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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@ -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);
}

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@ -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);

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@ -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);
}

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@ -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());
}

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@ -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);
}

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@ -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);
}

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@ -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"));
}
}

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@ -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);

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@ -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);
};