Lua向C#逻辑迁移 一期

创建了若干C#文件,替代对应lua文件
This commit is contained in:
2025-10-25 05:53:20 +08:00
parent fc1078f20c
commit dab9990b44
25 changed files with 336 additions and 5411 deletions

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@ -1,38 +0,0 @@
---@enum EBusyRoleState
local EBusyRoleState = {
BonfireIdle = 0,
Searching = 1,
Picking = 2,
PickFinished = 3,
BackBonfire = 4
}
---@enum ERoleMoveDirection
local ERoleMoveDirection = {
Move_Right = 0,
Move_Left = 1,
Move_All_Cnt = 2
};
---@enum EBusyItemEffectType
local EBusyItemEffectType = {
Health = 0,
Hunger = 1,
Speed = 2,
};
---@enum EBusyAnimationPhase
local EBusyAnimationPhase = {
PrepareCast = 0,
Casting = 1,
PostCast = 2,
};
---@enum EWidgetLayoutType
local EWidgetLayoutType = {
MainLayer = 0,
PopupLayer = 1,
FloatLayer = 2,
TopLayer = 3,
LayerTypeMax = 4
};

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@ -1,4 +0,0 @@
--- @class BusyGameplayLibrary
--- @field K2_GetWorld fun(obj:table):table
--- @field RequestGameplayTag fun(TagName:string):GameplayTag
local BusyGameplayLibrary = {}

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@ -1,42 +0,0 @@
-- 这个返回值固定返回的是string我希望当我使用import("ERoleState")时它返回的是ERoleState的注解或者是ERoleState.lua这个文件返回值的注解
-- ---自定义导入函数功能类似require但支持额外特性
-- ---@generic T
-- ---@param modulePath T 模块路径或预加载的模块
-- ---@param hotReload? boolean 是否启用热重载
-- ---@return T 返回加载的模块
-- function import(modulePath, hotReload) end
---自定义模块导入函数,支持类型感知的模块加载
---@generic T : string -- 限定modulePath为字符串类型
---@param modulePath `T` 模块路径(如"ERoleState"
---@param hotReload? boolean 是否启用热重载
---@return T 返回对应模块的类型
---@error 当模块加载失败时抛出错误
function import(modulePath, hotReload) end
function Class(a, b, c) end
---@class slua
slua = {
createDelegate = function(func) end
}
--- @class KismetSystemLibrary
KismetSystemLibrary = {
K2_ClearTimerHandle = function() end
}
--- @class GameplayTag
local GameplayTag
--- @class GameplayStatics
--- @field GetPlayerController fun(uobj:table,idx:number):table
--- @field GetGameState fun(uobj:table):table
local GameplayStatics
--- @class AbilitySystemBlueprintLibrary
--- @field AssignTagSetByCallerMagnitude fun(SpecHandle:table, DataTag:GameplayTag, Magnitude:number)
local AbilitySystemBlueprintLibrary

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---@enum ESlateVisibility
local ESlateVisibility = {
Visible = 0,
Collapsed = 1,
Hidden = 2,
HitTestInvisible = 3,
SelfHitTestInvisible = 4
}

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@ -1,222 +0,0 @@
#ifndef LIBPDEBUG_H
#define LIBPDEBUG_H
//1.使用源码编译要打开宏USE_SOURCE_CODE. win下要设置LUA_INTEGER和lua版本号
#define LUA_DEBUGGER_NAME "LuaPanda" //debugger's name in LuaDebug.lua
#define HOOK_LIB_VERSION "3.2.0" //lib version
//#define USE_SOURCE_CODE //using source code to build
#if !defined(USE_SOURCE_CODE) && defined(_WIN32)
#define LUA_INTEGER long long //set LUA_INTEGER. In 501 is ptrdiff_t. 503 can set longlong(64bit) or int(32bit)
#define LUA_VERSION_NUM 503 //lua version used by WIN32 build lib. eg. 501,503
#endif
//setting end
#if !defined(USE_SOURCE_CODE) && defined(_WIN32)
#include <Windows.h>
#include <Tlhelp32.h>
#else
//2.如果lua源码是C++形式注释掉下面extern "C"
extern "C"{
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
#include "luaconf.h"
}
#endif
//3.如果lua代码在命名空间中要设置用户命名空间. 防止找不到lua方法
//using namespace slua;
#ifdef USE_SOURCE_CODE
extern "C" void pdebug_init(lua_State* L);
#endif
#if !defined(USE_SOURCE_CODE) && defined(_WIN32)
/*
** Lua - An Extensible Extension Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
*/
#if LUA_VERSION_NUM == 501
#define lua_getglobal(L,s) lua_getfield(L, LUA_GLOBALSINDEX, (s))
#endif
#define LUA_TNONE (-1)
#define LUA_TNIL 0
#define LUA_TBOOLEAN 1
#define LUA_TLIGHTUSERDATA 2
#define LUA_TNUMBER 3
#define LUA_TSTRING 4
#define LUA_TTABLE 5
#define LUA_TFUNCTION 6
#define LUA_TUSERDATA 7
#define LUA_TTHREAD 8
#define LUA_NUMBER double
#define LUA_REGISTRYINDEX (-10000)
#define LUA_ENVIRONINDEX (-10001)
#define LUA_GLOBALSINDEX (-10002)
#define lua_upvalueindex(i) (LUA_GLOBALSINDEX-(i))
#define LUA_IDSIZE 60
#define LUA_HOOKCALL 0
#define LUA_HOOKRET 1
#define LUA_HOOKLINE 2
#define LUA_HOOKCOUNT 3
#define LUA_HOOKTAILRET 4
#define LUA_MASKCALL (1 << LUA_HOOKCALL)
#define LUA_MASKRET (1 << LUA_HOOKRET)
#define LUA_MASKLINE (1 << LUA_HOOKLINE)
#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL))
#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_pop(L,n) lua_settop(L, -(n)-1)
#define lua_newtable(L) lua_createtable(L, 0, 0)
struct lua_State;
struct lua_Debug {
int event;
const char *name; /* (n) */
const char *namewhat; /* (n) `global', `local', `field', `method' */
const char *what; /* (S) `Lua', `C', `main', `tail' */
const char *source; /* (S) */
int currentline; /* (l) */
int nups; /* (u) number of upvalues */
int linedefined; /* (S) */
int lastlinedefined; /* (S) */
char short_src[LUA_IDSIZE]; /* (S) */
/* private part */
int i_ci; /* active function */
};
typedef LUA_INTEGER lua_Integer;
typedef LUA_NUMBER lua_Number;
typedef int (*lua_CFunction) (lua_State *L);
typedef struct luaL_Reg {
const char *name;
lua_CFunction func;
} luaL_Reg;
#define LUA_KCONTEXT ptrdiff_t
typedef LUA_KCONTEXT lua_KContext;
//lua function
typedef lua_Integer(*luaDLL_checkinteger) (lua_State *L, int numArg);
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx);
typedef const lua_Number *(*luaDLL_version)(lua_State *L);
typedef void (*luaLDLL_register)(lua_State *L, const char *libname, const luaL_Reg *l);
typedef int (*luaDLL_gettop)(lua_State *L);
typedef const char *(*luaDLL_pushstring)(lua_State *L, const char *s);
typedef int (*luaDLL_settop)(lua_State *L, int idx);
typedef int (*luaDLL_tointeger)(lua_State *L, int idx);
typedef int (*luaDLL_next)(lua_State *L, int idx);
typedef int (*luaDLL_pcall)(lua_State *L, int nargs, int nresults, int errfunc);
typedef void (*luaDLL_pushnil)(lua_State *L);
typedef void (*luaDLL_getfield)(lua_State *L, int idx, const char *k);
typedef int (*luaDLL_getinfo)(lua_State *L, const char *what, void *ar);
typedef void (*luaDLL_pushinteger) (lua_State *L, lua_Integer n);
#if LUA_VERSION_NUM == 501
typedef int(*luaDLL_sethook)(lua_State *L, void* func, int mask, int count);
#else
typedef void (*luaDLL_sethook)(lua_State *L, lua_Hook f, int mask, int count);
#endif
typedef void (*luaDLL_pushnumber)(lua_State *L, lua_Number n);
typedef lua_Number (*luaDLL_checknumber)(lua_State *L, int narg);
typedef const char *(*luaDLL_checklstring)(lua_State *L, int narg, size_t *len);
typedef const char *(*luaDLL_tolstring)(lua_State *L, int idx, size_t *len);
typedef int (*luaDLL_type)(lua_State *L, int idx);
//5.3
typedef void (*luaDLL_createtable)(lua_State *L, int narray, int nrec);
typedef void (*luaDLL_setfuncs)(lua_State *L, const luaL_Reg *l, int nup);
typedef lua_Integer(*luaDLL_tointegerx)(lua_State *L, int idx, int *pisnum);
typedef int (*luaDLL_getglobal)(lua_State *L, const char *name);
typedef int (*luaDLL_pcallk)(lua_State *L, int nargs, int nresults, int msgh, lua_KContext ctx, lua_KFunction k);
typedef int (*luaDLL_toboolean)(lua_State *L, int index);
luaDLL_checkinteger luaL_checkinteger;
luaDLL_version lua_version;
luaDLL_gettop lua_gettop;
luaDLL_pushstring lua_pushstring;
luaLDLL_register luaL_register;
luaDLL_settop lua_settop;
luaDLL_pcall lua_pcall;
luaDLL_pushnumber lua_pushnumber;
luaDLL_checklstring luaL_checklstring;
luaDLL_tointeger lua_tointeger;
luaDLL_pushnil lua_pushnil;
luaDLL_getfield lua_getfield;
luaDLL_next lua_next;
luaDLL_getinfo lua_getinfo;
luaDLL_sethook lua_sethook;
luaDLL_checknumber luaL_checknumber;
luaDLL_type lua_type;
luaDLL_tolstring lua_tolstring;
luaDLL_pushinteger lua_pushinteger;
luaDLL_toboolean lua_toboolean;
//
HMODULE hInstLibrary;
//slua-ue header
#if LUA_VERSION_NUM > 501
//5.3
luaDLL_createtable lua_createtable;
luaDLL_setfuncs luaL_setfuncs;
luaDLL_tointegerx lua_tointegerx;
luaDLL_getglobal lua_getglobal;
luaDLL_pcallk lua_pcallk;
#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL)
#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL);
#define PURE_API =0
namespace slua {
struct LuaInterface {
virtual const lua_Number *lua_version(lua_State *L) PURE_API;
virtual const char *lua_pushstring(lua_State *L, const char *s) PURE_API;
virtual int lua_gettop(lua_State *L) PURE_API;
virtual void lua_settop(lua_State *L, int index) PURE_API;
virtual int lua_pcallk(lua_State *L, int nargs, int nresults, int msgh, lua_KContext ctx, lua_KFunction k) PURE_API;
virtual void lua_pushnumber(lua_State *L, lua_Number n) PURE_API;
virtual const char *luaL_checklstring(lua_State *L, int arg, size_t *l) PURE_API;
virtual const char *lua_tolstring(lua_State *L, int index, size_t *len) PURE_API;
virtual int lua_type(lua_State *L, int index) PURE_API;
virtual lua_Integer lua_tointegerx(lua_State *L, int index, int *isnum) PURE_API;
virtual void lua_pushnil(lua_State *L) PURE_API;
virtual int lua_getfield(lua_State *L, int index, const char *k) PURE_API;
virtual int lua_next(lua_State *L, int index) PURE_API;
virtual int lua_getinfo(lua_State *L, const char *what, lua_Debug *ar) PURE_API;
virtual void lua_sethook(lua_State *L, lua_Hook f, int mask, int count) PURE_API;
virtual lua_Number luaL_checknumber(lua_State *L, int arg) PURE_API;
virtual void lua_createtable(lua_State *L, int narr, int nrec) PURE_API;
virtual void luaL_setfuncs(lua_State *L, const luaL_Reg *l, int nup) PURE_API;
virtual int lua_getglobal(lua_State *L, const char *name) PURE_API;
virtual int lua_toboolean(lua_State *L, int index) PURE_API;
};
}
typedef slua::LuaInterface* (*dll_GetLuaInterface)();
dll_GetLuaInterface getInter;
#endif //LUA_VERSION_NUM > 501
#endif //_WIN32
#endif //LIBPDEBUG_H
/******************************************************************************
* Copyright (C) 1994-2008 Lua.org, PUC-Rio. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/

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local MoveAbility = {}
return Class(nil, nil, MoveAbility)

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local GameplayStatics = import("GameplayStatics")
local AbilitySystemBlueprintLibrary = import("AbilitySystemBlueprintLibrary")
local BusyGameplayLibrary = import("BusyGameplayLibrary")
--- @class FoxUltimate
--- @field RecastWindow number
local FoxUltimate = {}
function FoxUltimate:ctor()
self.ultimate_phase = 1 -- 大招阶段
self.active_recast_handle = nil
self.active_accelerate_handle = nil
self.overlap_delegate_handle = nil
self.tag_add_or_remove_delegate = nil
end
function FoxUltimate:K2_ActivateAbilityFromEvent(EventData)
print("FoxUltimate:K2_ActivateAbilityFromEvent", self.ultimate_phase)
if not self:K2_CommitAbilityCost(false) then
return self:K2_EndAbility()
end
local owner = self:GetOwningActorFromActorInfo()
self.movement = owner.MovementComponent
self.animation = owner.SpineAnimationComponent
self.asc = AbilitySystemBlueprintLibrary.GetAbilitySystemComponent(owner)
self.recast_tag = BusyGameplayLibrary.RequestGameplayTag("Ability.Flags.Recast")
self.owner = owner
local asc = self.asc
if self.tag_add_or_remove_delegate == nil then
self.tag_add_or_remove_delegate = slua.createDelegate(function(tag, is_add)
if is_add == 0 and not self.bIsActive then
self.ultimate_phase = 1
self:K2_CommitAbilityCooldown(false, false)
end
end)
owner:BindGameplayTagAddOrRemove(self.recast_tag, self.tag_add_or_remove_delegate)
end
if self.ultimate_phase == 1 or asc:HasMatchingGameplayTag(self.recast_tag) then
self:TriggerUltimate(asc)
else
self:K2_EndAbility()
end
end
function FoxUltimate:TriggerUltimate(asc)
if self.ultimate_phase == 1 then
-- 第一次释放大招添加一个可以再次释放的Tag
local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", asc, 1, nil)
self.active_recast_handle = asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
elseif self.ultimate_phase == 2 then
-- 第二次激活移除可重复释放的tag
self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
elseif self.ultimate_phase == 3 then
self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
end
-- 播放动画,并监听动画完成的事件
self:PlayAnimation()
end
function FoxUltimate:GetAnimationName(direction)
local animation_name_prefix
if direction.X >= 0 then
animation_name_prefix = "Ultimate/Right/"
else
animation_name_prefix = "Ultimate/Left/"
end
if self.ultimate_phase == 1 then
return animation_name_prefix .. "UltimateStage1"
elseif self.ultimate_phase == 2 then
return animation_name_prefix .. "UltimateStage2"
elseif self.ultimate_phase == 3 then
return animation_name_prefix .. "UltimateStage3"
end
return nil
end
function FoxUltimate:K2_OnEndAbility(bWasCancelled)
print("FoxUltimate:K2_OnEndAbility")
end
function FoxUltimate:GetSprintSpeedFactor()
if self.ultimate_phase == 1 then
return 2.5
elseif self.ultimate_phase == 2 then
return 2.8
elseif self.ultimate_phase == 3 then
return 3.0
end
end
function FoxUltimate:PlayAnimation()
local animation = self.animation
local PC = GameplayStatics.GetPlayerController(self, 0)
local result, ability_direction = PC:GetCursorDirection(nil) -- 获取技能的朝向
if not result then
print("FoxUltimate:TriggerPrimaryPhase can't find direction")
return
end
local anim_name = self:GetAnimationName(ability_direction) -- 获取技能动画名称
if not anim_name then
print("FoxUltimate:TriggerPrimaryPhase can't get animation", self.ultimate_phase)
return
end
local anim_entry = animation:SetAnimation(0, anim_name, false)
anim_entry.AnimationComplete:Add(function(entry) self:OnAnimationComplete(entry) end)
anim_entry.AnimationEvent:Add(function(entry, event) self:OnAnimationEvent(entry, event) end)
local anim_total_time = anim_entry:GetAnimationEnd() -- 获取技能动画时长
-- 附加加速buff
self:MakeAccelerate(self:GetSprintSpeedFactor(), anim_total_time)
self.movement:ActivateSprint(ability_direction, anim_total_time)
end
function FoxUltimate:MakeAccelerate(speed_factor, total_time)
local _, accelerate_effect = self:GetAbilityEffectSpecHandle("Accelerate", self.asc, 1, nil)
AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
accelerate_effect,
BusyGameplayLibrary.RequestGameplayTag("Effect.Factor"),
speed_factor
)
AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
accelerate_effect,
BusyGameplayLibrary.RequestGameplayTag("Effect.Duration"),
total_time
)
return self.asc:BP_ApplyGameplayEffectSpecToSelf(accelerate_effect)
end
function FoxUltimate:OnAnimationComplete(entry)
local new_phase = self.ultimate_phase + 1
if new_phase > 3 then
self.ultimate_phase = 1
else
self.ultimate_phase = new_phase
end
print("FoxUltimate:OnAnimationComplete", self.ultimate_phase)
if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
self.ultimate_phase = 1
self:K2_CommitAbilityCooldown(false, false)
end
entry.AnimationComplete:Clear()
entry.AnimationEvent:Clear()
self:K2_EndAbility()
end
function FoxUltimate:OnAnimationEvent(entry, event)
if event.Name == "OnSpeedChange" then
self.active_accelerate_handle = self:MakeAccelerate(8.0, 0.5)
elseif event.Name == "OnSpeedReset" then
self.asc:RemoveActiveGameplayEffect(self.active_accelerate_handle, -1)
elseif event.Name == "OnDamageBegin" then
local collision = self.owner["TailCollision"]
collision:SetCollisionEnabled(1)
self.overlap_delegate_handle = collision.OnComponentBeginOverlap:Add(function()
if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", self.asc, 1, nil)
self.active_recast_handle = self.asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
end
end)
elseif event.Name == "OnDamageEnd" then
self.owner["TailCollision"]:SetCollisionEnabled(0)
if self.overlap_delegate_handle ~= nil then
self.owner["TailCollision"].OnComponentBeginOverlap:Remove(self.overlap_delegate_handle)
self.overlap_delegate_handle = nil
end
end
end
return Class(nil, nil, FoxUltimate)

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local RabbitUltimate = {}
return Class(nil, nil, RabbitUltimate)

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local LevelFoxRole = {}
local Vector2D = require("Utils.Vector2D")
function LevelFoxRole:ctor()
end
function LevelFoxRole:ReceiveBeginPlay()
self["SpineAnimationComponent"]:SetAnimation(0, "Idle/Front", true)
self.last_animation = "Idle/Front"
self["SpineBoneFollower"].Target = self
self["SpineBoneFollower"].BoneName = "tail"
self["SpineBoneFollower"].UseComponentTransform = true
self["SpineBoneFollower"].UseScale = true
self["TailCollision"]:SetCollisionEnabled(0)
end
function LevelFoxRole:OnMoveDirectionChanged(InDirection)
-- 运动组件更新方向响应函数
local cur_animation
if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况
local forward_direction = self["MovementComponent"]:GetForwardDirection()
if(forward_direction.Y >= 0) then
cur_animation = "Idle/Front"
else
cur_animation = "Idle/Back"
end
else
if(InDirection.Y >= 0) then
cur_animation = "Move/Front"
else
cur_animation = "Move/Back"
end
end
if cur_animation ~= self.last_animation then
self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
self.last_animation = cur_animation
end
self["SpineAnimationComponent"]:SetTimeScale(1.0)
end
function LevelFoxRole:OnMove(location)
-- 控制器移动相应函数
self["MovementComponent"]:MoveTo(location)
end
return Class(nil, nil, LevelFoxRole)

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local LevelRabbitRole = {}
function LevelRabbitRole:ctor()
self.last_animation = "back/move"
end
function LevelRabbitRole:ReceiveBeginPlay()
self["SpineAnimationComponent"]:SetSkin("back/move")
self["SpineAnimationComponent"]:SetAnimation(0, "animation", true)
end
function LevelRabbitRole:OnMove(location)
-- 控制器移动相应函数
self["MovementComponent"]:MoveTo(location)
end
function LevelRabbitRole:OnMoveDirectionChanged(InDirection)
-- 运动组件更新方向响应函数
local cur_animation
if(InDirection.Y >= 0) then
cur_animation = "front/move"
else
cur_animation = "back/move"
end
print("LevelRabbitRole:OnMoveDirectionChanged", cur_animation)
if cur_animation ~= self.last_animation then
self["SpineAnimationComponent"]:SetSkin(cur_animation)
self["SpineAnimationComponent"]:SetSlotsToSetupPose()
self.last_animation = cur_animation
end
end
return Class(nil, nil, LevelRabbitRole)

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local Campsite = {}
return Class(nil, nil, Campsite)

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local Vector = import("Vector")
local GameplayStatics = import("GameplayStatics")
local BusyGameplayLibrary = import("BusyGameplayLibrary")
--[[****************************私有函数区域******************************]]--
--- 生成资源点
local function GenerateResourcePoint()
end
--- 保留到以后做联机内容时拓展
--- @class LevelGameMode
--- @field GameMapActorClass table
local LevelGameMode = {}
function LevelGameMode:ctor()
self.map_actor = nil
end
function LevelGameMode:ReceiveBeginPlay()
print("LevelGameMode:ReceiveBeginPlay", self.GameMapActorClass)
local world = BusyGameplayLibrary.K2_GetWorld(self)
local game_state = GameplayStatics.GetGameState(self) --- @type LevelGameState
if self.GameMapActorClass then
local map_actor = world:SpawnActor(self.GameMapActorClass, Vector(), nil, nil)
game_state:SetGameMapActor(map_actor)
end
end
-- function LevelGameMode:K2_PostLogin(new_player_controller)
-- local new_player_state = new_player_controller.PlayerState
-- local role = new_player_state:CreateRoleRoster(new_player_controller)
-- local new_pos = FVector()
-- new_pos.X = 500
-- new_pos.Y = 500
-- new_pos.Z = 50
-- role:K2_SetActorLocation(new_pos, true, nil, false)
-- new_player_controller:Possess(role)
-- end
return Class(nil, nil, LevelGameMode)

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--- @class LevelGameState
local LevelGameState = {}
function LevelGameState:SetGameMapActor(game_map_actor)
self.GameMapActor = game_map_actor
end
return Class(nil, nil, LevelGameState)

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local GameplayStatics = import("GameplayStatics")
local LevelPlayerState = {}
function LevelPlayerState:ReceiveBeginPlay()
local pc = GameplayStatics.GetPlayerController(self, 0)
local role = self:CreateRoleRoster(pc)
print("LevelPlayerState:ReceiveBeginPlay", role, self:HasAuthority())
pc:Possess(role)
end
return Class(nil, nil, LevelPlayerState)

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// 角色移动

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// local GameplayStatics = import("GameplayStatics")
// local AbilitySystemBlueprintLibrary = import("AbilitySystemBlueprintLibrary")
// local BusyGameplayLibrary = import("BusyGameplayLibrary")
// --- @class FoxUltimate
// --- @field RecastWindow number
// local FoxUltimate = {}
// function FoxUltimate:ctor()
// self.ultimate_phase = 1 -- 大招阶段
// self.active_recast_handle = nil
// self.active_accelerate_handle = nil
// self.overlap_delegate_handle = nil
// self.tag_add_or_remove_delegate = nil
// end
// function FoxUltimate:K2_ActivateAbilityFromEvent(EventData)
// print("FoxUltimate:K2_ActivateAbilityFromEvent", self.ultimate_phase)
// if not self:K2_CommitAbilityCost(false) then
// return self:K2_EndAbility()
// end
// local owner = self:GetOwningActorFromActorInfo()
// self.movement = owner.MovementComponent
// self.animation = owner.SpineAnimationComponent
// self.asc = AbilitySystemBlueprintLibrary.GetAbilitySystemComponent(owner)
// self.recast_tag = BusyGameplayLibrary.RequestGameplayTag("Ability.Flags.Recast")
// self.owner = owner
// local asc = self.asc
// if self.tag_add_or_remove_delegate == nil then
// self.tag_add_or_remove_delegate = slua.createDelegate(function(tag, is_add)
// if is_add == 0 and not self.bIsActive then
// self.ultimate_phase = 1
// self:K2_CommitAbilityCooldown(false, false)
// end
// end)
// owner:BindGameplayTagAddOrRemove(self.recast_tag, self.tag_add_or_remove_delegate)
// end
// if self.ultimate_phase == 1 or asc:HasMatchingGameplayTag(self.recast_tag) then
// self:TriggerUltimate(asc)
// else
// self:K2_EndAbility()
// end
// end
// function FoxUltimate:TriggerUltimate(asc)
// if self.ultimate_phase == 1 then
// -- 第一次释放大招添加一个可以再次释放的Tag
// local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", asc, 1, nil)
// self.active_recast_handle = asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
// elseif self.ultimate_phase == 2 then
// -- 第二次激活移除可重复释放的tag
// self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
// elseif self.ultimate_phase == 3 then
// self.asc:RemoveActiveGameplayEffect(self.active_recast_handle, -1)
// end
// -- 播放动画,并监听动画完成的事件
// self:PlayAnimation()
// end
// function FoxUltimate:GetAnimationName(direction)
// local animation_name_prefix
// if direction.X >= 0 then
// animation_name_prefix = "Ultimate/Right/"
// else
// animation_name_prefix = "Ultimate/Left/"
// end
// if self.ultimate_phase == 1 then
// return animation_name_prefix .. "UltimateStage1"
// elseif self.ultimate_phase == 2 then
// return animation_name_prefix .. "UltimateStage2"
// elseif self.ultimate_phase == 3 then
// return animation_name_prefix .. "UltimateStage3"
// end
// return nil
// end
// function FoxUltimate:K2_OnEndAbility(bWasCancelled)
// print("FoxUltimate:K2_OnEndAbility")
// end
// function FoxUltimate:GetSprintSpeedFactor()
// if self.ultimate_phase == 1 then
// return 2.5
// elseif self.ultimate_phase == 2 then
// return 2.8
// elseif self.ultimate_phase == 3 then
// return 3.0
// end
// end
// function FoxUltimate:PlayAnimation()
// local animation = self.animation
// local PC = GameplayStatics.GetPlayerController(self, 0)
// local result, ability_direction = PC:GetCursorDirection(nil) -- 获取技能的朝向
// if not result then
// print("FoxUltimate:TriggerPrimaryPhase can't find direction")
// return
// end
// local anim_name = self:GetAnimationName(ability_direction) -- 获取技能动画名称
// if not anim_name then
// print("FoxUltimate:TriggerPrimaryPhase can't get animation", self.ultimate_phase)
// return
// end
// local anim_entry = animation:SetAnimation(0, anim_name, false)
// anim_entry.AnimationComplete:Add(function(entry) self:OnAnimationComplete(entry) end)
// anim_entry.AnimationEvent:Add(function(entry, event) self:OnAnimationEvent(entry, event) end)
// local anim_total_time = anim_entry:GetAnimationEnd() -- 获取技能动画时长
// -- 附加加速buff
// self:MakeAccelerate(self:GetSprintSpeedFactor(), anim_total_time)
// self.movement:ActivateSprint(ability_direction, anim_total_time)
// end
// function FoxUltimate:MakeAccelerate(speed_factor, total_time)
// local _, accelerate_effect = self:GetAbilityEffectSpecHandle("Accelerate", self.asc, 1, nil)
// AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
// accelerate_effect,
// BusyGameplayLibrary.RequestGameplayTag("Effect.Factor"),
// speed_factor
// )
// AbilitySystemBlueprintLibrary.AssignTagSetByCallerMagnitude(
// accelerate_effect,
// BusyGameplayLibrary.RequestGameplayTag("Effect.Duration"),
// total_time
// )
// return self.asc:BP_ApplyGameplayEffectSpecToSelf(accelerate_effect)
// end
// function FoxUltimate:OnAnimationComplete(entry)
// local new_phase = self.ultimate_phase + 1
// if new_phase > 3 then
// self.ultimate_phase = 1
// else
// self.ultimate_phase = new_phase
// end
// print("FoxUltimate:OnAnimationComplete", self.ultimate_phase)
// if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
// self.ultimate_phase = 1
// self:K2_CommitAbilityCooldown(false, false)
// end
// entry.AnimationComplete:Clear()
// entry.AnimationEvent:Clear()
// self:K2_EndAbility()
// end
// function FoxUltimate:OnAnimationEvent(entry, event)
// if event.Name == "OnSpeedChange" then
// self.active_accelerate_handle = self:MakeAccelerate(8.0, 0.5)
// elseif event.Name == "OnSpeedReset" then
// self.asc:RemoveActiveGameplayEffect(self.active_accelerate_handle, -1)
// elseif event.Name == "OnDamageBegin" then
// local collision = self.owner["TailCollision"]
// collision:SetCollisionEnabled(1)
// self.overlap_delegate_handle = collision.OnComponentBeginOverlap:Add(function()
// if not self.asc:HasMatchingGameplayTag(self.recast_tag) then
// local _, recast_effect = self:GetAbilityEffectSpecHandle("Recast", self.asc, 1, nil)
// self.active_recast_handle = self.asc:BP_ApplyGameplayEffectSpecToSelf(recast_effect)
// end
// end)
// elseif event.Name == "OnDamageEnd" then
// self.owner["TailCollision"]:SetCollisionEnabled(0)
// if self.overlap_delegate_handle ~= nil then
// self.owner["TailCollision"].OnComponentBeginOverlap:Remove(self.overlap_delegate_handle)
// self.overlap_delegate_handle = nil
// end
// end
// end
// return Class(nil, nil, FoxUltimate)

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using UnrealSharp.Attributes;
using UnrealSharp.Engine;
namespace Level.GameSettings;
[UClass]
public class ABusyLevelGameMode : AGameMode
{
[UProperty(PropertyFlags.EditDefaultsOnly)]
public UnrealSharp.TSubclassOf<AActor> GameMapActorClass { get; set; }
protected override void BeginPlay()
{
base.BeginPlay();
if (GameMapActorClass.Valid)
{
SpawnActor(GameMapActorClass);
}
}
}
// -- function LevelGameMode:K2_PostLogin(new_player_controller)
// -- local new_player_state = new_player_controller.PlayerState
// -- local role = new_player_state:CreateRoleRoster(new_player_controller)
// -- local new_pos = FVector()
// -- new_pos.X = 500
// -- new_pos.Y = 500
// -- new_pos.Z = 50
// -- role:K2_SetActorLocation(new_pos, true, nil, false)
// -- new_player_controller:Possess(role)
// -- end

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using UnrealSharp.Attributes;
using UnrealSharp.BusyRabbit;
using UnrealSharp.Engine;
namespace Level.GameSettings;
[UClass]
public class ABusyLevelPlayerState : ALevelPlayerState
{
protected override void BeginPlay()
{
base.BeginPlay();
APlayerController pc = UGameplayStatics.GetPlayerController(0);
var role = CreateRoleRoster(pc) as APawn;
pc.Possess(role);
}
}

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// local LevelFoxRole = {}
// local Vector2D = require("Utils.Vector2D")
// function LevelFoxRole:ctor()
// end
// function LevelFoxRole:ReceiveBeginPlay()
// self["SpineAnimationComponent"]:SetAnimation(0, "Idle/Front", true)
// self.last_animation = "Idle/Front"
// self["SpineBoneFollower"].Target = self
// self["SpineBoneFollower"].BoneName = "tail"
// self["SpineBoneFollower"].UseComponentTransform = true
// self["SpineBoneFollower"].UseScale = true
// self["TailCollision"]:SetCollisionEnabled(0)
// end
// function LevelFoxRole:OnMoveDirectionChanged(InDirection)
// -- 运动组件更新方向响应函数
// local cur_animation
// if Vector2D.Equals(InDirection, Vector2D.Zero) then -- Idle的情况
// local forward_direction = self["MovementComponent"]:GetForwardDirection()
// if(forward_direction.Y >= 0) then
// cur_animation = "Idle/Front"
// else
// cur_animation = "Idle/Back"
// end
// else
// if(InDirection.Y >= 0) then
// cur_animation = "Move/Front"
// else
// cur_animation = "Move/Back"
// end
// end
// if cur_animation ~= self.last_animation then
// self["SpineAnimationComponent"]:SetAnimation(0, cur_animation, true)
// self.last_animation = cur_animation
// end
// self["SpineAnimationComponent"]:SetTimeScale(1.0)
// end
// function LevelFoxRole:OnMove(location)
// -- 控制器移动相应函数
// self["MovementComponent"]:MoveTo(location)
// end
// return Class(nil, nil, LevelFoxRole)

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// local LevelRabbitRole = {}
// function LevelRabbitRole:ctor()
// self.last_animation = "back/move"
// end
// function LevelRabbitRole:ReceiveBeginPlay()
// self["SpineAnimationComponent"]:SetSkin("back/move")
// self["SpineAnimationComponent"]:SetAnimation(0, "animation", true)
// end
// function LevelRabbitRole:OnMove(location)
// -- 控制器移动相应函数
// self["MovementComponent"]:MoveTo(location)
// end
// function LevelRabbitRole:OnMoveDirectionChanged(InDirection)
// -- 运动组件更新方向响应函数
// local cur_animation
// if(InDirection.Y >= 0) then
// cur_animation = "front/move"
// else
// cur_animation = "back/move"
// end
// print("LevelRabbitRole:OnMoveDirectionChanged", cur_animation)
// if cur_animation ~= self.last_animation then
// self["SpineAnimationComponent"]:SetSkin(cur_animation)
// self["SpineAnimationComponent"]:SetSlotsToSetupPose()
// self.last_animation = cur_animation
// end
// end
// return Class(nil, nil, LevelRabbitRole)