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:
		| @ -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 | ||||
|  | ||||
| @ -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) | ||||
| @ -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 | ||||
| @ -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) | ||||
| @ -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) | ||||
| @ -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 | ||||
| @ -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) | ||||
| @ -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) | ||||
| @ -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) | ||||
| @ -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) | ||||
| @ -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); | ||||
| } | ||||
|  | ||||
| @ -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); | ||||
|  | ||||
| @ -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); | ||||
| } | ||||
| @ -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()); | ||||
| } | ||||
| @ -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); | ||||
| } | ||||
| @ -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); | ||||
| } | ||||
|  | ||||
| @ -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")); | ||||
| 	} | ||||
| } | ||||
| @ -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); | ||||
|  | ||||
|  | ||||
| @ -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 | ||||
|  | ||||
| @ -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; | ||||
| } | ||||
| @ -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); | ||||
| }; | ||||
| @ -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; | ||||
| }; | ||||
| @ -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 | ||||
|  | ||||
| }; | ||||
| @ -1,43 +0,0 @@ | ||||
| #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; | ||||
| }; | ||||
| @ -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); | ||||
| }; | ||||
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