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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@ -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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--- @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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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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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)