初始化提交

This commit is contained in:
2025-07-09 01:08:35 +08:00
parent d3296791cf
commit 62e0f56c60
618 changed files with 173543 additions and 0 deletions

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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)

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---@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

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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: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)