自动化烹饪流程
This commit is contained in:
		| @ -70,3 +70,15 @@ bool UBusyGamePlayLibrary::GetItemResourceConfig(const FName& RowName, FBusyLeve | ||||
| bool UBusyGamePlayLibrary::GetLevelItemDescription(const FName& RowName, FBusyLevelItemDescription& RowData){ | ||||
| 	return GetTableConfig<FBusyLevelItemDescription>(TEXT("LevelItemDesc"), RowName, RowData); | ||||
| } | ||||
|  | ||||
| bool UBusyGamePlayLibrary::GetHomelandItemDescription(const FName& RowName, FBusyHomelandItemDescription& RowData){ | ||||
| 	return GetTableConfig<FBusyHomelandItemDescription>(TEXT("HomelandItemDesc"), RowName, RowData); | ||||
| } | ||||
|  | ||||
| bool UBusyGamePlayLibrary::GetItemDescription(const FName& RowName, FBusyItemDescription& RowData){ | ||||
| 	return GetTableConfig<FBusyItemDescription>(TEXT("ItemDesc"), RowName, RowData); | ||||
| } | ||||
|  | ||||
| bool UBusyGamePlayLibrary::GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData){ | ||||
| 	return GetTableConfig<FBusyCookMaterialStateConfig>(TEXT("CookMaterialStateConfig"), RowName, RowData); | ||||
| } | ||||
|  | ||||
| @ -48,4 +48,13 @@ public: | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static bool GetLevelItemDescription(const FName& RowName, FBusyLevelItemDescription& RowData); | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static bool GetHomelandItemDescription(const FName& RowName, FBusyHomelandItemDescription& RowData); | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static bool GetItemDescription(const FName& RowName, FBusyItemDescription& RowData); | ||||
|  | ||||
| 	UFUNCTION(BlueprintPure) | ||||
| 	static bool GetCookMaterialStateConfig(const FName& RowName, FBusyCookMaterialStateConfig& RowData); | ||||
| }; | ||||
|  | ||||
| @ -2,6 +2,13 @@ | ||||
| #include "CoreMinimal.h" | ||||
| #include "BusyItem.generated.h" | ||||
|  | ||||
| UENUM(BlueprintType)  // 烹饪火候 | ||||
| enum class ECookingHeat : uint8 { | ||||
| 	LOW_HEAT,      // 小火 | ||||
| 	MEDIUM_HEAT,   // 中火 | ||||
| 	HIGH_HEAT      // 大火 | ||||
| }; | ||||
|  | ||||
|  | ||||
| USTRUCT(BlueprintType) | ||||
| struct FBusyLevelCollectionDropRate { | ||||
| @ -39,10 +46,17 @@ struct FBusyLevelItemConfig : public FTableRowBase { | ||||
| 	TArray<FBusyLevelCollectionDropConfig> DropConfigs; | ||||
| }; | ||||
|  | ||||
|  | ||||
| USTRUCT() | ||||
| struct FBusyItemDescription : public FTableRowBase {  // 物品描述信息 | ||||
| 	GENERATED_BODY() | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具名称") | ||||
| 	FText Name; | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具描述") | ||||
| 	FText Description; | ||||
| }; | ||||
|  | ||||
| USTRUCT() | ||||
| struct FBusyLevelItemDescription : public FTableRowBase {  // 物品描述表头 | ||||
| struct FBusyLevelItemDescription : public FTableRowBase {  // 关卡内物品描述信息 | ||||
| 	GENERATED_BODY() | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "道具名称") | ||||
| @ -61,4 +75,43 @@ struct FBusyLevelItemDescription : public FTableRowBase {  // 物品描述表头 | ||||
| 	FGameplayTagContainer ItemTags; | ||||
| }; | ||||
|  | ||||
| USTRUCT() | ||||
| struct FBusyHomelandItemDescription : public FTableRowBase {  // 家园物品描述信息 | ||||
| 	GENERATED_BODY() | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "备注") | ||||
| 	FString Description; | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "物品UI图标资源") | ||||
| 	TSoftObjectPtr<UObject> DisplayResource; | ||||
| }; | ||||
|  | ||||
|  | ||||
| USTRUCT() | ||||
| struct FBusyCookMaterialStateChangeConfig : public FTableRowBase { | ||||
| 	GENERATED_BODY() | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "备注") | ||||
| 	FString Description; | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "下一个状态ID") | ||||
| 	FName NextStateID; | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "用于渐变的资源") | ||||
| 	TSoftObjectPtr<UObject> TransformMask; | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "烹饪时长: Ms") | ||||
| 	float CookingDuration; | ||||
| }; | ||||
|  | ||||
| USTRUCT() | ||||
| struct FBusyCookMaterialStateConfig : public FTableRowBase { | ||||
| 	GENERATED_BODY() | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "状态备注") | ||||
| 	FString Description; | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "用于显示的资源") | ||||
| 	TSoftObjectPtr<UObject> DisplayResource; | ||||
|  | ||||
| 	UPROPERTY(EditAnywhere, BlueprintReadOnly, DisplayName = "烹饪配置") | ||||
| 	TMap<ECookingHeat, FBusyCookMaterialStateChangeConfig> CookConfig; | ||||
| }; | ||||
|  | ||||
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