解决打包后游戏打不开的问题
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		| @ -32,11 +32,11 @@ FString UBusyLevelLogicSubSystem::GetLuaFilePath_Implementation() const { | |||||||
|  |  | ||||||
| void UBusyLevelLogicSubSystem::OnWorldBeginPlay(UWorld& InWorld){ | void UBusyLevelLogicSubSystem::OnWorldBeginPlay(UWorld& InWorld){ | ||||||
| 	Super::OnWorldBeginPlay(InWorld); | 	Super::OnWorldBeginPlay(InWorld); | ||||||
| 	ReceiveWorldBeginPlay(); | 	// ReceiveWorldBeginPlay(); | ||||||
| } | } | ||||||
|  |  | ||||||
| void UBusyLevelLogicSubSystem::Deinitialize(){ | void UBusyLevelLogicSubSystem::Deinitialize(){ | ||||||
| 	Super::Deinitialize(); | 	// Super::Deinitialize(); | ||||||
| } | } | ||||||
|  |  | ||||||
| TStatId UBusyLevelLogicSubSystem::GetStatId() const{ | TStatId UBusyLevelLogicSubSystem::GetStatId() const{ | ||||||
|  | |||||||
| @ -4,6 +4,7 @@ | |||||||
| #include "Paper2D/Classes/PaperTileMapComponent.h" | #include "Paper2D/Classes/PaperTileMapComponent.h" | ||||||
| #include "Paper2D/Classes/PaperTileSet.h" | #include "Paper2D/Classes/PaperTileSet.h" | ||||||
| #include "PaperTileMap.h" | #include "PaperTileMap.h" | ||||||
|  | #include "Level/Map/GameMapActor.h" | ||||||
|  |  | ||||||
|  |  | ||||||
| /* 相邻四格地形信息映射到TileSet的索引  | /* 相邻四格地形信息映射到TileSet的索引  | ||||||
| @ -16,16 +17,22 @@ const static int DefaultNeighborDataToIdxMappings[16] = { | |||||||
| 	12, 13, 0, 3, 8, 1, 14, 5, 15, 4, 11, 2, 9, 10, 7, 6 | 	12, 13, 0, 3, 8, 1, 14, 5, 15, 4, 11, 2, 9, 10, 7, 6 | ||||||
| }; | }; | ||||||
|  |  | ||||||
| const static FGameplayTag SortedTerrainsWithPriority [] = { | static TArray<FGameplayTag> GetSortedTerrainsWithPriority() | ||||||
| 	FGameplayTag::RequestGameplayTag("Terrain.Desert"), | { | ||||||
| 	FGameplayTag::RequestGameplayTag("Terrain.Forest"), | 	static TArray<FGameplayTag> SortedTerrainsWithPriority = { | ||||||
| 	FGameplayTag::RequestGameplayTag("Terrain.Grassland"), | 		FGameplayTag::RequestGameplayTag("Terrain.Desert"), | ||||||
| 	FGameplayTag::RequestGameplayTag("Terrain.Swamp.Land"), | 		FGameplayTag::RequestGameplayTag("Terrain.Forest"), | ||||||
| 	FGameplayTag::RequestGameplayTag("Terrain.Swamp.Water"), | 		FGameplayTag::RequestGameplayTag("Terrain.Grassland"), | ||||||
| 	FGameplayTag::RequestGameplayTag("Terrain.Land"), | 		FGameplayTag::RequestGameplayTag("Terrain.Swamp.Land"), | ||||||
| 	FGameplayTag::RequestGameplayTag("Terrain.Water.Deep"), | 		FGameplayTag::RequestGameplayTag("Terrain.Swamp.Water"), | ||||||
| 	FGameplayTag::RequestGameplayTag("Terrain.Water.Shallow"), | 		FGameplayTag::RequestGameplayTag("Terrain.Land"), | ||||||
| }; | 		FGameplayTag::RequestGameplayTag("Terrain.Water.Deep"), | ||||||
|  | 		FGameplayTag::RequestGameplayTag("Terrain.Water.Shallow"), | ||||||
|  | 	}; | ||||||
|  | 	return SortedTerrainsWithPriority; | ||||||
|  | } | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
| @ -248,7 +255,7 @@ void UTerrainLayerComponent::SetupTerrainMeshes() | |||||||
| 	USceneComponent *RootScene = GetOwner()->GetRootComponent(); | 	USceneComponent *RootScene = GetOwner()->GetRootComponent(); | ||||||
|  |  | ||||||
| 	int32 Z = 0; | 	int32 Z = 0; | ||||||
| 	for (const FGameplayTag &TerrainType : SortedTerrainsWithPriority) | 	for (const FGameplayTag &TerrainType : GetSortedTerrainsWithPriority()) | ||||||
| 	{ | 	{ | ||||||
| 		if (TileSetConfigs.Find(TerrainType) == nullptr) | 		if (TileSetConfigs.Find(TerrainType) == nullptr) | ||||||
| 		{ | 		{ | ||||||
|  | |||||||
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