剔除不需要的插件依赖,比如Paper2D系列 #8

Paper2D系列还需要,如瓦片地图。提出了对PaperZD的依赖,以及依赖FlipBook组件的Actor
This commit is contained in:
2025-10-20 22:45:08 +08:00
parent 917322934d
commit bccdc3d231
26 changed files with 4 additions and 1666 deletions

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@ -11,7 +11,6 @@
"AdditionalDependencies": [
"slua_unreal",
"Engine",
"PaperZD",
"CoreUObject",
"GameplayAbilities",
"UMG"
@ -26,11 +25,6 @@
"Editor"
]
},
{
"Name": "PaperZD",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c4b43502026047d89296cd7bffd92828"
},
{
"Name": "GameplayAbilities",
"Enabled": true

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@ -1,21 +0,0 @@
local Bonfire = {}
local GamePlayUtils = require("GamePlay.Utils")
local Utils = require("GamePlay.Utils")
local item_effect_health_tag = "Change.Role.Health"
local item_effect_hunger_tag = "Change.Role.Health"
function Bonfire:ctor()
end
function Bonfire:ReceiveBeginPlay()
self.Inventory:SetInventoryCapacity(20)
end
function Bonfire:StoreItem(item_id)
return self.Inventory:DepositItems(item_id, 1)
end
return Class(nil, nil, Bonfire)

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@ -1,108 +0,0 @@
-- 禁用不必要的if诊断警告
---@diagnostic disable: unnecessary-if
-- 导入基类模块
local PWClass = require("Core.PWClass")
--- @class StorageClass
--- @field max_capacity number 最大容量(格子总数)
--- @field cur_capacity number 当前已用容量
--- @field grids_list table[] 存储格子列表
local StorageClass = PWClass.derive("StorageClass")
--- 创建新物品格子
--- @param item_id any 物品唯一标识
--- @return table 新创建的物品格子
local function CreateGrid(item_id)
return {
item_id = item_id, -- 物品ID
cur_cnt = 0, -- 当前数量
max_cnt = 1 -- 最大堆叠数(可扩展为配置项)
}
end
--- 查找或创建可用物品格子
--- @param storage StorageClass 存储实例
--- @param item_id any 目标物品ID
--- @return table 可用格子(找不到时创建新格子)
local function FindOrCreateAvailableGrid(storage, item_id)
-- 优先查找同类型且未满的格子
for _, grid in ipairs(storage.grids_list) do
if grid.item_id == item_id and grid.cur_cnt < grid.max_cnt then
return grid
end
end
-- 无可用格子时创建新的物品类型格子
local new_grid = CreateGrid(item_id)
table.insert(storage.grids_list, new_grid)
return new_grid
end
--- 构造函数
function StorageClass:ctor()
self.max_capacity = 10 -- 默认最大容量
self.cur_capacity = 0 -- 当前使用容量
self.grids_list = {} -- 格子容器
end
--- 设置存储容量上限
--- @param capacity number 新的最大容量
function StorageClass:SetMaxCapacity(capacity)
self.max_capacity = capacity
end
--- 存储物品
--- @param item_id any 要存储的物品ID
function StorageClass:Store(item_id)
-- 容量检查
if self.cur_capacity >= self.max_capacity then
return false -- 建议返回操作结果
end
local grid = FindOrCreateAvailableGrid(self, item_id)
grid.cur_cnt = grid.cur_cnt + 1
self.cur_capacity = self.cur_capacity + 1
return true -- 建议添加返回值
end
--- 取出物品
--- @param item_id any 目标物品ID
--- @return boolean 是否成功取出
function StorageClass:Withdraw(item_id)
-- 逆序遍历提高取出效率(通常新物品在末尾)
for i = #self.grids_list, 1, -1 do
local grid = self.grids_list[i]
if grid ~= nil and grid.item_id == item_id and grid.cur_cnt > 0 then
grid.cur_cnt = grid.cur_cnt - 1
self.cur_capacity = self.cur_capacity - 1
-- 清空空格子
if grid.cur_cnt == 0 then
table.remove(self.grids_list, i)
end
return true
end
end
return false
end
function StorageClass:Visit(vistor)
for _, grid in ipairs(self.grids_list) do vistor(_, grid) end
end
--- 查询物品(满足条件的物品及数量)
--- @param query_function fun(item_id:any):boolean 物品过滤函数
--- @return table 物品ID到数量的映射表
function StorageClass:QueryItem(query_function)
local items = {}
for _, grid in ipairs(self.grids_list) do
-- 仅统计有物品且满足查询条件的格子
if grid.cur_cnt > 0 and query_function(grid.item_id) then
items[grid.item_id] = (items[grid.item_id] or 0) + grid.cur_cnt
end
end
return items
end
return StorageClass

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@ -1,18 +0,0 @@
local PlayerState = {}
function PlayerState:ctor()
end
function PlayerState:ReceiveBeginPlay()
print(self, "PlayerState:ReceiveBeginPlay")
end
function PlayerState:ReceiveEndPlay()
print(self, "PlayerState:ReceiveEndPlay")
end
return Class(nil, nil, PlayerState)

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@ -1,112 +0,0 @@
local FVector = import "Vector"
local Vector2D = require("Utils.Vector2D")
local Library = import "BusyGamePlayLibrary"
local GameplayStatics = import("GameplayStatics")
local SubSystem = {}
local function GetNearestBonfire(system, x, y)
local selected_bonfire = nil
local selected_distance = nil
for _, bonfire in ipairs(system.bonfire_list) do
local pos = bonfire:K2_GetActorLocation()
local distance = (x - pos.X) ^ 2 + (y - pos.Y) ^ 2
if selected_distance == nil or distance < selected_distance then
selected_distance = distance
selected_bonfire = bonfire
end
end
return selected_bonfire
end
function SubSystem:ctor()
self.current_role = nil
self.bonfire_list = {} -- 所有的篝火列表
end
function SubSystem:ReceiveSubSystemInitialize()
self.current_role = nil
self.bonfire_list = {}
end
function SubSystem:GetNearestBonfire()
if self.current_role then
local cur_pos = self.current_role:K2_GetActorLocation()
return GetNearestBonfire(self, cur_pos.X, cur_pos.Y)
end
return nil
end
function SubSystem:SpawnBonfire(position)
local pos = FVector()
local world = self:K2_GetWorld()
local cls = Library.GetGameClass("Bonfire")
pos.X, pos.Y, pos.Z = position.X, position.Y, 20
local bonfire = world:SpawnActor(cls, pos, nil, nil)
table.insert(self.bonfire_list, bonfire)
return bonfire
end
function SubSystem:SpawnRole(bonfire)
local role_pos = FVector()
local world = self:K2_GetWorld()
local pos = bonfire:K2_GetActorLocation()
local cls = Library.GetGameClass("BusyRole")
role_pos.X, role_pos.Y, role_pos.Z = pos.X, pos.Y, pos.Z + 10
self.current_role = world:SpawnActor(cls, role_pos, nil, nil)
if self.current_role ~= nil then
self.current_role:SetRole("Rabbit")
return self.current_role
else
return nil
end
end
function SubSystem:SpawnLevelItem(item_id)
-- 随机在角色周围生成
local distance = math.random(128, 500)
local angle = (math.random(0, 360) / 360) * 2 * 3.14;
local world = self:K2_GetWorld()
local item_position = FVector()
local center = self.current_role:K2_GetActorLocation()
local cls = import("BusyLevelItem")
item_position.Z = center.Z - 1
item_position.X = center.X + math.cos(angle) * distance
item_position.Y = center.Y + math.sin(angle) * distance
local item = world:SpawnActor(cls, item_position, nil, nil)
item:SetLevelItemID(item_id)
return center
end
function SubSystem:SpawnLevelItemReward(level_item)
assert(self.current_role ~= nil)
local world = self:K2_GetWorld()
local cls = Library.GetGameClass("LevelItemReward")
local random_angle = (math.random() - 0.5) * (math.pi / 2)
local direction = Vector2D.Normalize(self.current_role:GetMoveDirection())
local sin, cos = math.sin(random_angle), math.cos(random_angle)
-- 应用旋转矩阵
direction.X = direction.X * cos - direction.Y * sin
direction.Y = direction.X * sin + direction.Y * cos
local item_location = level_item:K2_GetActorLocation()
local reward_location = Vector2D.Add(item_location, Vector2D.Mul(direction, 200))
local item = world:SpawnActor(cls,
Vector2D.ToUnrealEngine3D(reward_location, item_location.Z),
nil, nil
)
return item
end
return Class(nil, nil, SubSystem)

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@ -1,119 +0,0 @@
---@class ItemGenerator 物品生成器类
local ItemGenerator = {
item_data = {},
period = 100,
item_distributions = {}
}
ItemGenerator.__index = ItemGenerator
---数组洗牌函数Fisher-Yates算法
---@param array any[] 需要打乱顺序的数组
local function ShuffleArray(array)
for i = #array, 2, -1 do -- 从后往前遍历
local j = math.random(i) -- 生成1到i的随机数
array[i], array[j] = array[j], array[i] -- 交换元素位置
end
end
---创建物品生成器实例
---@param period number 生成周期次数
---@param item_data table<number, number> 物品配置表 {物品ID = 总生成数量}
---@return ItemGenerator 物品生成器实例
local function CreateItemGenerator(period, item_data)
local self = setmetatable({}, ItemGenerator)
---@type number 存储生成周期
self.period = period
---@type table<number, number> 原始配置数据
self.item_data = item_data
---@type number 当前调用次数
self.current_call = 0
---@type table<number, number[]> 物品分布数据结构
self.item_distributions = {}
self:InitializeDistributions()
return self
end
---初始化物品分布数据
function ItemGenerator:InitializeDistributions()
-- 遍历所有物品配置
for item_id, total in pairs(self.item_data) do
-- 计算基础值和余数(保证总数 = 基础值*period + 余数)
local base = math.floor(total / self.period)
local remainder = total % self.period
-- 创建初始分布数组(全部填充基础值)
local distribution = {}
for i = 1, self.period do
distribution[i] = base
end
-- 生成索引数组并洗牌(用于随机分配余数)
local indices = {}
for i = 1, self.period do
indices[i] = i
end
ShuffleArray(indices) -- 打乱索引顺序
-- 将余数随机分配到前remainder个位置
for i = 1, remainder do
distribution[indices[i]] = distribution[indices[i]] + 1
end
-- 存储当前物品的分布数组
self.item_distributions[item_id] = distribution
end
end
---重置生成器状态当调用次数超过N时触发
function ItemGenerator:Reinitialize()
self:InitializeDistributions() -- 重新生成分布数据
self.current_call = 0 -- 重置调用计数器
end
---生成物品列表(每次调用产生一个周期的结果)
---@return number[] 包含物品ID的数组结果经过随机排序
function ItemGenerator:Generate()
-- 当超过周期次数时重置状态
if self.current_call >= self.period then
self:Reinitialize()
end
local current_step = self.current_call + 1 -- 获取当前步骤1-based
local result = {} -- 结果收集器
-- 遍历所有物品的分布数据
for item_id, distribution in pairs(self.item_distributions) do
local count = distribution[current_step] -- 获取当前步骤应生成数量
for _ = 1, count do
table.insert(result, item_id) -- 按数量添加物品ID到结果集
end
end
ShuffleArray(result) -- 打乱结果顺序保证随机性
self.current_call = self.current_call + 1 -- 增加调用计数器
return result
end
---获取当前未生成的物品剩余数量
---@return table<number, number> 返回物品ID和剩余数量的映射表
function ItemGenerator:GetRemainingItems()
local remaining = {}
local current_step = self.current_call -- 注意这里使用已调用次数0-based
-- 遍历所有物品的分布数据
for item_id, distribution in pairs(self.item_distributions) do
local total_remaining = 0
-- 计算从下一个步骤到周期结束的总数量
for step = current_step + 1, self.period do
total_remaining = total_remaining + distribution[step]
end
remaining[item_id] = total_remaining
end
return remaining
end
return CreateItemGenerator

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@ -1,73 +0,0 @@
local SubSystem = {}
local Reactive = require("Core.Reactive")
local Library = import("BusyGamePlayLibrary")
local GameplayStatics = import("GameplayStatics")
local BusyGamePlayLibrary = import("BusyGamePlayLibrary")
local function CreateItemGenerator(level_config_data)
local Generator = require("GamePlay.Level.BusyLevelItemGenerator")
local item_data = {}
local period = level_config_data.Period
for k, v in pairs(level_config_data.LevelItemIds) do
item_data[k] = v.CountOfPeriod
end
return Generator(period, item_data)
end
function SubSystem:Bp_ShouldCreateSubsystem(world)
return false
end
function SubSystem:ReceiveSubSystemInitialize()
local world = BusyGamePlayLibrary.K2_GetWorld(self)
self.start_time = GameplayStatics.GetTimeSeconds(world)
self.proxy = Reactive.ReactiveProperty({
current_seconds = 0
})
end
function SubSystem:ReceiveWorldBeginPlay()
local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem").Get(self)
-- 读取关卡配置
local is_suc, row_data = Library.GetLevelBaseConfig("Default", nil)
assert(is_suc == true, "Can't find level base config")
self.level_base_config = row_data
-- 创建物品生成器
self.generator = CreateItemGenerator(row_data)
-- 创建初始篝火
-- local bonfire = BusyActorManagerSubSystem:SpawnBonfire(row_data.FirstBonfirePosition)
-- 创建角色
-- local role = BusyActorManagerSubSystem:SpawnRole(bonfire)
-- GameplayStatics.GetPlayerController(self, 0):Possess(role)
end
function SubSystem:ReceiveSubSystemTick(DeltaTime)
-- local proxy = self.proxy
-- local world = BusyGamePlayLibrary.K2_GetWorld(self)
-- local current_time = GameplayStatics.GetTimeSeconds(world)
-- local escapse_time = math.floor(current_time - self.start_time)
-- if escapse_time > proxy.current_seconds then
-- self:TrySpawnLevelItem()
-- proxy.current_seconds = escapse_time
-- print(proxy.current_seconds)
-- end
end
function SubSystem:TrySpawnLevelItem()
local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem").Get(self)
local items = self.generator:Generate()
for i, item_id in pairs(items) do
BusyActorManagerSubSystem:SpawnLevelItem(item_id)
print(i, item_id)
end
end
return Class(nil, nil, SubSystem)

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@ -1,103 +0,0 @@
--- @class BusyLevelItem
local LevelItem = {}
local Reactive = require("Core.Reactive")
local RoleUtils = require("GamePlay.Utils.RoleUtils")
local GameplayUtils = require("GamePlay.Utils")
local KismetSystemLibrary = import("KismetSystemLibrary")
function LevelItem:ReceiveBeginPlay()
self:SetLevelItemID(self.CurrentItemID)
self.world = self:GetWorld()
print("LevelItem:ReceiveBeginPlay")
end
function LevelItem:TempSetting()
self:ReceiveBeginPlay()
end
function LevelItem:ReceiveLevelItemSetted(Config)
self.config = Config
self.PickBar.Widget:BindLevelItem(self)
print("LevelItem:ReceiveLevelItemSetted", KismetSystemLibrary.IsValid(self))
self.attribute_watcher = Reactive.Watcher(function()
if self.LuaLevelItemAttribute.Health <= 0 then
self:GenerateDropItems()
local location = self:K2_GetActorLocation()
location.Z = -1000
self:K2_SetActorLocation(location, false, nil, false)
self:SetLifeSpan(0.3)
self.attribute_watcher:Destroy()
end
end)
end
function LevelItem:GenerateDropItems()
local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem").Get(self.world)
local role = RoleUtils.GetRole(self)
local role_location = role:K2_GetActorLocation()
local curr_location = self:K2_GetActorLocation()
local collection_config = GameplayUtils.GetItemConfigByID(self.CurrentItemID)
local generated_dict = {}
for _, config in pairs(collection_config.DropConfigs) do
local base = 0
local seed = math.random()
for _, rate in pairs(config.configs) do
local min = base
local max = base + rate.Rate
if seed >= min and seed < max then
generated_dict[config.ItemID] = rate.Count
break
end
base = max
end
end
for item_id, count in pairs(generated_dict) do
for _ = 1, count do
local reward = BusyActorManagerSubSystem:SpawnLevelItemReward(self)
reward.Movement.speed = 300.0
reward.Movement.accelerate = 600.0
reward.Movement.direction = {
X = curr_location.X - role_location.X,
Y = curr_location.Y - role_location.Y
}
reward:SetRewardID(item_id)
end
end
end
-- 接口
function LevelItem:GetPickProcess()
local process = self.LuaLevelItemAttribute.Health / self.config.PickTimeCost
print("current process", process)
return process
end
function LevelItem:GetPickCost()
return self.LevelItemConfig.PickHungerCost
end
function LevelItem:IsAlive()
return self.LuaLevelItemAttribute.Health > 0
end
function LevelItem:GetItemID()
return self.CurrentItemID
end
return Class(nil, nil, LevelItem)

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@ -1,24 +0,0 @@
local PlayerController = {}
local KismetSystemLibrary = import("KismetSystemLibrary")
function PlayerController:convertCursorToWorldPosition()
-- 将当前鼠标的位置转化为世界的位置
local FVector = import("Vector")
local WorldOrigin, WorldDirection = FVector(), FVector()
local _, MouseX, MouseY = self:GetMousePosition(nil, nil)
if self:DeprojectScreenPositionToWorld(
MouseX, MouseY, WorldOrigin, WorldDirection
)then
return WorldOrigin.X, WorldOrigin.Y
else
return nil, nil
end
end
function PlayerController:QuitGame()
KismetSystemLibrary.QuitGame(self, self, 0, false)
end
return Class(nil, nil, PlayerController)

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@ -1,203 +0,0 @@
local UIUtils = require("UI.Utils")
local Reactive = require("Core.Reactive")
local ERoleState = import("EBusyRoleState")
local EBusyItemEffectType = import("EBusyItemEffectType")
local GameplayStatics = import ("GameplayStatics")
local GetGameplayTag = require("GamePlay.Utils").GetGameplayTag
local BusyActorManagerSubSystem = import("BusyActorManagerSubSystem")
local GamePlayUtils = require("GamePlay.Utils")
local KismetMathLibrary = import("KismetMathLibrary")
local LevelItemRewardClass = import("LevelItemReward")
--- @class BusyRole
local Role={
movement_watcher = nil,
interacte_item = nil
}
local PickAbilityTag = "Ability.Role.Pick"
local RecoverAbilityTag = "Ability.Role.Recover"
local ConsumeAbilityTag = "Ability.Role.AttributeConsume"
local RollAbilityTag = "Ability.Role.Roll"
-- 私有函数
-- 采集相关
--- @param role BusyRole
--- @param pick_targer BusyLevelItem
local function ResetPickWatcher(role, pick_targer)
if role.pick_watcher ~= nil then
role.pick_watcher:Destroy()
end
role.pick_watcher = Reactive.Watcher(function()
if not pick_targer:IsAlive() then
role.pick_watcher:Destroy()
role.pick_watcher = nil
role.carried_item_id = pick_targer:GetItemID()
end
end)
end
--- 存储正在搬运的物品
local function StoreCarriedItem(role)
-- if not role.carried_item_id then return end
-- local sub_system = BusyActorManagerSubSystem.Get(role)
-- local bonfire = sub_system:GetNearestBonfire()
-- if bonfire:StoreItem(role.carried_item_id) then
-- role.carried_item_id = nil
-- end
end
function Role:ctor()
self.pick_timer = nil
self.carried_item_id = nil
self.time_limited_tags = {}
self.pick_watcher = nil -- 监听正在采集物品的状态
self.proxy = Reactive.ReactiveProperty({
state = ERoleState.BonfireIdle,
is_alive = true,
})
end
function Role:ReceiveBeginPlay()
self.bCanEverTick = false
self.Inventory:DepositItems(200001, 2)
self.movement_watcher = Reactive.Watcher(function()
self:UpdateRoleState()
end)
end
function Role:ReceiveEndPlay()
print(self, "Role:ReceiveEndPlay")
end
function Role:ReceiveSetRole(_)
self:TryActiveAbility(ConsumeAbilityTag, nil)
UIUtils.ShowWidget(self, "RoleState", {role=self})
end
function Role:UpdateRoleState()
-- 在auto run中访问Reactive Property的值会导致多次调用有性能隐患
local role_state = Reactive.RawGet(self.proxy, "state")
local move_proxy = self.Movement.proxy
if move_proxy.isIdle then
if role_state == ERoleState.Searching or role_state == ERoleState.PickFinished then
self.proxy.state = ERoleState.BackBonfire
self.Movement:BackBonfire()
elseif role_state == ERoleState.BackBonfire then
-- StoreCarriedItem(self)
self.proxy.state = ERoleState.BonfireIdle
end
else
if role_state == ERoleState.BonfireIdle then
self.proxy.state = ERoleState.Searching
end
end
print("old", role_state, "new", Reactive.RawGet(self.proxy, "state"), move_proxy.isIdle)
end
function Role:StartPick(level_item)
local GameplayEventData = import("GameplayEventData")
local EventData = GameplayEventData()
EventData.Instigator = self
EventData.Target = level_item
self.proxy.state = ERoleState.Picking
self:TryActiveAbility(PickAbilityTag, EventData)
-- ResetPickWatcher(self, level_item)
end
function Role:OnTouch(_)
local role_proxy = self.proxy
if role_proxy.state == ERoleState.BonfireIdle then
local pc = GameplayStatics.GetPlayerController(self:GetWorld(), 0)
local world_x, world_y = pc:convertCursorToWorldPosition()
role_proxy.state = ERoleState.Searching
self.Movement:SetDestination(world_x, world_y)
else
print("nothing")
end
end
function Role:OnOverlapBegin(OverlappedComp, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult)
if KismetMathLibrary.ClassIsChildOf(OtherActor:GetClass(), LevelItemRewardClass) then
self.Inventory:DepositItems(OtherActor.RewardID, 1)
OtherActor:ConditionalBeginDestroy()
else
if self.proxy.state ~= ERoleState.Searching then return end
self.proxy.state = ERoleState.Picking
self.Movement:Stop()
self:StartPick(OtherActor)
end
end
--- 使用翻滚技能
function Role:UseRollSkill()
self:TryActiveAbility(RollAbilityTag, nil)
end
-- 接口
function Role:GetPickEffect()
return self.RoleConfig.PickEffect
end
function Role:GetHealthPercent()
local current_health = self.LuaRoleAttribute.Health or 0
return current_health / self.RoleConfig.Health
end
function Role:GetHungerPercent()
return self.LuaRoleAttribute.Hunger / self.RoleConfig.Hunger
end
function Role:GetHungerConsumeSpeed()
if self.time_limited_tags["SkillRole"] ~= nil then
return self.RoleConfig.HungerConsumeSpeed * 8
else
return self.RoleConfig.HungerConsumeSpeed
end
end
function Role:GetSpeed()
return self.LuaRoleAttribute.MoveSpeed
end
function Role:GetMoveDirection()
return self.Movement.proxy.direction
end
--- 返回即将消耗的饥饿值和生命值
function Role:CalcRealChangeByHunger(value)
local config = self.RoleConfig
local fixed_change, extra_health_need = 0, 0
local cost_rate = config.HealthConsumeSpeed / config.HungerConsumeSpeed
local remain_hunger = self.LuaRoleAttribute.Hunger + value
if remain_hunger < 0 then
fixed_change = remain_hunger
extra_health_need = remain_hunger * cost_rate
elseif remain_hunger > self.RoleConfig.Hunger then
fixed_change = remain_hunger - self.RoleConfig.Hunger
end
return value - fixed_change, self:CalcRealChangeByHealth(extra_health_need)
end
function Role:CalcRealChangeByHealth(value)
if value == 0 then return 0 end
local fixed_change = 0
local remain_health = self.LuaRoleAttribute.Health + value
if remain_health < 0 then
fixed_change = remain_health
elseif remain_health > self.RoleConfig.Health then
fixed_change = remain_health - self.RoleConfig.Health
end
return value - fixed_change
end
return Class(nil, nil, Role)

View File

@ -55,14 +55,6 @@ bool UBusyGameplayLibrary::GetLevelItemConfig(const FName& RowName, FBusyLevelIt
return GetTableConfig<FBusyLevelItemConfig>(TEXT("LevelItems"), RowName, RowData);
}
bool UBusyGameplayLibrary::GetRoleConfig(const FName& RowName, FBusyRoleConfig& RowData){
return GetTableConfig<FBusyRoleConfig>(TEXT("RoleConfig"), RowName, RowData);
}
bool UBusyGameplayLibrary::GetItemResourceConfig(const FName& RowName, FBusyLevelItemResourceConfig& RowData){
return GetTableConfig<FBusyLevelItemResourceConfig>(TEXT("LevelItemResource"), RowName, RowData);
}
bool UBusyGameplayLibrary::GetLevelItemDescription(const FName& RowName, FBusyLevelItemDescription& RowData){
return GetTableConfig<FBusyLevelItemDescription>(TEXT("LevelItemDesc"), RowName, RowData);
}

View File

@ -118,7 +118,7 @@ void UPW_TableSwitcher::RebuildSwitcher(const TMap<FName, FTableSwitcherInfo>& I
Widget = CreateWidget<UPW_TableSwitcherWidget>(this, Info.SwitcherWidget);
UHorizontalBoxSlot *WidgetSlot = SwitcherBar->AddChildToHorizontalBox(Widget);
if (WidgetSlot) {
WidgetSlot->VerticalAlignment = VAlign_Fill;
WidgetSlot->SetVerticalAlignment(VAlign_Fill);
}
Widget->SetSwitcherName(PageName);
Widget->SetSwitcherTitle(Info.TableSwitcherName);

View File

@ -1,117 +0,0 @@
// 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 "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");
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();
bIsBeginPlay = true;
}
void ABusyLevelItem::EndPlay(const EEndPlayReason::Type EndPlayReason){
Super::EndPlay(EndPlayReason);
bIsBeginPlay = false;
}
void ABusyLevelItem::PostLuaHook(){
if (bIsBeginPlay) {
CallLuaFunctionIfExist("TempSetting");
}
}
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);
}

View File

@ -1,33 +0,0 @@
// 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());
}

View File

@ -1,110 +0,0 @@
// 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 "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);
}

View File

@ -1,25 +0,0 @@
// 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);
const AActor* Owner = GetOwner();
if (!Owner) return;
this->ReceiveComponentTick(DeltaTime);
}

View File

@ -1,115 +0,0 @@
// 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){
ABusyRole* Role = Cast<ABusyRole>(this->GetOwner());
if (Role == nullptr) {
UE_LOG(LogRoleAnimation, Error, TEXT("URoleAnimation::GetPaperFilpBookComponent, Can't get Role"));
return false;
}
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"));
}
}

View File

@ -3,9 +3,7 @@
#pragma once
#include "CoreMinimal.h"
#include "Role/BusyRole.h"
#include "Engine/World.h"
#include "Level/BusyLevelItem.h"
#include "Engine/DataTable.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GameAsset/BusyItem.h"
@ -35,12 +33,6 @@ public:
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);

View File

@ -1,7 +1,10 @@
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "BusyItem.generated.h"
class UPaperFlipbook;
UENUM(BlueprintType) // 烹饪火候
enum class ECookingHeat : uint8 {
LOW_HEAT, // 小火

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@ -1,21 +0,0 @@
#pragma once
#include "LuaOverriderInterface.h"
#include "GameplayModMagnitudeCalculation.h"
#include "BusyMagnitudeCalculation.generated.h"
UCLASS()
class UBusyMagnitudeCalculation : public UGameplayModMagnitudeCalculation, public ILuaOverriderInterface
{
GENERATED_BODY()
public:
virtual FString GetLuaFilePath_Implementation();
protected:
UPROPERTY(EditDefaultsOnly)
FString LuaFilePath;
};
inline FString UBusyMagnitudeCalculation::GetLuaFilePath_Implementation()
{
return LuaFilePath;
}

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@ -1,116 +0,0 @@
// 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;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason)override;
virtual void PostLuaHook() 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;
protected:
bool bIsBeginPlay;
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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@ -1,57 +0,0 @@
// 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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@ -1,148 +0,0 @@
// 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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#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,
Move_Left,
Move_All_Cnt
};
/**
*
*/
UCLASS()
class BUSYRABBIT_API UBusyRoleMovement : public ULuaActorComponent
{
GENERATED_BODY()
public:
UBusyRoleMovement();
public:
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;
protected:
FVector MovementDirection;
};

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@ -1,77 +0,0 @@
// 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);
};