| @ -15,7 +15,7 @@ ManualIPAddress= | ||||
| [/Script/EngineSettings.GameMapsSettings] | ||||
| GlobalDefaultGameMode=/Game/Blueprint/Bp_BusyGameMode.Bp_BusyGameMode_C | ||||
| GameInstanceClass=/Script/BusyRabbit.BusyGameInstance | ||||
| EditorStartupMap=/Game/Level/HomeLand.HomeLand | ||||
| EditorStartupMap=/Game/Level/FalconPlain.FalconPlain | ||||
| GameDefaultMap=/Game/Level/FalconPlain.FalconPlain | ||||
|  | ||||
| [/Script/Engine.RendererSettings] | ||||
|  | ||||
| @ -1,3 +1,4 @@ | ||||
| ;METADATA=(Diff=true, UseCommands=true) | ||||
| [/Script/GameplayTags.GameplayTagsSettings] | ||||
| ImportTagsFromConfig=True | ||||
| WarnOnInvalidTags=True | ||||
| @ -57,6 +58,9 @@ NetIndexFirstBitSegment=16 | ||||
| +GameplayTagList=(Tag="Ingredient.Vegetable.Carrot",DevComment="胡萝卜") | ||||
| +GameplayTagList=(Tag="Recover.Role.Health",DevComment="回复生命值") | ||||
| +GameplayTagList=(Tag="Recover.Role.Hunger",DevComment="恢复饥饿值") | ||||
| +GameplayTagList=(Tag="Resource",DevComment="资源") | ||||
| +GameplayTagList=(Tag="Resource.Building",DevComment="建筑物") | ||||
| +GameplayTagList=(Tag="Resource.Building.Campsite",DevComment="营地") | ||||
| +GameplayTagList=(Tag="Status.Role.Invincible",DevComment="不掉血标签") | ||||
| +GameplayTagList=(Tag="Terrain.Desert",DevComment="荒漠地形") | ||||
| +GameplayTagList=(Tag="Terrain.Forest",DevComment="森林") | ||||
|  | ||||
										
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							| @ -1,5 +1,7 @@ | ||||
| using UnrealSharp; | ||||
| using UnrealSharp.Attributes; | ||||
| using UnrealSharp.BusyRabbit; | ||||
| using UnrealSharp.CoreUObject; | ||||
| using UnrealSharp.Engine; | ||||
|  | ||||
| namespace Level.GameSettings; | ||||
| @ -11,7 +13,17 @@ public class ABusyLevelPlayerState : ALevelPlayerState | ||||
|     { | ||||
|         base.BeginPlay(); | ||||
|         APlayerController pc = UGameplayStatics.GetPlayerController(0); | ||||
|         var role = CreateRoleRoster(pc) as APawn; | ||||
|         pc.Possess(role); | ||||
|         UGameplayStatics.GetAllActorsWithTag("Resource.Building.Campsite", out IList<AActor> FoundActors); | ||||
|         FVector SpawnLocation = new FVector(0, 0, 10); | ||||
|         if (FoundActors.Count > 0) | ||||
|         { | ||||
|             SpawnLocation = FoundActors[0].ActorLocation; | ||||
|         } | ||||
|  | ||||
|         if(CreateRoleRoster(pc) is APawn Role) | ||||
|         { | ||||
|             pc.Possess(Role); | ||||
|             Role.SetActorLocation(SpawnLocation); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
| @ -1,6 +1,8 @@ | ||||
| #include "Level/Actor/BusyStaticResource.h" | ||||
| #include "SpineSkeletonRendererComponent.h" | ||||
| #include "SpineSkeletonAnimationComponent.h" | ||||
| #include "BusyGameplayLibrary.h" | ||||
| #include "Data/BusyResourceConfig.h" | ||||
|  | ||||
| ABusyStaticResource::ABusyStaticResource() | ||||
| { | ||||
| @ -21,4 +23,19 @@ void ABusyStaticResource::BeginPlay() | ||||
| 	Super::BeginPlay(); | ||||
| 	SpineAnimationComponent->SetSkin("default"); | ||||
| 	SpineAnimationComponent->SetAnimation(0, "idle", true); | ||||
|  | ||||
| 	if (ResourceName.IsNone()) return; | ||||
|  | ||||
| 	const UDataTable* ResourceTable = UBusyGameplayLibrary::GetGameDataTable("ResourceConfig"); | ||||
| 	if (!ResourceTable) return; | ||||
|  | ||||
| 	FBusyResourceConfig* Config = ResourceTable->FindRow<FBusyResourceConfig>( | ||||
| 		ResourceName, *FString::Printf(TEXT("ABusyStaticResource::BeginPlay Find Config: %s"), *ResourceName.ToString()) | ||||
| 	); | ||||
| 	if (Config == nullptr) return; | ||||
|  | ||||
| 	for (const FGameplayTag& Tag : Config->GameplayTags) | ||||
| 	{ | ||||
| 		Tags.AddUnique(Tag.GetTagName()); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| @ -113,7 +113,7 @@ void UStaticResourceLayerComponent::GenerateResourcePoints(TArray<FVector2D>& Ou | ||||
| 	const IGameMapInterface * MapInterface = Cast<IGameMapInterface>(Owner); | ||||
| 	if (!MapInterface) return; | ||||
|  | ||||
| 	float MapWidth, MapHeight; | ||||
| 	int32 MapWidth, MapHeight; | ||||
| 	MapInterface->Execute_GetMapSize(Owner, MapWidth, MapHeight); | ||||
| 	 | ||||
| 	const UMitchellBestCandidate *PointCreator = NewObject<UMitchellBestCandidate>(); | ||||
|  | ||||
| @ -171,11 +171,25 @@ UTerrainLayerComponent::UTerrainLayerComponent() | ||||
| void UTerrainLayerComponent::BeginPlay() | ||||
| { | ||||
| 	Super::BeginPlay(); | ||||
|  | ||||
| 	AActor* Owner = GetOwner(); | ||||
| 	if (IGameMapInterface* GameMap = Cast<IGameMapInterface>(Owner)) | ||||
| 	{ | ||||
| 		GameMap->Execute_GetMapSize(Owner, MapWidth, MapHeight); | ||||
| 		TileSetSize = GameMap->Execute_GetMapFieldSize(Owner); | ||||
| 	} | ||||
| 	else | ||||
| 	{ | ||||
| 		MapWidth = MapHeight = 32; | ||||
| 		TileSetSize = 128; | ||||
| 	} | ||||
| 	 | ||||
| 	SetupTerrainActors(); | ||||
|  | ||||
| 	TArray<int32> Priority; | ||||
| 	TArray<FGameplayTag> TerrainData; | ||||
| 	TArray<FGameplayTag> TerrainTypes; | ||||
|  | ||||
| 	for (auto TileSetConfig : TileSetConfigs) | ||||
| 	{ | ||||
| 		TerrainTypes.Add(TileSetConfig.Key); | ||||
|  | ||||
| @ -11,7 +11,7 @@ AGameMapActor::AGameMapActor() | ||||
| 	this->RootComponent = SceneComp; | ||||
| } | ||||
|  | ||||
| void AGameMapActor::GetMapSize_Implementation(float& OutWidth, float& OutHeight) | ||||
| void AGameMapActor::GetMapSize_Implementation(int32& OutWidth, int32& OutHeight) | ||||
| { | ||||
| 	OutWidth = MapWidth; | ||||
| 	OutHeight = MapHeight; | ||||
| @ -22,7 +22,7 @@ FGameplayTag AGameMapActor::GetTerrainAt_Implementation(const float X, const flo | ||||
| 	return TerrainLayer->GetTerrainAt(X, Y); | ||||
| } | ||||
|  | ||||
| float AGameMapActor::GetMapFieldSize_Implementation() | ||||
| int32 AGameMapActor::GetMapFieldSize_Implementation() | ||||
| { | ||||
| 	return MapFieldSize; | ||||
| } | ||||
|  | ||||
| @ -18,7 +18,7 @@ class BUSYRABBIT_API UBusyGameplayLibrary : public UBlueprintFunctionLibrary | ||||
| 	GENERATED_BODY() | ||||
|  | ||||
| public: | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static UDataTable* GetGameDataTable(const FString& TableName); | ||||
|  | ||||
| 	UFUNCTION(BlueprintCallable) | ||||
|  | ||||
| @ -20,7 +20,7 @@ public: | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="移动速度") | ||||
| 	float MoveSpeed; | ||||
|  | ||||
| 	 | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName="技能列表") | ||||
| 	TArray<TSubclassOf<UGameplayAbility>> DefaultAbilities; | ||||
| }; | ||||
|  | ||||
							
								
								
									
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							| @ -0,0 +1,15 @@ | ||||
| #pragma once | ||||
| #include "GameplayTagContainer.h" | ||||
| #include "BusyResourceConfig.generated.h" | ||||
|  | ||||
| USTRUCT(BlueprintType) | ||||
| struct FBusyResourceConfig : public FTableRowBase | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, DisplayName="备注") | ||||
| 	FString Desc; | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, DisplayName="物品标签") | ||||
| 	FGameplayTagContainer GameplayTags; | ||||
| }; | ||||
| @ -28,5 +28,9 @@ public: | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly) | ||||
| 	TObjectPtr<USpineSkeletonAnimationComponent> SpineAnimationComponent; | ||||
| 	/*-------------------------------------------------------------------*/ | ||||
|  | ||||
| protected: | ||||
| 	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) | ||||
| 	FName ResourceName; | ||||
| 	 | ||||
| }; | ||||
|  | ||||
| @ -62,14 +62,9 @@ protected: | ||||
|  | ||||
|  | ||||
| protected: | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite) | ||||
| 	int32 MapWidth = 32; | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite) | ||||
| 	int32 MapHeight = 32; | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadWrite) | ||||
| 	int32 TileSetSize = 128; | ||||
| 	int32 MapWidth = 32;   // 用Owner的Width覆盖 | ||||
| 	int32 MapHeight = 32;  // 用Owner的Height覆盖 | ||||
| 	int32 TileSetSize = 128;	// 用Owner的Size覆盖 | ||||
| 	 | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly) | ||||
| 	TMap<FGameplayTag, TObjectPtr<UPaperTileSet>> TileSetConfigs; | ||||
|  | ||||
| @ -18,10 +18,10 @@ class IGameMapInterface | ||||
| 	GENERATED_BODY() | ||||
| public: | ||||
| 	UFUNCTION(BlueprintCallable, BlueprintNativeEvent) | ||||
| 	void GetMapSize(float &OutX, float &OutY); | ||||
| 	void GetMapSize(int32 &OutX, int32 &OutY); | ||||
|  | ||||
| 	UFUNCTION(BlueprintCallable, BlueprintNativeEvent) | ||||
| 	float GetMapFieldSize(); | ||||
| 	int32 GetMapFieldSize(); | ||||
| 	 | ||||
| 	UFUNCTION(BlueprintCallable, BlueprintNativeEvent) | ||||
| 	FGameplayTag GetTerrainAt(const float X, const float Y); | ||||
| @ -37,9 +37,9 @@ public: | ||||
| 	AGameMapActor(); | ||||
|  | ||||
| public: | ||||
| 	virtual void GetMapSize_Implementation(float& OutWidth, float& OutHeight) override; | ||||
| 	virtual void GetMapSize_Implementation(int32& OutWidth, int32& OutHeight) override; | ||||
| 	virtual FGameplayTag GetTerrainAt_Implementation(const float X, const float Y) override; | ||||
| 	virtual float GetMapFieldSize_Implementation() override; | ||||
| 	virtual int32 GetMapFieldSize_Implementation() override; | ||||
|  | ||||
| public: | ||||
| 	virtual void BeginPlay() override; | ||||
| @ -58,11 +58,11 @@ public: | ||||
|  | ||||
| protected: | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly) | ||||
| 	float MapWidth = 32; | ||||
| 	int32 MapWidth = 32; | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly) | ||||
| 	float MapHeight = 32; | ||||
| 	int32 MapHeight = 32; | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly) | ||||
| 	float MapFieldSize = 128; | ||||
| 	int32 MapFieldSize = 128; | ||||
|  | ||||
| 	 | ||||
| 	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) | ||||
|  | ||||
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