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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| 
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| #pragma once
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| 
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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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| 
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| 
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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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| 
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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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| 
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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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| 
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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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|  * 
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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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| 
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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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| 
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| 	virtual void OnWorldBeginPlay(UWorld& InWorld)override;
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| 
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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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| 
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| 	virtual FString GetLuaFilePath_Implementation() const override;
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| 
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| 
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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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| 	
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| 	UFUNCTION(BlueprintImplementableEvent)
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| 	void ReceiveWorldBeginPlay();
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| 
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| public:
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| 	UFUNCTION(BlueprintPure)
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| 	bool GetLevelBaseConfig(FBusyLevelBaseConfig& config);
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| 
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| 	UFUNCTION(BlueprintCallable)
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| 	UWorld* K2_GetWorld();
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| 
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| 	UFUNCTION(BlueprintCallable)
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| 	static UBusyActorManagerSubSystem* Get(UObject* WorldContextObject);
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| };
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