fix(interaction): 修复编译错误和交互系统集成问题
- SystemDriver: EffectManager改为值持有,去掉TUniquePtr和条件编译 - SystemDriver: 补充EngineUtils.h include修复TActorIterator编译错误 - GameMode: BeginPlay自动Spawn ASystemDriver - InteractableActor: 改为abstract基类,子类自行创建交互组件 - DoorActor: 创建DoorInteractableComp替代基类组件 - EffectManager: 实现ExecuteToggleDoor调用实际门开关逻辑 - InteractableComponent/DoorComponent: 修复GetGameInstance路径和调用方式 - EffectManager: Broadcast改为Execute(单播委托)
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@@ -1,8 +1,26 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ChildHoodGameMode.h"
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#include "SystemDriver.h"
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AChildHoodGameMode::AChildHoodGameMode()
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{
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// stub
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}
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void AChildHoodGameMode::BeginPlay()
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{
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Super::BeginPlay();
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// 自动 Spawn ASystemDriver(全局交互系统驱动器)
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// 如果关卡中已手动放置则跳过,避免重复
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if (UWorld* World = GetWorld())
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{
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if (!ASystemDriver::Get(this))
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{
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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World->SpawnActor<ASystemDriver>(ASystemDriver::StaticClass(), FTransform::Identity, SpawnParams);
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}
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}
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}
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@@ -15,10 +15,9 @@ class AChildHoodGameMode : public AGameModeBase
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GENERATED_BODY()
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public:
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/** Constructor */
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AChildHoodGameMode();
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virtual void BeginPlay() override;
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};
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@@ -13,10 +13,9 @@ ADoorActor::ADoorActor()
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{
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PrimaryActorTick.bCanEverTick = false;
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// 基类构造函数已创建 MeshComp(根组件)和 InteractableComp
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// 创建门专用交互组件,替代基类的通用 InteractableComp
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// 创建门专用交互组件,赋值给基类指针
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DoorInteractableComp = CreateDefaultSubobject<UDoorInteractableComponent>(TEXT("DoorInteractableComp"));
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InteractableComp = DoorInteractableComp;
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}
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// ============================================================================
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@@ -6,7 +6,7 @@
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#include "ChildHood.h"
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#include "Engine/World.h"
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#include "GameFramework/GameInstance.h"
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#include "Engine/GameInstance.h"
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// ============================================================================
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// 构造函数
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@@ -9,6 +9,8 @@
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#include "Interaction/PersistenceSubsystem.h"
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#include "Interaction/PushCameraActor.h"
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#include "Components/SphereComponent.h"
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#include "Interaction/DoorInteractableComponent.h"
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#include "Interaction/DoorActor.h"
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#include "Kismet/GameplayStatics.h"
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#include "Animation/AnimInstance.h"
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@@ -176,7 +178,7 @@ void FEffectManager::FinishEffect()
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// 广播完成回调
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if (OnEffectComplete.IsBound())
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{
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OnEffectComplete.Broadcast();
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OnEffectComplete.Execute();
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}
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}
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@@ -395,8 +397,13 @@ void FEffectManager::ExecuteShowPickupNotification()
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void FEffectManager::ExecuteToggleDoor()
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{
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// v0.1: 日志占位(门逻辑由 UDoorInteractableComponent 派生类实现,Phase 2)
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UE_LOG(LogTemp, Log, TEXT("EffectManager: ToggleDoor (placeholder)"));
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if (!CurrentContext.TargetComp.IsValid()) return;
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if (UDoorInteractableComponent* DoorComp = Cast<UDoorInteractableComponent>(CurrentContext.TargetComp.Get()))
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{
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DoorComp->ToggleDoor();
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UE_LOG(LogTemp, Log, TEXT("EffectManager: ToggleDoor executed"));
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}
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}
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// ============================================================================
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@@ -18,8 +18,7 @@ AInteractableActor::AInteractableActor()
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RootComponent = MeshComp;
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MeshComp->SetCollisionProfileName(TEXT("BlockAll"));
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// 创建交互组件(UActorComponent 不需要 SetupAttachment,数据驱动型组件)
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InteractableComp = CreateDefaultSubobject<UInteractableComponent>(TEXT("InteractableComp"));
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// InteractableComp 由子类创建(本类为 abstract)
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}
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// ============================================================================
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@@ -1,7 +1,7 @@
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// ChildHood Project - 通用交互物 Actor 基类(v1.1 Effect/Action 架构)
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// 对应技术方案: docs/technical/交互系统-技术方案.md 第3节(类设计)
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// 职责:持有 Mesh + InteractableComponent,提供可被子类覆盖的交互回调
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// 核心变更(v0.1 → v1.1):去除门旋转逻辑,只保留干净的基类
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// 职责:持有 Mesh,提供可被子类覆盖的交互回调
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// 注意:本类为 abstract,子类必须自行创建并赋值 InteractableComp
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#pragma once
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@@ -15,17 +15,14 @@ class UStaticMeshComponent;
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/**
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* AInteractableActor
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*
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* 通用交互物 Actor 基类。场景中的每个交互物(冰箱、门、NPC 等)
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* 均为该类的实例或其子类的实例。
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* 交互物 Actor 抽象基类。提供 Mesh 和交互回调框架。
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* 子类必须在构造函数中创建合适的 InteractableComponent 并赋值给 InteractableComp。
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*
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* 组成:
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* - UStaticMeshComponent* MeshComp(根组件,承载可视模型)
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* - UInteractableComponent* InteractableComp(交互逻辑与数据)
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*
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* 子类可覆盖 OnInteractStarted / OnInteractEnded 以实现类型特定行为,
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* 如门开关时的 Mesh 旋转(ADoorActor)、拾取物的消失效果等。
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* - UInteractableComponent* InteractableComp(由子类创建)
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*/
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UCLASS()
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UCLASS(abstract)
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class AInteractableActor : public AActor
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{
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GENERATED_BODY()
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@@ -70,7 +67,10 @@ protected:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UStaticMeshComponent> MeshComp;
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/** 交互物的交互组件(数据 + 检测 + 状态) */
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/**
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* 交互物的交互组件(数据 + 检测 + 状态)。
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* 由子类在构造函数中创建并赋值。
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*/
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UInteractableComponent> InteractableComp;
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};
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@@ -9,7 +9,7 @@
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#include "Components/SphereComponent.h"
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#include "Engine/World.h"
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#include "GameFramework/GameInstance.h"
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#include "Engine/GameInstance.h"
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#include "GameFramework/Character.h"
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// ============================================================================
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@@ -59,7 +59,8 @@ void UInteractableComponent::BeginPlay()
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}
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// --- 恢复跨场景持久状态 ---
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if (UPersistenceSubsystem* Persistence = GetGameInstance()->GetSubsystem<UPersistenceSubsystem>())
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UGameInstance* GI = Owner->GetGameInstance();
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if (UPersistenceSubsystem* Persistence = GI ? GI->GetSubsystem<UPersistenceSubsystem>() : nullptr)
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{
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RestorePersistentState(Persistence);
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}
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@@ -94,9 +95,9 @@ void UInteractableComponent::Consume_Implementation()
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}
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// 写入持久层
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if (UWorld* World = GetWorld())
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if (UGameInstance* GI = GetOwner() ? GetOwner()->GetGameInstance() : nullptr)
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{
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if (UPersistenceSubsystem* Persistence = World->GetGameInstance()->GetSubsystem<UPersistenceSubsystem>())
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if (UPersistenceSubsystem* Persistence = GI->GetSubsystem<UPersistenceSubsystem>())
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{
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Persistence->MarkItemCollected(Data.ItemId);
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}
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@@ -5,17 +5,8 @@
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#include "SystemDriver.h"
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#include "ChildHood.h"
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// FEffectManager 尚未创建时,此 include 会失败。
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// 临时处理:条件编译,EffectManager.h 存在时才包含。
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// 当 EffectManager 子代理完成后,去掉 __has_include 判断直接包含。
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#if __has_include("Interaction/EffectManager.h")
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#include "Interaction/EffectManager.h"
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#define HAS_EFFECT_MANAGER 1
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#else
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#define HAS_EFFECT_MANAGER 0
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#endif
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#include "Engine/World.h"
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#include "EngineUtils.h"
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#include "Kismet/GameplayStatics.h"
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/Character.h"
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@@ -29,11 +20,6 @@ ASystemDriver::ASystemDriver()
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// AInfo 默认不需要 Tick,我们在构造函数中开启
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bStartWithTickEnabled = true;
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// 如果 FEffectManager 可用,在构造时创建实例
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#if HAS_EFFECT_MANAGER
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EffectManagerPtr = MakeUnique<FEffectManager>();
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#endif
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}
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// ============================================================================
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@@ -66,19 +52,13 @@ void ASystemDriver::BeginPlay()
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}
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// --- 初始化 EffectManager ---
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#if HAS_EFFECT_MANAGER
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if (EffectManagerPtr.IsValid())
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{
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// 绑定 Effect 完成回调
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FOnEffectComplete Callback;
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Callback.BindLambda([this]() { this->OnEffectComplete(); });
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EffectManagerPtr->SetOnEffectComplete(MoveTemp(Callback));
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EffectManager.SetOnEffectComplete(MoveTemp(Callback));
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UE_LOG(LogChildHood, Log, TEXT("SystemDriver: EffectManager 初始化完成"));
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}
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#else
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UE_LOG(LogChildHood, Log, TEXT("SystemDriver: EffectManager 尚未创建(EffectManager.h 不存在)"));
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#endif
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}
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void ASystemDriver::Tick(float DeltaTime)
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@@ -87,12 +67,7 @@ void ASystemDriver::Tick(float DeltaTime)
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// --- Tick EffectManager ---
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// InteractionManager 无 Tick(纯事件驱动)
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#if HAS_EFFECT_MANAGER
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if (EffectManagerPtr.IsValid())
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{
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EffectManagerPtr->Update(DeltaTime);
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}
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#endif
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EffectManager.Update(DeltaTime);
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}
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// ============================================================================
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@@ -125,18 +100,6 @@ ASystemDriver* ASystemDriver::Get(const UObject* WorldContextObject)
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return nullptr;
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}
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// ============================================================================
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// Manager 访问
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// ============================================================================
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FEffectManager& ASystemDriver::GetEffectManager()
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{
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checkf(EffectManagerPtr.IsValid(),
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TEXT("ASystemDriver::GetEffectManager: EffectManager 未初始化。")
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TEXT("请确保 EffectManager.h 已创建且 HAS_EFFECT_MANAGER == 1"));
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return *EffectManagerPtr;
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}
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// ============================================================================
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// Effect 完成回调
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// ============================================================================
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@@ -9,11 +9,9 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Info.h"
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#include "Interaction/InteractionManager.h"
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#include "Interaction/EffectManager.h"
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#include "SystemDriver.generated.h"
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// FEffectManager 由另一个子代理并行创建,此处只前向声明
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class FEffectManager;
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/**
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* ASystemDriver
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*
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@@ -56,23 +54,17 @@ public:
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FInteractionManager& GetInteractionManager() { return InteractionManager; }
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const FInteractionManager& GetInteractionManager() const { return InteractionManager; }
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/**
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* 获取效果管理器(值引用)。
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* FEffectManager 尚未创建时调用会触发链接错误,仅在 EffectManager.h 存在时使用。
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*/
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FEffectManager& GetEffectManager();
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/** 获取效果管理器(值引用) */
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FEffectManager& GetEffectManager() { return EffectManager; }
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const FEffectManager& GetEffectManager() const { return EffectManager; }
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private:
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/** 交互管理器 — 普通 C++ 值持有 */
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/** 交互管理器 */
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FInteractionManager InteractionManager;
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/**
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* 效果管理器 — 普通 C++ 值持有。
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* FEffectManager 定义在 Interaction/EffectManager.h 中(由另一个子代理创建)。
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* 使用 unique_ptr 延迟构造,避免头文件中需要完整定义。
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*/
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TUniquePtr<FEffectManager> EffectManagerPtr;
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/** 效果管理器 */
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FEffectManager EffectManager;
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// === Effect 完成回调连线 ===
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