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)
This commit is contained in:
2026-06-12 00:51:00 +08:00
parent c14c63f30d
commit 237885e3b8
13 changed files with 69 additions and 82 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
+18
View File
@@ -1,8 +1,26 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "ChildHoodGameMode.h"
#include "SystemDriver.h"
AChildHoodGameMode::AChildHoodGameMode()
{
// stub
}
void AChildHoodGameMode::BeginPlay()
{
Super::BeginPlay();
// 自动 Spawn ASystemDriver(全局交互系统驱动器)
// 如果关卡中已手动放置则跳过,避免重复
if (UWorld* World = GetWorld())
{
if (!ASystemDriver::Get(this))
{
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
World->SpawnActor<ASystemDriver>(ASystemDriver::StaticClass(), FTransform::Identity, SpawnParams);
}
}
}
+2 -3
View File
@@ -18,7 +18,6 @@ public:
/** Constructor */
AChildHoodGameMode();
virtual void BeginPlay() override;
};
+2 -3
View File
@@ -13,10 +13,9 @@ ADoorActor::ADoorActor()
{
PrimaryActorTick.bCanEverTick = false;
// 基类构造函数已创建 MeshComp(根组件)和 InteractableComp
// 创建门专用交互组件,替代基类的通用 InteractableComp
// 创建门专用交互组件,赋值给基类指针
DoorInteractableComp = CreateDefaultSubobject<UDoorInteractableComponent>(TEXT("DoorInteractableComp"));
InteractableComp = DoorInteractableComp;
}
// ============================================================================
@@ -6,7 +6,7 @@
#include "ChildHood.h"
#include "Engine/World.h"
#include "GameFramework/GameInstance.h"
#include "Engine/GameInstance.h"
// ============================================================================
// 构造函数
+10 -3
View File
@@ -9,6 +9,8 @@
#include "Interaction/PersistenceSubsystem.h"
#include "Interaction/PushCameraActor.h"
#include "Components/SphereComponent.h"
#include "Interaction/DoorInteractableComponent.h"
#include "Interaction/DoorActor.h"
#include "Kismet/GameplayStatics.h"
#include "Animation/AnimInstance.h"
@@ -176,7 +178,7 @@ void FEffectManager::FinishEffect()
// 广播完成回调
if (OnEffectComplete.IsBound())
{
OnEffectComplete.Broadcast();
OnEffectComplete.Execute();
}
}
@@ -395,8 +397,13 @@ void FEffectManager::ExecuteShowPickupNotification()
void FEffectManager::ExecuteToggleDoor()
{
// v0.1: 日志占位(门逻辑由 UDoorInteractableComponent 派生类实现,Phase 2)
UE_LOG(LogTemp, Log, TEXT("EffectManager: ToggleDoor (placeholder)"));
if (!CurrentContext.TargetComp.IsValid()) return;
if (UDoorInteractableComponent* DoorComp = Cast<UDoorInteractableComponent>(CurrentContext.TargetComp.Get()))
{
DoorComp->ToggleDoor();
UE_LOG(LogTemp, Log, TEXT("EffectManager: ToggleDoor executed"));
}
}
// ============================================================================
@@ -18,8 +18,7 @@ AInteractableActor::AInteractableActor()
RootComponent = MeshComp;
MeshComp->SetCollisionProfileName(TEXT("BlockAll"));
// 创建交互组件(UActorComponent 不需要 SetupAttachment,数据驱动型组件)
InteractableComp = CreateDefaultSubobject<UInteractableComponent>(TEXT("InteractableComp"));
// InteractableComp 由子类创建(本类为 abstract)
}
// ============================================================================
@@ -1,7 +1,7 @@
// ChildHood Project - 通用交互物 Actor 基类(v1.1 Effect/Action 架构)
// 对应技术方案: docs/technical/交互系统-技术方案.md 第3节(类设计)
// 职责:持有 Mesh + InteractableComponent,提供可被子类覆盖的交互回调
// 核心变更(v0.1 → v1.1):去除门旋转逻辑,只保留干净的基类
// 职责:持有 Mesh,提供可被子类覆盖的交互回调
// 注意:本类为 abstract,子类必须自行创建并赋值 InteractableComp
#pragma once
@@ -15,17 +15,14 @@ class UStaticMeshComponent;
/**
* AInteractableActor
*
* 通用交互物 Actor 基类。场景中的每个交互物(冰箱、门、NPC 等)
* 均为该类的实例或其子类的实例。
* 交互物 Actor 抽象基类。提供 Mesh 和交互回调框架。
* 子类必须在构造函数中创建合适的 InteractableComponent 并赋值给 InteractableComp。
*
* 组成:
* - UStaticMeshComponent* MeshComp(根组件,承载可视模型)
* - UInteractableComponent* InteractableComp(交互逻辑与数据)
*
* 子类可覆盖 OnInteractStarted / OnInteractEnded 以实现类型特定行为,
* 如门开关时的 Mesh 旋转(ADoorActor)、拾取物的消失效果等。
* - UInteractableComponent* InteractableComp(由子类创建)
*/
UCLASS()
UCLASS(abstract)
class AInteractableActor : public AActor
{
GENERATED_BODY()
@@ -70,7 +67,10 @@ protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
TObjectPtr<UStaticMeshComponent> MeshComp;
/** 交互物的交互组件(数据 + 检测 + 状态) */
/**
* 交互物的交互组件(数据 + 检测 + 状态)。
* 由子类在构造函数中创建并赋值。
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
TObjectPtr<UInteractableComponent> InteractableComp;
};
@@ -9,7 +9,7 @@
#include "Components/SphereComponent.h"
#include "Engine/World.h"
#include "GameFramework/GameInstance.h"
#include "Engine/GameInstance.h"
#include "GameFramework/Character.h"
// ============================================================================
@@ -59,7 +59,8 @@ void UInteractableComponent::BeginPlay()
}
// --- 恢复跨场景持久状态 ---
if (UPersistenceSubsystem* Persistence = GetGameInstance()->GetSubsystem<UPersistenceSubsystem>())
UGameInstance* GI = Owner->GetGameInstance();
if (UPersistenceSubsystem* Persistence = GI ? GI->GetSubsystem<UPersistenceSubsystem>() : nullptr)
{
RestorePersistentState(Persistence);
}
@@ -94,9 +95,9 @@ void UInteractableComponent::Consume_Implementation()
}
// 写入持久层
if (UWorld* World = GetWorld())
if (UGameInstance* GI = GetOwner() ? GetOwner()->GetGameInstance() : nullptr)
{
if (UPersistenceSubsystem* Persistence = World->GetGameInstance()->GetSubsystem<UPersistenceSubsystem>())
if (UPersistenceSubsystem* Persistence = GI->GetSubsystem<UPersistenceSubsystem>())
{
Persistence->MarkItemCollected(Data.ItemId);
}
+3 -40
View File
@@ -5,17 +5,8 @@
#include "SystemDriver.h"
#include "ChildHood.h"
// FEffectManager 尚未创建时,此 include 会失败。
// 临时处理:条件编译,EffectManager.h 存在时才包含。
// 当 EffectManager 子代理完成后,去掉 __has_include 判断直接包含。
#if __has_include("Interaction/EffectManager.h")
#include "Interaction/EffectManager.h"
#define HAS_EFFECT_MANAGER 1
#else
#define HAS_EFFECT_MANAGER 0
#endif
#include "Engine/World.h"
#include "EngineUtils.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/Character.h"
@@ -29,11 +20,6 @@ ASystemDriver::ASystemDriver()
// AInfo 默认不需要 Tick,我们在构造函数中开启
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
// 如果 FEffectManager 可用,在构造时创建实例
#if HAS_EFFECT_MANAGER
EffectManagerPtr = MakeUnique<FEffectManager>();
#endif
}
// ============================================================================
@@ -66,19 +52,13 @@ void ASystemDriver::BeginPlay()
}
// --- 初始化 EffectManager ---
#if HAS_EFFECT_MANAGER
if (EffectManagerPtr.IsValid())
{
// 绑定 Effect 完成回调
FOnEffectComplete Callback;
Callback.BindLambda([this]() { this->OnEffectComplete(); });
EffectManagerPtr->SetOnEffectComplete(MoveTemp(Callback));
EffectManager.SetOnEffectComplete(MoveTemp(Callback));
UE_LOG(LogChildHood, Log, TEXT("SystemDriver: EffectManager 初始化完成"));
}
#else
UE_LOG(LogChildHood, Log, TEXT("SystemDriver: EffectManager 尚未创建(EffectManager.h 不存在)"));
#endif
}
void ASystemDriver::Tick(float DeltaTime)
@@ -87,12 +67,7 @@ void ASystemDriver::Tick(float DeltaTime)
// --- Tick EffectManager ---
// InteractionManager 无 Tick(纯事件驱动)
#if HAS_EFFECT_MANAGER
if (EffectManagerPtr.IsValid())
{
EffectManagerPtr->Update(DeltaTime);
}
#endif
EffectManager.Update(DeltaTime);
}
// ============================================================================
@@ -125,18 +100,6 @@ ASystemDriver* ASystemDriver::Get(const UObject* WorldContextObject)
return nullptr;
}
// ============================================================================
// Manager 访问
// ============================================================================
FEffectManager& ASystemDriver::GetEffectManager()
{
checkf(EffectManagerPtr.IsValid(),
TEXT("ASystemDriver::GetEffectManager: EffectManager 未初始化。")
TEXT("请确保 EffectManager.h 已创建且 HAS_EFFECT_MANAGER == 1"));
return *EffectManagerPtr;
}
// ============================================================================
// Effect 完成回调
// ============================================================================
+7 -15
View File
@@ -9,11 +9,9 @@
#include "CoreMinimal.h"
#include "GameFramework/Info.h"
#include "Interaction/InteractionManager.h"
#include "Interaction/EffectManager.h"
#include "SystemDriver.generated.h"
// FEffectManager 由另一个子代理并行创建,此处只前向声明
class FEffectManager;
/**
* ASystemDriver
*
@@ -56,23 +54,17 @@ public:
FInteractionManager& GetInteractionManager() { return InteractionManager; }
const FInteractionManager& GetInteractionManager() const { return InteractionManager; }
/**
* 获取效果管理器(值引用)。
* FEffectManager 尚未创建时调用会触发链接错误,仅在 EffectManager.h 存在时使用。
*/
FEffectManager& GetEffectManager();
/** 获取效果管理器(值引用) */
FEffectManager& GetEffectManager() { return EffectManager; }
const FEffectManager& GetEffectManager() const { return EffectManager; }
private:
/** 交互管理器 — 普通 C++ 值持有 */
/** 交互管理器 */
FInteractionManager InteractionManager;
/**
* 效果管理器 — 普通 C++ 值持有。
* FEffectManager 定义在 Interaction/EffectManager.h 中(由另一个子代理创建)。
* 使用 unique_ptr 延迟构造,避免头文件中需要完整定义。
*/
TUniquePtr<FEffectManager> EffectManagerPtr;
/** 效果管理器 */
FEffectManager EffectManager;
// === Effect 完成回调连线 ===