale(1.0)
// end
SpineBoneFollower.Target = this;
SpineBoneFollower.BoneName = "tail";
SpineBoneFollower.UseComponentTransform = true;
SpineBoneFollower.UseScale = true;
SetTailCollisionEnabled(false);
}
protected override void EndPlay(EEndPlayReason endPlayReason)
{
base.EndPlay(endPlayReason);
PrintString("haha1");
MovementComponent.MoveDirectionChangedDelegate.Remove(OnRoleMoveDirectionChanged);
PrintString("haha2");
}
[UFunction()]
protected void OnRoleMoveDirectionChanged(FVector2D direction)
{
string currAnimation = "";
if (direction.Equals(Vector2.Zero)) // Idle的情况
{
var forwardDirection = MovementComponent.ForwardDirection;
if (forwardDirection.Y > 0)
{
currAnimation = "Idle/Front";
}
else
{
currAnimation = "Idle/Back";
}
}
else
{
if (direction.Y >= 0)
{
currAnimation = "Move/Front";
}
else
currAnimation = "Move/Back";
}
if (currAnimation != lastAnimation)
{
lastAnimation = currAnimation;
SpineAnimationComponent.SetAnimation(0, currAnimation, true);
}
}
}
// function LevelFoxRole:OnMove(location)
// -- 控制器移动相应函数
// self["MovementComponent"]:MoveTo(location)
// end
// return Class(nil, nil, LevelFoxRole)

View File

@ -15,7 +15,9 @@
<HintPath>..\..\Plugins\UnrealSharp\Binaries\Managed\net9.0\UnrealSharp.Core.dll</HintPath>
</Reference>
<Analyzer Include="..\..\Plugins\UnrealSharp\Binaries\Managed\UnrealSharp.SourceGenerators.dll" />
<ProjectReference Include="..\BusyRabbit.Glue\BusyRabbit.Glue.csproj" />
<ProjectReference Include="..\BusyRabbit.Glue\BusyRabbit.Glue.csproj">
<OutputItemType>Analyzer</OutputItemType>
</ProjectReference>
</ItemGroup>
</Project>

View File

@ -1,5 +1,7 @@
#include "BlueprintLibrary/BusyAscLibrary.h"
#include "AbilitySystemComponent.h"
#include "AbilitySystemGlobals.h"
#include "GameplayEffectTypes.h"
#include "Gas/BusyGameAbility.h"
@ -18,3 +20,11 @@ AActor* UBusyAscLibrary::GetEffectInstigator(const FGameplayEffectSpec& Spec)
return Spec.GetEffectContext().GetInstigator();
}
FGameplayEffectSpecHandle UBusyAscLibrary::MakeGameplayEffectSpecHandle(const UAbilitySystemComponent* Asc, const UGameplayEffect* Effect, const float Level)
{
const FGameplayEffectContextHandle ContextHandle = Asc->MakeEffectContext();
FGameplayEffectSpec && Spec = FGameplayEffectSpec(Effect, ContextHandle, Level);
FGameplayEffectSpec* NewSpec = new FGameplayEffectSpec(Effect, ContextHandle, Level);
return FGameplayEffectSpecHandle(NewSpec);
}

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@ -2,9 +2,23 @@
#include "AbilitySystemBlueprintLibrary.h"
#include "AbilitySystemComponent.h"
UBusyGameAbility::UBusyGameAbility()
#pragma optimize("", off)
void UBusyGameAbility::OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec)
{
Super::OnGiveAbility(ActorInfo, Spec);
Data = SoftDataAsset.LoadSynchronous();
if (Data)
{
Data->TargetAbility = this;
}
K2_OnGiveAbility(*ActorInfo, Spec);
}
void UBusyGameAbility::K2_OnGiveAbility_Implementation(const FGameplayAbilityActorInfo& ActorInfo, const FGameplayAbilitySpec& Spec)
{
}
bool UBusyGameAbility::GetAbilityEffectSpecHandle(const FName& EffectName, const UAbilitySystemComponent* Asc, const int32 Level,
FGameplayEffectSpecHandle& Handle) const
@ -25,13 +39,3 @@ bool UBusyGameAbility::GetAbilityEffectSpecHandle(const FName& EffectName, const
return Handle.IsValid();
}
void UBusyGameAbility::PostInitProperties()
{
Super::PostInitProperties();
if (SoftDataAsset)
{
Data = SoftDataAsset.LoadSynchronous();
Data->TargetAbility = this;
}
}

View File

@ -0,0 +1,38 @@
#include "Gas/BusyGameplayEffectSubSystem.h"
#include "GameplayEffect.h"
#include "GameplayEffectComponents/TargetTagsGameplayEffectComponent.h"
UGameplayEffect* UBusyGameplayEffectSubSystem::GetTagGrantEffectWithDuration(const FGameplayTagContainer& TagsAdd,
const FGameplayTagContainer& TagsRemove, const float Duration, const float Period)
{
UGameplayEffect* Effect = nullptr;
if (EffectsPool.IsEmpty())
{
Effect = NewObject<UGameplayEffect>(this);
Effect->Period = Period;
if (Duration > 0)
{
Effect->DurationPolicy = EGameplayEffectDurationType::HasDuration;
Effect->DurationMagnitude = FGameplayEffectModifierMagnitude(Duration);
}
else
{
Effect->DurationPolicy = EGameplayEffectDurationType::Infinite;
}
}
else
{
Effect = EffectsPool.Pop();
}
FInheritedTagContainer Container;
UTargetTagsGameplayEffectComponent& Component = Effect->FindOrAddComponent<UTargetTagsGameplayEffectComponent>();
Container.Added = TagsAdd;
Container.CombinedTags = TagsAdd;
Container.Removed = TagsRemove;
Component.SetAndApplyTargetTagChanges(Container);
return Effect;
}

View File

@ -85,8 +85,5 @@ void ABusyPawnBase::BindGameplayTagAddOrRemove(const FGameplayTag& Tag, FGamepla
);
}
void ABusyPawnBase::InitCollision()
{
}

View File

@ -84,6 +84,7 @@ void UBusyPawnMovement::TickComponent(float DeltaTime, ELevelTick TickType,
}
#pragma optimize("", off)
void UBusyPawnMovement::MoveTick(const float DeltaTime)
{
@ -121,9 +122,10 @@ void UBusyPawnMovement::MoveTick(const float DeltaTime)
}
if (!NewDirection.Equals(LastMoveDirection))
{
Movable->Execute_OnMoveDirectionChanged(Owner, NewDirection);
MoveDirectionChangedDelegate.Broadcast(NewDirection);
LastMoveDirection = NewDirection;
}
}
void UBusyPawnMovement::SprintTick(const float DeltaTime)

View File

@ -148,41 +148,6 @@ void ALevelPlayerController::SwitchControlledRole(ABusyPlayerRole* Target)
this->Possess(Target);
}
void ALevelPlayerController::OnMove(const FInputActionValue& Value) const
{
AActor* ControlledRole = GetControlledRole();
if (!ControlledRole) return;
IBusyControllable *Controllable = Cast<IBusyControllable>(ControlledRole);
if (!Controllable) return;
if (FVector2D Position; GetCursorPosition(Position))
{
Controllable->Execute_OnMove(ControlledRole, Position);
}
}
void ALevelPlayerController::OnPrimarySkill(const FInputActionValue& Value) const
{
AActor* ControlledRole = GetControlledRole();
if (!ControlledRole) return;
if (IBusyControllable *Controllable = Cast<IBusyControllable>(ControlledRole))
{
Controllable->Execute_OnPrimarySkill(ControlledRole);
}
}
void ALevelPlayerController::OnUltimateSkill(const FInputActionValue& Value) const
{
AActor* ControlledRole = GetControlledRole();
if (!ControlledRole) return;
if (IBusyControllable *Controllable = Cast<IBusyControllable>(ControlledRole))
{
Controllable->Execute_OnUltimateSkill(ControlledRole);
}
}
void ALevelPlayerController::OnCameraDetach(const FInputActionValue& Value)
{
if (!RoamingCameraActor) return;
@ -223,6 +188,7 @@ void ALevelPlayerController::OnRoleSkillTriggered(FGameplayTag GameplayTag)
if (UAbilitySystemComponent* Asc = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(ControlledRole))
{
FGameplayEventData EventData = FGameplayEventData();
EventData.Instigator = ControlledRole;
Asc->HandleGameplayEvent(GameplayTag, &EventData);
}
}

View File

@ -1,7 +1,9 @@
#pragma once
#include "GameplayEffectTypes.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "BusyAscLibrary.generated.h"
class UGameplayEffect;
struct FGameplayEffectSpec;
class UBusyAbilityDataAssetBase;
@ -15,4 +17,7 @@ public:
UFUNCTION(BlueprintCallable)
static AActor* GetEffectInstigator(const FGameplayEffectSpec& Spec);
UFUNCTION(BlueprintCallable)
static FGameplayEffectSpecHandle MakeGameplayEffectSpecHandle(const UAbilitySystemComponent* Asc, const UGameplayEffect* Effect, const float Level);
};

View File

@ -12,61 +12,64 @@ class UFoxUltimateDataAsset : public UBusyAbilityDataAssetBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶消耗", Category="技能消耗")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶消耗", Category="技能消耗", meta=(ScriptName="FirstStageCost"))
float FirstStageCost = 5.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶消耗", Category="技能消耗")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶消耗", Category="技能消耗", meta=(ScriptName="SecondStageCost"))
float SecondStageCost = 8.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶消耗", Category="技能消耗")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶消耗", Category="技能消耗", meta=(ScriptName="LastStageCost"))
float LastStageCost = 12.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶伤害系数", Category="伤害系数")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶伤害系数", Category="伤害系数", meta=(ScriptName="FirstStageDamageFactor"))
float FirstStageDamageFactor = 5.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶伤害系数", Category="伤害系数")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶伤害系数", Category="伤害系数", meta=(ScriptName="SecondStageDamageFactor"))
float SecondStageDamageFactor = 8.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶伤害系数", Category="伤害系数")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶伤害系数", Category="伤害系数", meta=(ScriptName="LastStageDamageFactor"))
float LastStageDamageFactor = 12.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶速度系数", Category="速度系数")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶速度系数", Category="速度系数", meta=(ScriptName="FirstStageSpeedFactor"))
float FirstStageSpeedFactor = 5.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶速度系数", Category="速度系数")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶速度系数", Category="速度系数", meta=(ScriptName="SecondStageSpeedFactor"))
float SecondStageSpeedFactor = 8.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶一段速度系数", Category="速度系数")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶一段速度系数", Category="速度系数", meta=(ScriptName="LastStageNormalSpeedFactor"))
float LastStageNormalSpeedFactor = 12.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶二段速度系数", Category="速度系数")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶二段速度系数", Category="速度系数", meta=(ScriptName="LastStageSprintSpeedFactor"))
float LastStageSprintSpeedFactor = 12.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可释放阶标签", Category="技能标签")
FGameplayTag SecondStageRecastTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可释放阶标签", Category="技能标签", meta=(ScriptName="FirstStageCastTag"))
FGameplayTag FirstStageCastTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可释放阶标签", Category="技能标签")
FGameplayTag LastStageRecastTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可释放阶标签", Category="技能标签", meta=(ScriptName="SecondStageCastTag"))
FGameplayTag SecondStageCastTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可释放三阶标签", Category="技能标签", meta=(ScriptName="LastStageCastTag"))
FGameplayTag LastStageCastTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶标签", Category="技能标签")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="一阶标签", Category="技能标签", meta=(ScriptName="FirstStageTag"))
FGameplayTag FirstStageTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶标签", Category="技能标签")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="二阶标签", Category="技能标签", meta=(ScriptName="SecondStageTag"))
FGameplayTag SecondStageTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶标签", Category="技能标签")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="三阶标签", Category="技能标签", meta=(ScriptName="LastStageTag"))
FGameplayTag LastStageTag;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可重新释放时长")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="可重新释放时长", meta=(ScriptName="RecastWindow"))
float RecastWindow = 6.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="冷却时间")
UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="冷却时间", meta=(ScriptName="CooldownTime"))
float CooldownTime = 15.f;
};

View File

@ -10,16 +10,16 @@ class UBusyGameAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
UBusyGameAbility();
virtual void OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override;
public:
UFUNCTION(BlueprintCallable)
bool GetAbilityEffectSpecHandle(const FName& EffectName, const UAbilitySystemComponent* Asc, const int32 Level, FGameplayEffectSpecHandle& Handle)const;
UFUNCTION(BlueprintNativeEvent)
void K2_OnGiveAbility(const FGameplayAbilityActorInfo& ActorInfo, const FGameplayAbilitySpec& Spec);
public:
virtual void PostInitProperties()override;
UBusyAbilityDataAssetBase* GetData()const { return Data; }
public:

View File

@ -0,0 +1,21 @@
#pragma once
#include "GameplayTagContainer.h"
#include "BusyGameplayEffectSubSystem.generated.h"
class UGameplayEffect;
UCLASS(blueprinttype)
class UBusyGameplayEffectSubSystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "GameplayEffectSubSystem")
UGameplayEffect* GetTagGrantEffectWithDuration(const FGameplayTagContainer& TagsAdd,
const FGameplayTagContainer& TagsRemove, const float Duration, const float Period=0);
private:
UPROPERTY()
TArray<UGameplayEffect*> EffectsPool;
};

View File

@ -70,10 +70,6 @@ public:
UFUNCTION(BlueprintCallable)
void BindGameplayTagAddOrRemove(const FGameplayTag& Tag, FGameplayTagAddOrRemoveDelegate Delegate)const;
protected:
void InitCollision();
protected:
UPROPERTY(EditDefaultsOnly)
TObjectPtr<USceneComponent> RootScene; //场景根组件
@ -85,8 +81,7 @@ protected:
UPROPERTY(EditDefaultsOnly)
TObjectPtr<USpineSkeletonRendererComponent> SpineRenderComponent;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<USpineSkeletonAnimationComponent> SpineAnimationComponent;
/*-------------------------------------------------------------------*/
/*-----------------------------GAS相关--------------------------------*/
@ -96,6 +91,9 @@ protected:
/*-------------------------------------------------------------------*/
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<USpineSkeletonAnimationComponent> SpineAnimationComponent;
/*-------------------------------移动组件------------------------------*/
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TObjectPtr<UBusyPawnMovement> MovementComponent;

View File

@ -36,7 +36,7 @@ public:
UCLASS()
class ABusyPlayerRole : public ABusyPawnBase, public IBusyControllable
class ABusyPlayerRole : public ABusyPawnBase
{
GENERATED_BODY()
public:
@ -48,7 +48,7 @@ public:
virtual void InitPawnAttributes(const struct FBusyPawnBaseConfig& Config)override;
virtual void OnMoveDirectionChanged_Implementation(const FVector2D& InDirection) override {}
protected:
/*--------------------相机相关--------------------------*/

View File

@ -34,6 +34,9 @@ enum class EBusyMoveState: uint8
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBusyMoveDirectionChanged, FVector2D, Direction);
UCLASS()
class UBusyPawnMovement : public UActorComponent
{
@ -99,6 +102,11 @@ public:
*/
void SprintTick(const float DeltaTime);
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
FBusyMoveDirectionChanged MoveDirectionChangedDelegate;
protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Movement")
EBusyMoveState BusyMoveState = EBusyMoveState::None;

View File

@ -5,31 +5,6 @@
#include "LevelPlayerController.generated.h"
UINTERFACE(MinimalAPI, Blueprintable)
class UBusyControllable: public UInterface
{
GENERATED_BODY()
};
class IBusyControllable
{
GENERATED_BODY()
public:
// 角色移动
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
void OnMove(const FVector2D& Location);
// 角色普通技能
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
void OnPrimarySkill();
// 角色大招
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
void OnUltimateSkill();
};
class ABusyPlayerRole;
struct FInputActionValue;
@ -116,15 +91,6 @@ public: // 输入相关
TArray<FBusySkillActionConfig> RoleSkillActions;
public:
UFUNCTION()
void OnMove(const FInputActionValue& Value)const;
UFUNCTION()
void OnPrimarySkill(const FInputActionValue& Value)const;
UFUNCTION()
void OnUltimateSkill(const FInputActionValue& Value)const;
UFUNCTION()
void OnCameraDetach(const FInputActionValue& Value);