自动化烹饪流程
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@ -70,3 +70,15 @@ bool UBusyGamePlayLibrary::GetItemResourceConfig(const FName& RowName, FBusyLeve
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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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bool UBusyGamePlayLibrary::GetHomelandItemDescription(const FName& RowName, FBusyHomelandItemDescription& RowData){
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return GetTableConfig<FBusyHomelandItemDescription>(TEXT("HomelandItemDesc"), RowName, RowData);
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}
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bool UBusyGamePlayLibrary::GetItemDescription(const FName& RowName, FBusyItemDescription& RowData){
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return GetTableConfig<FBusyItemDescription>(TEXT("ItemDesc"), RowName, RowData);
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}
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bool UBusyGamePlayLibrary::GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData){
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return GetTableConfig<FBusyCookMaterialStateConfig>(TEXT("CookMaterialStateConfig"), RowName, RowData);
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}
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@ -48,4 +48,13 @@ public:
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UFUNCTION(BlueprintPure)
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static bool GetLevelItemDescription(const FName& RowName, FBusyLevelItemDescription& RowData);
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UFUNCTION(BlueprintPure)
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static bool GetHomelandItemDescription(const FName& RowName, FBusyHomelandItemDescription& RowData);
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UFUNCTION(BlueprintPure)
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static bool GetItemDescription(const FName& RowName, FBusyItemDescription& RowData);
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UFUNCTION(BlueprintPure)
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static bool GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData);
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};
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@ -2,6 +2,13 @@
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#include "CoreMinimal.h"
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#include "BusyItem.generated.h"
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UENUM(BlueprintType) // 烹饪火候
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enum class ECookingHeat : uint8 {
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LOW_HEAT, // 小火
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MEDIUM_HEAT, // 中火
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HIGH_HEAT // 大火
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};
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USTRUCT(BlueprintType)
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struct FBusyLevelCollectionDropRate {
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@ -39,10 +46,17 @@ struct FBusyLevelItemConfig : public FTableRowBase {
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TArray<FBusyLevelCollectionDropConfig> DropConfigs;
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};
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USTRUCT()
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struct FBusyItemDescription : public FTableRowBase { // 物品描述信息
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具名称")
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FText Name;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具描述")
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FText Description;
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};
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USTRUCT()
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struct FBusyLevelItemDescription : public FTableRowBase { // 物品描述表头
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struct FBusyLevelItemDescription : public FTableRowBase { // 关卡内物品描述信息
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具名称")
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@ -61,4 +75,43 @@ struct FBusyLevelItemDescription : public FTableRowBase { // 物品描述表头
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FGameplayTagContainer ItemTags;
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};
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USTRUCT()
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struct FBusyHomelandItemDescription : public FTableRowBase { // 家园物品描述信息
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "备注")
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FString Description;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "物品UI图标资源")
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TSoftObjectPtr<UObject> DisplayResource;
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};
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USTRUCT()
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struct FBusyCookMaterialStateChangeConfig : public FTableRowBase {
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "备注")
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FString Description;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "下一个状态ID")
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FName NextStateID;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "用于渐变的资源")
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TSoftObjectPtr<UObject> TransformMask;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "烹饪时长: Ms")
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float CookingDuration;
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};
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USTRUCT()
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struct FBusyCookMaterialStateConfig : public FTableRowBase {
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "状态备注")
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FString Description;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "用于显示的资源")
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TSoftObjectPtr<UObject> DisplayResource;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "烹饪配置")
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TMap<ECookingHeat, FBusyCookMaterialStateChangeConfig> CookConfig;
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};
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