68 lines
1.8 KiB
C++
68 lines
1.8 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/Datatable.h"
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#include "LuaOverriderInterface.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "Level/BusyLevelItem.h"
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#include "BusyActorManagerSubSystem.generated.h"
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USTRUCT(BlueprintType)
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struct FBusyLevelBaseConfig : public FTableRowBase {
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GENERATED_BODY()
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/* 第一个篝火的位置 */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "初始篝火位置")
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FVector2D FirstBonfirePosition;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "每次Tick的时间(MS)")
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int TickInterval;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "一个物品生成周期包含的Tick次数")
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int Period;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName ="关卡中存在的物品配置")
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TMap<int32, FBusyLevelItemGenerateConfig> LevelItemIds;
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};
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/**
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*
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*/
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UCLASS()
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class BUSYRABBIT_API UBusyActorManagerSubSystem : public UWorldSubsystem, public ILuaOverriderInterface
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{
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GENERATED_BODY()
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public:
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// 初始化(关卡加载时调用)
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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virtual void OnWorldBeginPlay(UWorld& InWorld)override;
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// 销毁(关卡卸载时调用)
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virtual void Deinitialize() override;
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virtual FString GetLuaFilePath_Implementation() const override;
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public: // 需要蓝图实现接口
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UFUNCTION(BlueprintImplementableEvent)
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void ReceiveSubSystemInitialize();
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UFUNCTION(BlueprintImplementableEvent)
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void ReceiveWorldBeginPlay();
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public:
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UFUNCTION(BlueprintPure)
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bool GetLevelBaseConfig(FBusyLevelBaseConfig& config);
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UFUNCTION(BlueprintCallable)
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UWorld* K2_GetWorld();
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UFUNCTION(BlueprintCallable)
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static UBusyActorManagerSubSystem* Get(UObject* WorldContextObject);
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};
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