Merge pull request 'fix/asset-catalog-pipeline' (#37) from fix/asset-catalog-pipeline into main
Reviewed-on: http://micecola.top:8418/starmen1265/ChildHood/pulls/37
This commit was merged in pull request #37.
This commit is contained in:
@@ -25,6 +25,7 @@ public class ChildHood : ModuleRules
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PublicIncludePaths.AddRange(new string[] {
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"ChildHood",
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"ChildHood/Interaction",
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"ChildHood/Variant_Platforming",
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"ChildHood/Variant_Platforming/Animation",
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"ChildHood/Variant_Combat",
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@@ -11,6 +11,7 @@
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#include "EnhancedInputSubsystems.h"
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#include "InputActionValue.h"
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#include "ChildHood.h"
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#include "Interaction/InteractionManager.h"
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AChildHoodCharacter::AChildHoodCharacter()
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{
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@@ -31,8 +32,6 @@ AChildHoodCharacter::AChildHoodCharacter()
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CMC->BrakingDecelerationWalking = 1500.0f; // 停止减速 0.3s (450/0.3)
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CMC->BrakingDecelerationFalling = 1500.0f;
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CMC->MinAnalogWalkSpeed = 20.f;
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// WalkableFloorAngle 默认 45°,无需修改
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// v0.1 不跳跃,不设置 JumpZVelocity / AirControl
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// Create a camera boom (pulls in towards the player if there is a collision)
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CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
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@@ -42,19 +41,22 @@ AChildHoodCharacter::AChildHoodCharacter()
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CameraBoom->bUsePawnControlRotation = true;
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// 摄像机软跟随
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CameraBoom->bEnableCameraLag = true; // 启用位置延迟跟随
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CameraBoom->CameraLagSpeed = 6.0f; // 跟随速度(可调 2-8)
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CameraBoom->bEnableCameraRotationLag = false; // v0.1 不启用旋转延迟
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CameraBoom->bEnableCameraLag = true;
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CameraBoom->CameraLagSpeed = 6.0f;
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CameraBoom->bEnableCameraRotationLag = false;
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// 摄像机碰撞处理
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CameraBoom->bDoCollisionTest = true; // 启用碰撞检测
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CameraBoom->ProbeSize = 12.0f; // 碰撞探针半径
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CameraBoom->ProbeChannel = ECC_Camera; // 使用 Camera 碰撞通道
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CameraBoom->bDoCollisionTest = true;
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CameraBoom->ProbeSize = 12.0f;
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CameraBoom->ProbeChannel = ECC_Camera;
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// Create a follow camera
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FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
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FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
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FollowCamera->bUsePawnControlRotation = false;
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// 创建交互管理器组件
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InteractionManager = CreateDefaultSubobject<UInteractionManager>(TEXT("InteractionManager"));
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}
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void AChildHoodCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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@@ -69,7 +71,7 @@ void AChildHoodCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInput
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EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Look);
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EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &AChildHoodCharacter::Look);
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// Interaction IAs — bind to placeholder callbacks; interaction system will hook into these
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// Interaction — delegates to InteractionManager
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if (InteractAction)
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{
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EnhancedInputComponent->BindAction(InteractAction, ETriggerEvent::Started, this, &AChildHoodCharacter::OnInteract);
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@@ -109,23 +111,35 @@ void AChildHoodCharacter::Look(const FInputActionValue& Value)
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void AChildHoodCharacter::OnInteract(const FInputActionValue& Value)
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{
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// v0.1 placeholder — interaction system will provide implementation
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// Interaction system hooks in via blueprint or future C++ delegate
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if (UInteractionManager* IM = GetInteractionManager())
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{
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// E 键双重功能:Free 发起交互,Active 结束交互
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IM->BeginInteract();
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IM->CancelInteract();
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}
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}
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void AChildHoodCharacter::OnCancel(const FInputActionValue& Value)
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{
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// v0.1 placeholder — interaction system will provide implementation
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if (UInteractionManager* IM = GetInteractionManager())
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{
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IM->CancelInteract();
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}
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}
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void AChildHoodCharacter::OnSwitchInteract(const FInputActionValue& Value)
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{
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// v0.1 placeholder — interaction system will provide implementation
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if (UInteractionManager* IM = GetInteractionManager())
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{
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float DirectionValue = Value.Get<float>();
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int32 Direction = (DirectionValue >= 0.f) ? 1 : -1;
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IM->SwitchTarget(Direction);
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}
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}
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void AChildHoodCharacter::DoMove(float Right, float Forward)
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{
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// P1: 交互中忽略移动输入
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// 交互中屏蔽移动
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if (bIsInteracting)
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{
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return;
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@@ -159,6 +173,15 @@ void AChildHoodCharacter::DoLook(float Yaw, float Pitch)
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}
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}
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// ============================================================================
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// 交互系统方法
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// ============================================================================
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UInteractionManager* AChildHoodCharacter::GetInteractionManager() const
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{
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return InteractionManager;
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}
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void AChildHoodCharacter::SetInteracting(bool bValue)
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{
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bIsInteracting = bValue;
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@@ -10,6 +10,7 @@
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class USpringArmComponent;
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class UCameraComponent;
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class UInputAction;
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class UInteractionManager;
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struct FInputActionValue;
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DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All);
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@@ -57,6 +58,10 @@ protected:
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* SwitchInteractAction;
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/** 交互管理器组件 */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Interaction", meta = (AllowPrivateAccess = "true"))
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UInteractionManager* InteractionManager;
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/** Whether the character is currently in an interaction */
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bool bIsInteracting = false;
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@@ -65,6 +70,22 @@ public:
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/** Constructor */
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AChildHoodCharacter();
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/** 获取交互管理器组件 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Interaction")
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UInteractionManager* GetInteractionManager() const;
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/** Set interaction state — called by interaction system */
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UFUNCTION(BlueprintCallable, Category = "Interaction")
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void SetInteracting(bool bValue);
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/** Query: is the character currently interacting? */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Interaction")
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bool IsInteracting() const;
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/** Query: is the character currently running (moving on ground)? */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Interaction")
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bool IsRunning() const;
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protected:
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/** Initialize input action bindings */
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@@ -78,13 +99,13 @@ protected:
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/** Called for looking input */
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void Look(const FInputActionValue& Value);
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/** Called for interact input (E) — placeholder, delegates to interaction system */
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/** Called for interact input (E) — delegates to InteractionManager */
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void OnInteract(const FInputActionValue& Value);
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/** Called for cancel input (ESC) — placeholder, delegates to interaction system */
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/** Called for cancel input (ESC) — delegates to InteractionManager */
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void OnCancel(const FInputActionValue& Value);
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/** Called for switch interact target input (Tab/Wheel) — placeholder, delegates to interaction system */
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/** Called for switch interact target input (Tab/Wheel) — delegates to InteractionManager */
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void OnSwitchInteract(const FInputActionValue& Value);
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public:
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@@ -97,18 +118,6 @@ public:
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UFUNCTION(BlueprintCallable, Category="Input")
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virtual void DoLook(float Yaw, float Pitch);
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/** Set interaction state — called by interaction system */
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UFUNCTION(BlueprintCallable, Category="Interaction")
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void SetInteracting(bool bValue);
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/** Query: is the character currently interacting? */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Interaction")
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bool IsInteracting() const;
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/** Query: is the character currently running (moving on ground)? */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Interaction")
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bool IsRunning() const;
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public:
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/** Returns CameraBoom subobject **/
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@@ -0,0 +1,30 @@
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// ChildHood Project - 跨关卡持久数据持有者 实现
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#include "ChildHoodGameInstance.h"
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bool UChildHoodGameInstance::IsItemCollected(FName ItemId) const
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{
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return CollectedItemIDs.Contains(ItemId);
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}
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void UChildHoodGameInstance::MarkItemCollected(FName ItemId)
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{
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CollectedItemIDs.Add(ItemId);
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}
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bool UChildHoodGameInstance::IsDoorOpen(FName DoorId) const
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{
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const bool* Found = DoorStates.Find(DoorId);
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return Found ? *Found : false;
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}
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void UChildHoodGameInstance::SetDoorOpen(FName DoorId, bool bIsOpen)
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{
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DoorStates.Add(DoorId, bIsOpen);
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}
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void UChildHoodGameInstance::ResetAll()
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{
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CollectedItemIDs.Empty();
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DoorStates.Empty();
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}
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@@ -0,0 +1,56 @@
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// ChildHood Project - 跨关卡持久数据持有者
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// 对应技术方案: docs/technical/交互系统-技术方案.md 第12节(跨场景持久化设计)
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/GameInstance.h"
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#include "ChildHoodGameInstance.generated.h"
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/**
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* UChildHoodGameInstance
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*
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* 跨关卡持久数据持有者。UE5 的 OpenLevel() 会销毁整个旧 World(包括
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* Character 及其所有 UActorComponent),因此需要将持久数据与运行时行为分离。
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*
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* v0.1 为单场景原型,此 GameInstance 以空数据初始化。
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* 后续多场景版本只需在 Project Settings 中将 GameInstance Class 设为此类即可。
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*/
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UCLASS()
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class UChildHoodGameInstance : public UGameInstance
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{
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GENERATED_BODY()
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public:
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// === 物品消耗状态 ===
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/** 查询指定物品是否已被收集(跨场景持久) */
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bool IsItemCollected(FName ItemId) const;
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/** 标记指定物品为已收集(写入持久层) */
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void MarkItemCollected(FName ItemId);
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// === 门状态 ===
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/** 查询指定门的开关状态(跨场景持久),未记录的门默认为关闭 */
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bool IsDoorOpen(FName DoorId) const;
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/** 设置指定门的开关状态(写入持久层) */
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void SetDoorOpen(FName DoorId, bool bIsOpen);
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// === 重置 ===
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/** 重置所有持久数据(新游戏时调用) */
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void ResetAll();
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private:
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/** 已收集物品ID集合 */
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UPROPERTY()
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TSet<FName> CollectedItemIDs;
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/** 门开关状态映射(true=打开,false=关闭) */
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UPROPERTY()
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TMap<FName, bool> DoorStates;
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};
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@@ -0,0 +1,47 @@
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// ChildHood Project - 通用交互物 Actor 基类 实现
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#include "Interaction/InteractableActor.h"
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#include "Interaction/InteractableComponent.h"
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#include "Components/StaticMeshComponent.h"
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// ============================================================================
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// 构造函数
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// ============================================================================
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AInteractableActor::AInteractableActor()
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{
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PrimaryActorTick.bCanEverTick = false;
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// 创建 Mesh 为根组件
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MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
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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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}
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// ============================================================================
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// 交互回调
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// ============================================================================
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void AInteractableActor::OnInteractStarted_Implementation(UInteractableComponent* Comp)
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{
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if (!Comp || !MeshComp) return;
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const FInteractableData& Data = Comp->GetInteractableData();
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// 门类型:根据开关状态旋转 Mesh
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if (Data.Type == EInteractType::Operate && Data.OperateSubType == EOperateSubType::Door)
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{
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FRotator CurrentRot = MeshComp->GetRelativeRotation();
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float TargetYaw = Comp->IsDoorOpen() ? 90.0f : 0.0f;
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MeshComp->SetRelativeRotation(FRotator(CurrentRot.Pitch, TargetYaw, CurrentRot.Roll));
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}
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}
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void AInteractableActor::OnInteractEnded_Implementation(UInteractableComponent* Comp)
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{
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// 默认空实现,子类可覆盖
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}
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@@ -0,0 +1,69 @@
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// ChildHood Project - 通用交互物 Actor 基类
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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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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "InteractableActor.generated.h"
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class UInteractableComponent;
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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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*
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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、拾取物的消失效果等。
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*/
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UCLASS()
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class AInteractableActor : public AActor
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{
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GENERATED_BODY()
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public:
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||||
AInteractableActor();
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// === 组件访问 ===
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/** 获取静态网格组件 */
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UFUNCTION(BlueprintCallable, Category = "Interact")
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UStaticMeshComponent* GetMeshComp() const { return MeshComp; }
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/** 获取交互组件 */
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UFUNCTION(BlueprintCallable, Category = "Interact")
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UInteractableComponent* GetInteractableComp() const { return InteractableComp; }
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||||
|
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// === 可被子类覆盖的交互回调 ===
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||||
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||||
/**
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||||
* 交互开始时调用(门开关切换、状态恢复时也调用)。
|
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* 默认实现:门类型根据开关状态对 Mesh 做 Yaw 旋转(开门+90度/关门0度)。
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*/
|
||||
UFUNCTION(BlueprintNativeEvent, Category = "Interact")
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void OnInteractStarted(UInteractableComponent* Comp);
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virtual void OnInteractStarted_Implementation(UInteractableComponent* Comp);
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||||
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||||
/** 交互结束时调用。默认为空实现,子类可覆盖。 */
|
||||
UFUNCTION(BlueprintNativeEvent, Category = "Interact")
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||||
void OnInteractEnded(UInteractableComponent* Comp);
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||||
virtual void OnInteractEnded_Implementation(UInteractableComponent* Comp);
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||||
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||||
protected:
|
||||
|
||||
/** 交互物的可视模型 */
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||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
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||||
UStaticMeshComponent* MeshComp;
|
||||
|
||||
/** 交互物的交互组件(数据 + 检测 + 状态) */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
|
||||
UInteractableComponent* InteractableComp;
|
||||
};
|
||||
@@ -0,0 +1,221 @@
|
||||
// ChildHood Project - 可交互物组件 实现
|
||||
|
||||
#include "Interaction/InteractableComponent.h"
|
||||
#include "Interaction/InteractableActor.h"
|
||||
#include "Interaction/InteractionManager.h"
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||||
#include "ChildHoodGameInstance.h"
|
||||
#include "ChildHood.h"
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||||
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "Engine/World.h"
|
||||
#include "GameFramework/Character.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
// ============================================================================
|
||||
// 构造函数
|
||||
// ============================================================================
|
||||
|
||||
UInteractableComponent::UInteractableComponent()
|
||||
{
|
||||
// 不需要 Tick,检测由碰撞事件驱动
|
||||
PrimaryComponentTick.bCanEverTick = false;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 生命周期
|
||||
// ============================================================================
|
||||
|
||||
void UInteractableComponent::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
AActor* Owner = GetOwner();
|
||||
if (!Owner)
|
||||
{
|
||||
UE_LOG(LogChildHood, Warning, TEXT("InteractableComponent: 无 Owner,跳过初始化"));
|
||||
return;
|
||||
}
|
||||
|
||||
// --- 创建检测球 ---
|
||||
DetectionSphere = NewObject<USphereComponent>(this, USphereComponent::StaticClass(), TEXT("DetectionSphere"));
|
||||
if (DetectionSphere)
|
||||
{
|
||||
DetectionSphere->SetupAttachment(Owner->GetRootComponent());
|
||||
DetectionSphere->RegisterComponent();
|
||||
DetectionSphere->SetSphereRadius(Data.TriggerRadius);
|
||||
DetectionSphere->SetCollisionProfileName(TEXT("OverlapAllDynamic"));
|
||||
// 关闭物理模拟,仅用于 Overlap 检测
|
||||
DetectionSphere->SetGenerateOverlapEvents(true);
|
||||
DetectionSphere->SetCanEverAffectNavigation(false);
|
||||
|
||||
// 绑定碰撞事件
|
||||
DetectionSphere->OnComponentBeginOverlap.AddDynamic(this, &UInteractableComponent::OnDetectionOverlapBegin);
|
||||
DetectionSphere->OnComponentEndOverlap.AddDynamic(this, &UInteractableComponent::OnDetectionOverlapEnd);
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogChildHood, Error, TEXT("InteractableComponent: DetectionSphere 创建失败"));
|
||||
}
|
||||
|
||||
// --- 恢复跨场景持久状态 ---
|
||||
if (UChildHoodGameInstance* GI = GetWorld()->GetGameInstance<UChildHoodGameInstance>())
|
||||
{
|
||||
RestorePersistentState(GI);
|
||||
}
|
||||
|
||||
UE_LOG(LogChildHood, Log, TEXT("InteractableComponent Init: %s (Type=%s, Radius=%f)"),
|
||||
Data.DisplayName.IsEmpty() ? TEXT("(unnamed)") : *Data.DisplayName,
|
||||
*UEnum::GetValueAsString(Data.Type),
|
||||
Data.TriggerRadius);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 提示文本
|
||||
// ============================================================================
|
||||
|
||||
FString UInteractableComponent::GetPromptText() const
|
||||
{
|
||||
FString Verb = Data.InteractVerb;
|
||||
// 门类型:根据当前开关状态选择动词
|
||||
if (Data.Type == EInteractType::Operate && Data.OperateSubType == EOperateSubType::Door)
|
||||
{
|
||||
Verb = bDoorIsOpen ? Data.InteractVerbAlt : Data.InteractVerb;
|
||||
}
|
||||
return FString::Printf(TEXT("[E] %s %s"), *Verb, *Data.DisplayName);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 消耗管理
|
||||
// ============================================================================
|
||||
|
||||
void UInteractableComponent::Consume()
|
||||
{
|
||||
bIsConsumed = true;
|
||||
|
||||
// 禁用检测球,不再触发 Overlap
|
||||
if (DetectionSphere)
|
||||
{
|
||||
DetectionSphere->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
}
|
||||
|
||||
// 写入持久层
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
if (UChildHoodGameInstance* GI = World->GetGameInstance<UChildHoodGameInstance>())
|
||||
{
|
||||
GI->MarkItemCollected(Data.ItemId);
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogChildHood, Log, TEXT("InteractableComponent 已消耗: %s"), *Data.ItemId.ToString());
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 门状态管理
|
||||
// ============================================================================
|
||||
|
||||
void UInteractableComponent::ToggleDoor()
|
||||
{
|
||||
bDoorIsOpen = !bDoorIsOpen;
|
||||
UE_LOG(LogChildHood, Log, TEXT("InteractableComponent 门状态切换: %s → %s"),
|
||||
*Data.ItemId.ToString(),
|
||||
bDoorIsOpen ? TEXT("开") : TEXT("关"));
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 位置查询
|
||||
// ============================================================================
|
||||
|
||||
FVector UInteractableComponent::GetWorldLocation() const
|
||||
{
|
||||
AActor* Owner = GetOwner();
|
||||
return Owner ? Owner->GetActorLocation() : FVector::ZeroVector;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 跨场景持久状态恢复
|
||||
// ============================================================================
|
||||
|
||||
void UInteractableComponent::RestorePersistentState(UChildHoodGameInstance* GI)
|
||||
{
|
||||
if (!GI) return;
|
||||
|
||||
// oneShot 物品:已消耗 → 隐藏 + 禁用检测
|
||||
if (Data.bOneShot && GI->IsItemCollected(Data.ItemId))
|
||||
{
|
||||
bIsConsumed = true;
|
||||
if (DetectionSphere)
|
||||
{
|
||||
DetectionSphere->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
}
|
||||
if (AInteractableActor* Owner = Cast<AInteractableActor>(GetOwner()))
|
||||
{
|
||||
Owner->SetActorHiddenInGame(true);
|
||||
}
|
||||
UE_LOG(LogChildHood, Log, TEXT("RestorePersistentState: 已消耗物品隐藏: %s"), *Data.ItemId.ToString());
|
||||
}
|
||||
|
||||
// 门:恢复开关状态
|
||||
if (Data.Type == EInteractType::Operate && Data.OperateSubType == EOperateSubType::Door)
|
||||
{
|
||||
bDoorIsOpen = GI->IsDoorOpen(Data.ItemId);
|
||||
// 通知 Actor 应用视觉状态(Mesh 旋转)
|
||||
if (AInteractableActor* Owner = Cast<AInteractableActor>(GetOwner()))
|
||||
{
|
||||
Owner->OnInteractStarted(this);
|
||||
}
|
||||
UE_LOG(LogChildHood, Log, TEXT("RestorePersistentState: 门状态恢复: %s → %s"),
|
||||
*Data.ItemId.ToString(),
|
||||
bDoorIsOpen ? TEXT("开") : TEXT("关"));
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 碰撞回调
|
||||
// ============================================================================
|
||||
|
||||
void UInteractableComponent::OnDetectionOverlapBegin(UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
if (!OtherActor) return;
|
||||
|
||||
// 只响应 Character(玩家)的进入
|
||||
ACharacter* Character = Cast<ACharacter>(OtherActor);
|
||||
if (!Character) return;
|
||||
|
||||
// 已消耗的交互物不再注册
|
||||
if (bIsConsumed) return;
|
||||
|
||||
UE_LOG(LogChildHood, Verbose, TEXT("检测到角色进入范围: %s ← %s"),
|
||||
*Data.DisplayName, *OtherActor->GetName());
|
||||
|
||||
// 获取角色的 InteractionManager 并注册自己
|
||||
if (UInteractionManager* IM = Character->FindComponentByClass<UInteractionManager>())
|
||||
{
|
||||
IM->RegisterInteractable(this);
|
||||
}
|
||||
}
|
||||
|
||||
void UInteractableComponent::OnDetectionOverlapEnd(UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex)
|
||||
{
|
||||
if (!OtherActor) return;
|
||||
|
||||
ACharacter* Character = Cast<ACharacter>(OtherActor);
|
||||
if (!Character) return;
|
||||
|
||||
UE_LOG(LogChildHood, Verbose, TEXT("角色离开范围: %s ← %s"),
|
||||
*Data.DisplayName, *OtherActor->GetName());
|
||||
|
||||
// 获取角色的 InteractionManager 并注销自己
|
||||
if (UInteractionManager* IM = Character->FindComponentByClass<UInteractionManager>())
|
||||
{
|
||||
IM->UnregisterInteractable(this);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,101 @@
|
||||
// ChildHood Project - 可交互物组件
|
||||
// 对应技术方案: docs/technical/交互系统-技术方案.md 第3节(类设计)+ 第12节(跨场景持久化)
|
||||
// 职责:单个交互物配置数据、触发区域、运行时状态、跨场景持久状态恢复
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "InteractionTypes.h"
|
||||
#include "InteractableComponent.generated.h"
|
||||
|
||||
class UChildHoodGameInstance;
|
||||
class USphereComponent;
|
||||
|
||||
/**
|
||||
* UInteractableComponent
|
||||
*
|
||||
* 挂载在 AInteractableActor(或其子类)上的组件。
|
||||
* 持有该交互物的全部配置数据(FInteractableData)、运行时触发检测球、
|
||||
* 消耗/门状态管理,以及跨场景持久状态恢复。
|
||||
*/
|
||||
UCLASS(ClassGroup=(Interaction), meta=(BlueprintSpawnableComponent))
|
||||
class UInteractableComponent : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UInteractableComponent();
|
||||
|
||||
// === 配置数据 ===
|
||||
|
||||
/** 该交互物的全部配置数据,编辑器中按实例独立配置 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact")
|
||||
FInteractableData Data;
|
||||
|
||||
// === 查询接口 ===
|
||||
|
||||
/** 获取配置数据引用(只读) */
|
||||
const FInteractableData& GetInteractableData() const { return Data; }
|
||||
|
||||
/**
|
||||
* 获取提示文本,格式:"[E] 动作词 名称"
|
||||
* 门类型根据当前开关状态选择动词
|
||||
*/
|
||||
FString GetPromptText() const;
|
||||
|
||||
/** 该交互物是否已被消耗(oneShot 模式) */
|
||||
bool IsConsumed() const { return bIsConsumed; }
|
||||
|
||||
/** 标记为已消耗,禁用检测球,写入持久层 */
|
||||
void Consume();
|
||||
|
||||
// === 门状态管理 ===
|
||||
|
||||
/** 切换门开关状态 */
|
||||
void ToggleDoor();
|
||||
|
||||
/** 门是否处于打开状态 */
|
||||
bool IsDoorOpen() const { return bDoorIsOpen; }
|
||||
|
||||
/** 获取交互物在世界空间的位置 */
|
||||
FVector GetWorldLocation() const;
|
||||
|
||||
/** 从 GameInstance 恢复跨场景持久状态(BeginPlay 中调用) */
|
||||
void RestorePersistentState(UChildHoodGameInstance* GI);
|
||||
|
||||
protected:
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
private:
|
||||
|
||||
/** 运行时创建的检测球,用于触发玩家进入/离开交互范围 */
|
||||
UPROPERTY()
|
||||
USphereComponent* DetectionSphere;
|
||||
|
||||
/** oneShot 物品是否已被消耗 */
|
||||
bool bIsConsumed = false;
|
||||
|
||||
/** 门是否处于打开状态(仅 Operate+Door 类型使用) */
|
||||
bool bDoorIsOpen = false;
|
||||
|
||||
// === 碰撞回调 ===
|
||||
|
||||
/** 玩家进入检测范围 */
|
||||
UFUNCTION()
|
||||
void OnDetectionOverlapBegin(UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
/** 玩家离开检测范围 */
|
||||
UFUNCTION()
|
||||
void OnDetectionOverlapEnd(UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
};
|
||||
@@ -0,0 +1,897 @@
|
||||
// ChildHood Project - 交互管理器核心组件 实现
|
||||
// 对应技术方案: docs/technical/交互系统-技术方案.md 第6节(行为规则实现)
|
||||
|
||||
#include "Interaction/InteractionManager.h"
|
||||
#include "Interaction/InteractableComponent.h"
|
||||
#include "Interaction/InteractableActor.h"
|
||||
#include "Interaction/PushCameraActor.h"
|
||||
#include "Interaction/InteractionPromptWidget.h"
|
||||
#include "Interaction/NarrativeTextWidget.h"
|
||||
#include "ChildHoodCharacter.h"
|
||||
#include "ChildHoodGameInstance.h"
|
||||
#include "ChildHood.h"
|
||||
|
||||
#include "GameFramework/Character.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "GameFramework/SpringArmComponent.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "Engine/World.h"
|
||||
#include "TimerManager.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "Blueprint/WidgetBlueprintLibrary.h"
|
||||
|
||||
// 定义交互系统日志类别
|
||||
DECLARE_LOG_CATEGORY_EXTERN(LogInteraction, Log, All);
|
||||
DEFINE_LOG_CATEGORY(LogInteraction);
|
||||
|
||||
// ============================================================================
|
||||
// 构造函数
|
||||
// ============================================================================
|
||||
|
||||
UInteractionManager::UInteractionManager()
|
||||
{
|
||||
// 默认关闭 Tick,首个交互物注册时开启
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = false;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 生命周期
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// Spawn 推镜用临时摄像机 Actor(使用专用的 APushCameraActor)
|
||||
// 随 Character 生命周期,不反复创建/销毁
|
||||
FActorSpawnParameters SpawnParams;
|
||||
SpawnParams.Owner = GetOwner();
|
||||
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
|
||||
|
||||
APushCameraActor* SpawnedCamera = GetWorld()->SpawnActor<APushCameraActor>(APushCameraActor::StaticClass(), FVector::ZeroVector, FRotator::ZeroRotator, SpawnParams);
|
||||
PushCameraActor = SpawnedCamera;
|
||||
if (PushCameraActor)
|
||||
{
|
||||
PushCameraActor->SetActorHiddenInGame(true);
|
||||
}
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("InteractionManager: BeginPlay 完成, PushCameraActor=%s"),
|
||||
PushCameraActor ? *PushCameraActor->GetName() : TEXT("nullptr"));
|
||||
|
||||
// --- 创建 UI Widget ---
|
||||
APlayerController* PC = GetWorld()->GetFirstPlayerController();
|
||||
if (PC)
|
||||
{
|
||||
// 创建提示 UI
|
||||
if (PromptWidgetClass)
|
||||
{
|
||||
PromptWidget = CreateWidget<UInteractionPromptWidget>(PC, PromptWidgetClass);
|
||||
if (PromptWidget)
|
||||
{
|
||||
PromptWidget->AddToViewport(10);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogInteraction, Warning, TEXT("InteractionManager: PromptWidgetClass 未设置,提示 UI 不可用"));
|
||||
}
|
||||
|
||||
// 创建文本底框 UI
|
||||
if (NarrativeWidgetClass)
|
||||
{
|
||||
NarrativeWidget = CreateWidget<UNarrativeTextWidget>(PC, NarrativeWidgetClass);
|
||||
if (NarrativeWidget)
|
||||
{
|
||||
NarrativeWidget->AddToViewport(20);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogInteraction, Warning, TEXT("InteractionManager: NarrativeWidgetClass 未设置,文本 UI 不可用"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Tick 驱动
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
if (State == EInteractionState::Free)
|
||||
{
|
||||
// Free 状态下更新提示 UI 的屏幕位置
|
||||
if (PromptWidget && PromptWidget->IsVisible() &&
|
||||
NearbyInteractables.Num() > 0 && NearbyInteractables.IsValidIndex(SelectedIndex))
|
||||
{
|
||||
UInteractableComponent* Selected = NearbyInteractables[SelectedIndex];
|
||||
if (Selected)
|
||||
{
|
||||
UpdatePromptScreenPosition(Selected);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
switch (Phase)
|
||||
{
|
||||
case EInteractPhase::Enter:
|
||||
TickEnterPhase(DeltaTime);
|
||||
break;
|
||||
|
||||
case EInteractPhase::AnimLock:
|
||||
TickAnimLockPhase(DeltaTime);
|
||||
break;
|
||||
|
||||
case EInteractPhase::Active:
|
||||
// 等待玩家输入,无需 Tick 处理
|
||||
break;
|
||||
|
||||
case EInteractPhase::Exit:
|
||||
TickExitPhase(DeltaTime);
|
||||
break;
|
||||
|
||||
case EInteractPhase::None:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 公开方法
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::BeginInteract()
|
||||
{
|
||||
// 前置检查:必须 Free 状态
|
||||
if (State != EInteractionState::Free)
|
||||
{
|
||||
UE_LOG(LogInteraction, Verbose, TEXT("BeginInteract: 拒绝,当前状态不是 Free (State=%d)"),
|
||||
static_cast<int32>(State));
|
||||
return;
|
||||
}
|
||||
|
||||
// 前置检查:必须有选中的交互物
|
||||
if (NearbyInteractables.Num() == 0 || !NearbyInteractables.IsValidIndex(SelectedIndex))
|
||||
{
|
||||
UE_LOG(LogInteraction, Verbose, TEXT("BeginInteract: 拒绝,没有选中的交互物"));
|
||||
return;
|
||||
}
|
||||
|
||||
UInteractableComponent* Target = NearbyInteractables[SelectedIndex];
|
||||
|
||||
// 前置检查:交互物不能已被消耗
|
||||
if (!Target || Target->IsConsumed())
|
||||
{
|
||||
UE_LOG(LogInteraction, Verbose, TEXT("BeginInteract: 拒绝,交互物已被消耗"));
|
||||
return;
|
||||
}
|
||||
|
||||
// 进入交互
|
||||
State = EInteractionState::Interacting;
|
||||
Phase = EInteractPhase::Enter;
|
||||
CurrentInteractable = Target;
|
||||
|
||||
// 通知 Character 进入交互状态(屏蔽移动)
|
||||
AChildHoodCharacter* Char = Cast<AChildHoodCharacter>(GetOwner());
|
||||
if (Char)
|
||||
{
|
||||
Char->SetInteracting(true);
|
||||
}
|
||||
|
||||
// 隐藏提示 UI
|
||||
HidePrompt();
|
||||
|
||||
// 重置 Enter 阶段计时器
|
||||
TurnElapsed = 0.0f;
|
||||
WaitElapsed = 0.0f;
|
||||
bPushStarted = false;
|
||||
|
||||
const FInteractableData& Data = Target->GetInteractableData();
|
||||
UE_LOG(LogInteraction, Log, TEXT("BeginInteract: 开始交互 '%s' (Type=%d)"),
|
||||
*Data.DisplayName, static_cast<int32>(Data.Type));
|
||||
}
|
||||
|
||||
void UInteractionManager::CancelInteract()
|
||||
{
|
||||
// 前置检查:必须 Interacting 状态
|
||||
if (State != EInteractionState::Interacting)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// AnimLock 期间不可取消
|
||||
if (Phase == EInteractPhase::AnimLock)
|
||||
{
|
||||
UE_LOG(LogInteraction, Verbose, TEXT("CancelInteract: 拒绝,AnimLock 阶段不可取消"));
|
||||
return;
|
||||
}
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("CancelInteract: 取消/结束交互"));
|
||||
|
||||
// 隐藏叙事文本
|
||||
HideNarrativeText();
|
||||
|
||||
// 进入 Exit 阶段
|
||||
Phase = EInteractPhase::Exit;
|
||||
|
||||
// 相机回位
|
||||
const FInteractableData* Data = CurrentInteractable ? &CurrentInteractable->GetInteractableData() : nullptr;
|
||||
float ReturnDuration = (Data && Data->bUseCameraPush) ? Data->CameraReturnDuration : 0.3f;
|
||||
ReturnCamera(ReturnDuration);
|
||||
|
||||
// 清除可能残留的计时器
|
||||
GetWorld()->GetTimerManager().ClearTimer(AnimEventTimerHandle);
|
||||
GetWorld()->GetTimerManager().ClearTimer(AnimEndTimerHandle);
|
||||
|
||||
// 设置退出定时器,回位动画播完后回到 Free
|
||||
GetWorld()->GetTimerManager().SetTimer(ExitTimerHandle, this, &UInteractionManager::OnExitTimerComplete, ReturnDuration, false);
|
||||
}
|
||||
|
||||
void UInteractionManager::SwitchTarget(int32 Direction)
|
||||
{
|
||||
int32 Num = NearbyInteractables.Num();
|
||||
if (Num == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Interacting 状态下忽略切换
|
||||
if (State != EInteractionState::Free)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
SelectedIndex = (SelectedIndex + Direction + Num) % Num;
|
||||
UpdatePromptUI();
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("SwitchTarget: 切换到 %d/%d"), SelectedIndex, Num);
|
||||
}
|
||||
|
||||
void UInteractionManager::RegisterInteractable(UInteractableComponent* Interactable)
|
||||
{
|
||||
if (!Interactable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// 去重检查
|
||||
if (NearbyInteractables.Contains(Interactable))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
NearbyInteractables.Add(Interactable);
|
||||
|
||||
// 按水平距离排序(DistSquared2D,避免 sqrt)
|
||||
AActor* Owner = GetOwner();
|
||||
if (Owner)
|
||||
{
|
||||
FVector OwnerLoc = Owner->GetActorLocation();
|
||||
NearbyInteractables.Sort([OwnerLoc](const UInteractableComponent& A, const UInteractableComponent& B)
|
||||
{
|
||||
float DistA = FVector::DistSquared2D(OwnerLoc, A.GetWorldLocation());
|
||||
float DistB = FVector::DistSquared2D(OwnerLoc, B.GetWorldLocation());
|
||||
return DistA < DistB;
|
||||
});
|
||||
}
|
||||
|
||||
UpdateSelection();
|
||||
UpdatePromptUI();
|
||||
|
||||
// 首个交互物注册时开启 Tick
|
||||
if (NearbyInteractables.Num() == 1)
|
||||
{
|
||||
SetComponentTickEnabled(true);
|
||||
}
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("RegisterInteractable: 注册 '%s', 列表大小=%d"),
|
||||
*Interactable->GetInteractableData().DisplayName, NearbyInteractables.Num());
|
||||
}
|
||||
|
||||
void UInteractionManager::UnregisterInteractable(UInteractableComponent* Interactable)
|
||||
{
|
||||
if (!Interactable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bool bRemoved = NearbyInteractables.Remove(Interactable) > 0;
|
||||
if (!bRemoved)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// 如果移除的是当前正在交互的交互物,清空引用
|
||||
if (CurrentInteractable == Interactable)
|
||||
{
|
||||
CurrentInteractable = nullptr;
|
||||
}
|
||||
|
||||
if (NearbyInteractables.Num() > 0)
|
||||
{
|
||||
UpdateSelection();
|
||||
UpdatePromptUI();
|
||||
}
|
||||
else
|
||||
{
|
||||
// 列表为空,隐藏提示
|
||||
HidePrompt();
|
||||
// 最后一个注销时关闭 Tick
|
||||
SetComponentTickEnabled(false);
|
||||
}
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("UnregisterInteractable: 注销 '%s', 列表大小=%d"),
|
||||
*Interactable->GetInteractableData().DisplayName, NearbyInteractables.Num());
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Enter 阶段 Tick
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::TickEnterPhase(float DeltaTime)
|
||||
{
|
||||
if (!CurrentInteractable)
|
||||
{
|
||||
UE_LOG(LogInteraction, Warning, TEXT("TickEnterPhase: CurrentInteractable 为空,强制取消"));
|
||||
CancelInteract();
|
||||
return;
|
||||
}
|
||||
|
||||
ACharacter* Char = Cast<ACharacter>(GetOwner());
|
||||
if (!Char)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const FInteractableData& Data = CurrentInteractable->GetInteractableData();
|
||||
|
||||
// --- 1. 转向插值 ---
|
||||
TurnElapsed += DeltaTime;
|
||||
|
||||
FVector CharLoc = Char->GetActorLocation();
|
||||
FVector TargetLoc = CurrentInteractable->GetWorldLocation();
|
||||
FVector DirToTarget = (TargetLoc - CharLoc);
|
||||
DirToTarget.Z = 0.0f;
|
||||
FRotator TargetRot = DirToTarget.Rotation();
|
||||
|
||||
// 使用 RInterpTo 进行平滑插值,InterpSpeed = 1/TurnDuration
|
||||
float InterpSpeed = (TurnDuration > 0.f) ? (1.f / TurnDuration) : 10.f;
|
||||
FRotator NewRot = FMath::RInterpTo(Char->GetActorRotation(), TargetRot, DeltaTime, InterpSpeed);
|
||||
Char->SetActorRotation(NewRot);
|
||||
|
||||
// --- 2. 推镜(一次性发起) ---
|
||||
if (Data.bUseCameraPush && !bPushStarted)
|
||||
{
|
||||
FVector PushPos = CalculatePushPosition(CurrentInteractable);
|
||||
PushCamera(PushPos, Data.CameraPushDuration);
|
||||
bPushStarted = true;
|
||||
}
|
||||
|
||||
// --- 3. 判断完成 ---
|
||||
bool bTurnComplete = TurnElapsed >= TurnDuration;
|
||||
bool bPushComplete = !Data.bUseCameraPush || bPushStarted;
|
||||
|
||||
if (bTurnComplete && bPushComplete)
|
||||
{
|
||||
// 推镜后需要额外等待 PushWaitDelay
|
||||
if (Data.bUseCameraPush && Data.PushWaitDelay > 0.f)
|
||||
{
|
||||
WaitElapsed += DeltaTime;
|
||||
if (WaitElapsed >= Data.PushWaitDelay)
|
||||
{
|
||||
TransitionFromEnter();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TransitionFromEnter();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// AnimLock 阶段 Tick(v0.1 由计时器驱动,此处为空)
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::TickAnimLockPhase(float DeltaTime)
|
||||
{
|
||||
// v0.1: AnimLock 由 AnimEventTimer 和 AnimEndTimer 驱动,无需 Tick 处理
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Exit 阶段 Tick(v0.1 由定时器驱动回 Free)
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::TickExitPhase(float DeltaTime)
|
||||
{
|
||||
// v0.1: Exit 阶段由 ExitTimerHandle 定时器驱动回到 Free
|
||||
// 此处可做相机回位进度检查等,简单方案留空
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Enter 完成后类型分发
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::TransitionFromEnter()
|
||||
{
|
||||
if (!CurrentInteractable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const FInteractableData& Data = CurrentInteractable->GetInteractableData();
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("TransitionFromEnter: 类型=%d 分发"), static_cast<int32>(Data.Type));
|
||||
|
||||
switch (Data.Type)
|
||||
{
|
||||
case EInteractType::Examine:
|
||||
Phase = EInteractPhase::Active;
|
||||
ShowNarrativeText(PickRandomNarrative(Data.NarrativeTexts));
|
||||
break;
|
||||
|
||||
case EInteractType::Pickup:
|
||||
Phase = EInteractPhase::AnimLock;
|
||||
EnterAnimLockPhase();
|
||||
break;
|
||||
|
||||
case EInteractType::Operate:
|
||||
if (Data.OperateSubType == EOperateSubType::Door)
|
||||
{
|
||||
Phase = EInteractPhase::AnimLock;
|
||||
EnterAnimLockPhase();
|
||||
}
|
||||
else if (Data.OperateSubType == EOperateSubType::Search)
|
||||
{
|
||||
Phase = EInteractPhase::AnimLock;
|
||||
EnterAnimLockPhase();
|
||||
}
|
||||
break;
|
||||
|
||||
case EInteractType::Talk:
|
||||
Phase = EInteractPhase::Active;
|
||||
ShowNarrativeText(PickRandomNarrative(Data.NarrativeTexts));
|
||||
break;
|
||||
|
||||
default:
|
||||
UE_LOG(LogInteraction, Warning, TEXT("TransitionFromEnter: 未知交互类型 %d"), static_cast<int32>(Data.Type));
|
||||
// 未知类型直接回 Free
|
||||
CancelInteract();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// AnimLock 阶段
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::EnterAnimLockPhase()
|
||||
{
|
||||
if (!CurrentInteractable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const FInteractableData& Data = CurrentInteractable->GetInteractableData();
|
||||
|
||||
// 计算总动画时长:有蒙太奇用蒙太奇长度,否则用配置的 AnimDuration
|
||||
float TotalAnimTime = Data.AnimDuration;
|
||||
if (Data.InteractMontage)
|
||||
{
|
||||
TotalAnimTime = Data.InteractMontage->GetPlayLength();
|
||||
if (TotalAnimTime <= 0.f)
|
||||
{
|
||||
TotalAnimTime = Data.AnimDuration;
|
||||
}
|
||||
|
||||
// 播放蒙太奇
|
||||
ACharacter* Char = Cast<ACharacter>(GetOwner());
|
||||
if (Char && Char->GetMesh())
|
||||
{
|
||||
Char->GetMesh()->GetAnimInstance()->Montage_Play(Data.InteractMontage);
|
||||
UE_LOG(LogInteraction, Log, TEXT("EnterAnimLockPhase: 播放蒙太奇, 时长=%.2f"), TotalAnimTime);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogInteraction, Log, TEXT("EnterAnimLockPhase: 无蒙太奇,使用计时器, 时长=%.2f"), TotalAnimTime);
|
||||
}
|
||||
|
||||
// 动画事件触发计时器(如 60% 时物品消失)
|
||||
float EventTime = TotalAnimTime * Data.AnimEventTimepoint;
|
||||
GetWorld()->GetTimerManager().SetTimer(AnimEventTimerHandle, this, &UInteractionManager::ExecuteAnimEvent, EventTime, false);
|
||||
|
||||
// 动画结束计时器
|
||||
GetWorld()->GetTimerManager().SetTimer(AnimEndTimerHandle, this, &UInteractionManager::OnAnimLockComplete, TotalAnimTime, false);
|
||||
|
||||
bAnimEventFired = false;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 动画事件触发回调
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::ExecuteAnimEvent()
|
||||
{
|
||||
if (!CurrentInteractable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bAnimEventFired = true;
|
||||
const FInteractableData& Data = CurrentInteractable->GetInteractableData();
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("ExecuteAnimEvent: 类型=%d, 名称='%s'"),
|
||||
static_cast<int32>(Data.Type), *Data.DisplayName);
|
||||
|
||||
switch (Data.Type)
|
||||
{
|
||||
case EInteractType::Pickup:
|
||||
{
|
||||
// 标记消耗 → 隐藏 Actor → 通知物品系统
|
||||
CurrentInteractable->Consume();
|
||||
|
||||
// 隐藏交互物 Actor
|
||||
if (AInteractableActor* OwnerActor = Cast<AInteractableActor>(CurrentInteractable->GetOwner()))
|
||||
{
|
||||
OwnerActor->SetActorHiddenInGame(true);
|
||||
}
|
||||
|
||||
// 广播拾取事件
|
||||
OnItemPickedUp.Broadcast(Data.ItemId, Data.DisplayName, FName(TEXT("杂物")));
|
||||
UE_LOG(LogInteraction, Log, TEXT("ExecuteAnimEvent: Pickup 拾取完成 '%s'"), *Data.DisplayName);
|
||||
}
|
||||
break;
|
||||
|
||||
case EInteractType::Operate:
|
||||
{
|
||||
if (Data.OperateSubType == EOperateSubType::Door)
|
||||
{
|
||||
// 切换门状态
|
||||
CurrentInteractable->ToggleDoor();
|
||||
|
||||
// 持久化门状态到 GameInstance
|
||||
if (UChildHoodGameInstance* GI = GetWorld()->GetGameInstance<UChildHoodGameInstance>())
|
||||
{
|
||||
GI->SetDoorOpen(Data.ItemId, CurrentInteractable->IsDoorOpen());
|
||||
}
|
||||
|
||||
// 通知 Actor 处理 Mesh 旋转等视觉反馈
|
||||
if (AInteractableActor* OwnerActor = Cast<AInteractableActor>(CurrentInteractable->GetOwner()))
|
||||
{
|
||||
OwnerActor->OnInteractStarted(CurrentInteractable);
|
||||
}
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("ExecuteAnimEvent: Door 门状态切换, 开=%s"),
|
||||
CurrentInteractable->IsDoorOpen() ? TEXT("true") : TEXT("false"));
|
||||
}
|
||||
// Search 类型的结果判定在 OnAnimLockComplete 中处理
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 动画结束回调
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::OnAnimLockComplete()
|
||||
{
|
||||
if (!CurrentInteractable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const FInteractableData& Data = CurrentInteractable->GetInteractableData();
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("OnAnimLockComplete: 类型=%d, 名称='%s'"),
|
||||
static_cast<int32>(Data.Type), *Data.DisplayName);
|
||||
|
||||
switch (Data.Type)
|
||||
{
|
||||
case EInteractType::Pickup:
|
||||
{
|
||||
// 直接回到 Free(无 Active/Exit,无相机/UI 需清理)
|
||||
AChildHoodCharacter* Char = Cast<AChildHoodCharacter>(GetOwner());
|
||||
if (Char)
|
||||
{
|
||||
Char->SetInteracting(false);
|
||||
}
|
||||
State = EInteractionState::Free;
|
||||
Phase = EInteractPhase::None;
|
||||
CurrentInteractable = nullptr;
|
||||
|
||||
// 从检测列表移除已消耗的交互物
|
||||
// Consume 已在 ExecuteAnimEvent 中调用,但 UnregisterInteractable 应由 DetectionSphere 禁用触发
|
||||
// 这里主动从列表移除,确保提示 UI 正确更新
|
||||
if (NearbyInteractables.Num() > 0)
|
||||
{
|
||||
UpdateSelection();
|
||||
UpdatePromptUI();
|
||||
}
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("OnAnimLockComplete: Pickup 完成,回到 Free"));
|
||||
}
|
||||
break;
|
||||
|
||||
case EInteractType::Operate:
|
||||
{
|
||||
if (Data.OperateSubType == EOperateSubType::Door)
|
||||
{
|
||||
// 直接回到 Free
|
||||
AChildHoodCharacter* Char = Cast<AChildHoodCharacter>(GetOwner());
|
||||
if (Char)
|
||||
{
|
||||
Char->SetInteracting(false);
|
||||
}
|
||||
State = EInteractionState::Free;
|
||||
Phase = EInteractPhase::None;
|
||||
CurrentInteractable = nullptr;
|
||||
|
||||
// 更新提示(门动词可能变化)
|
||||
UpdateSelection();
|
||||
UpdatePromptUI();
|
||||
|
||||
UE_LOG(LogInteraction, Log, TEXT("OnAnimLockComplete: Door 完成,回到 Free"));
|
||||
}
|
||||
else if (Data.OperateSubType == EOperateSubType::Search)
|
||||
{
|
||||
// 翻找结果判定:v0.1 必定有物品
|
||||
CurrentInteractable->Consume();
|
||||
OnItemFound.Broadcast(Data.ItemId, Data.DisplayName, FName(TEXT("杂物")));
|
||||
UE_LOG(LogInteraction, Log, TEXT("OnAnimLockComplete: Search 翻找完成,获得物品 '%s'"), *Data.DisplayName);
|
||||
|
||||
// 进入 Active 阶段等待玩家按 E/ESC 关闭
|
||||
Phase = EInteractPhase::Active;
|
||||
// 有物品时不显示文本底框(架构预留)
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// UI 方法(v0.1 用日志替代)
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::UpdateSelection()
|
||||
{
|
||||
// 排序后选中索引重置为 0(最近的)
|
||||
if (AActor* Owner = GetOwner())
|
||||
{
|
||||
FVector OwnerLoc = Owner->GetActorLocation();
|
||||
NearbyInteractables.Sort([OwnerLoc](const UInteractableComponent& A, const UInteractableComponent& B)
|
||||
{
|
||||
float DistA = FVector::DistSquared2D(OwnerLoc, A.GetWorldLocation());
|
||||
float DistB = FVector::DistSquared2D(OwnerLoc, B.GetWorldLocation());
|
||||
return DistA < DistB;
|
||||
});
|
||||
}
|
||||
SelectedIndex = 0;
|
||||
}
|
||||
|
||||
void UInteractionManager::UpdatePromptUI()
|
||||
{
|
||||
if (NearbyInteractables.Num() == 0 || !NearbyInteractables.IsValidIndex(SelectedIndex))
|
||||
{
|
||||
HidePrompt();
|
||||
return;
|
||||
}
|
||||
|
||||
UInteractableComponent* Selected = NearbyInteractables[SelectedIndex];
|
||||
if (!Selected)
|
||||
{
|
||||
HidePrompt();
|
||||
return;
|
||||
}
|
||||
|
||||
FString PromptText = Selected->GetPromptText();
|
||||
|
||||
if (PromptWidget)
|
||||
{
|
||||
PromptWidget->SetPromptText(PromptText);
|
||||
PromptWidget->Show();
|
||||
UpdatePromptScreenPosition(Selected);
|
||||
}
|
||||
|
||||
UE_LOG(LogInteraction, Verbose, TEXT("UpdatePromptUI: %s"), *PromptText);
|
||||
}
|
||||
|
||||
void UInteractionManager::HidePrompt()
|
||||
{
|
||||
if (PromptWidget)
|
||||
{
|
||||
PromptWidget->Hide();
|
||||
}
|
||||
}
|
||||
|
||||
void UInteractionManager::ShowNarrativeText(const FString& Text)
|
||||
{
|
||||
if (Text.IsEmpty())
|
||||
{
|
||||
UE_LOG(LogInteraction, Warning, TEXT("ShowNarrativeText: text is empty"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (NarrativeWidget)
|
||||
{
|
||||
NarrativeWidget->SetNarrativeText(Text);
|
||||
NarrativeWidget->Show();
|
||||
}
|
||||
|
||||
UE_LOG(LogInteraction, Verbose, TEXT("ShowNarrativeText: %s"), *Text);
|
||||
}
|
||||
|
||||
void UInteractionManager::HideNarrativeText()
|
||||
{
|
||||
if (NarrativeWidget)
|
||||
{
|
||||
NarrativeWidget->Hide();
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 摄像机控制
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::PushCamera(FVector Target, float Duration)
|
||||
{
|
||||
if (!PushCameraActor)
|
||||
{
|
||||
UE_LOG(LogInteraction, Warning, TEXT("PushCamera: PushCameraActor 为空"));
|
||||
return;
|
||||
}
|
||||
|
||||
// 计算朝向交互物的旋转
|
||||
FVector LookTarget = CurrentInteractable ? CurrentInteractable->GetWorldLocation() : Target;
|
||||
FRotator LookAtRot = (LookTarget - Target).Rotation();
|
||||
|
||||
PushCameraActor->SetActorHiddenInGame(false);
|
||||
PushCameraActor->SetActorLocationAndRotation(Target, LookAtRot);
|
||||
|
||||
// 切换 ViewTarget
|
||||
APlayerController* PC = GetWorld()->GetFirstPlayerController();
|
||||
if (PC)
|
||||
{
|
||||
PC->SetViewTargetWithBlend(PushCameraActor, Duration, VTBlend_EaseOut);
|
||||
UE_LOG(LogInteraction, Log, TEXT("PushCamera: 推镜到 %s, 时长=%.2f"), *Target.ToString(), Duration);
|
||||
}
|
||||
}
|
||||
|
||||
void UInteractionManager::ReturnCamera(float Duration)
|
||||
{
|
||||
AActor* Owner = GetOwner();
|
||||
if (!Owner)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
APlayerController* PC = GetWorld()->GetFirstPlayerController();
|
||||
if (PC)
|
||||
{
|
||||
// 回位到 Character
|
||||
PC->SetViewTargetWithBlend(Owner, Duration, VTBlend_EaseIn);
|
||||
UE_LOG(LogInteraction, Log, TEXT("ReturnCamera: 相机回位, 时长=%.2f"), Duration);
|
||||
}
|
||||
|
||||
// 隐藏推镜 Actor
|
||||
if (PushCameraActor)
|
||||
{
|
||||
PushCameraActor->SetActorHiddenInGame(true);
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 推镜位置计算
|
||||
// ============================================================================
|
||||
|
||||
FVector UInteractionManager::CalculatePushPosition(UInteractableComponent* Interactable)
|
||||
{
|
||||
if (!Interactable)
|
||||
{
|
||||
return FVector::ZeroVector;
|
||||
}
|
||||
|
||||
const FInteractableData& Data = Interactable->GetInteractableData();
|
||||
FVector InteractPos = Interactable->GetWorldLocation();
|
||||
FVector CharPos = GetOwner() ? GetOwner()->GetActorLocation() : FVector::ZeroVector;
|
||||
|
||||
FVector Dir = (InteractPos - CharPos);
|
||||
Dir.Z = 0.0f;
|
||||
Dir.Normalize();
|
||||
|
||||
// 交互物前方(面向角色的一侧),推镜距离偏移
|
||||
FVector TargetPos = InteractPos - Dir * Data.CameraPushDistance;
|
||||
// 高度略低于交互物中心(微仰视)
|
||||
TargetPos.Z = InteractPos.Z * 0.8f;
|
||||
|
||||
return TargetPos;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 叙事文本随机选取
|
||||
// ============================================================================
|
||||
|
||||
FString UInteractionManager::PickRandomNarrative(const TArray<FString>& Texts)
|
||||
{
|
||||
if (Texts.Num() == 0)
|
||||
{
|
||||
return TEXT("");
|
||||
}
|
||||
|
||||
if (Texts.Num() == 1)
|
||||
{
|
||||
LastNarrativeText = Texts[0];
|
||||
return Texts[0];
|
||||
}
|
||||
|
||||
FString Candidate;
|
||||
int32 Attempts = 0;
|
||||
do
|
||||
{
|
||||
Candidate = Texts[FMath::RandRange(0, Texts.Num() - 1)];
|
||||
Attempts++;
|
||||
} while (Candidate == LastNarrativeText && Attempts < 10);
|
||||
|
||||
LastNarrativeText = Candidate;
|
||||
return Candidate;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Exit 阶段定时器回调
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::OnExitTimerComplete()
|
||||
{
|
||||
UE_LOG(LogInteraction, Log, TEXT("OnExitTimerComplete: Exit 阶段结束,回到 Free"));
|
||||
|
||||
// 通知 Character 解除交互状态
|
||||
AChildHoodCharacter* Char = Cast<AChildHoodCharacter>(GetOwner());
|
||||
if (Char)
|
||||
{
|
||||
Char->SetInteracting(false);
|
||||
}
|
||||
|
||||
// 回到 Free 状态
|
||||
State = EInteractionState::Free;
|
||||
Phase = EInteractPhase::None;
|
||||
CurrentInteractable = nullptr;
|
||||
|
||||
// 如果仍在检测范围内,重新显示提示
|
||||
if (NearbyInteractables.Num() > 0)
|
||||
{
|
||||
UpdateSelection();
|
||||
UpdatePromptUI();
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 提示 UI 屏幕位置更新
|
||||
// ============================================================================
|
||||
|
||||
void UInteractionManager::UpdatePromptScreenPosition(UInteractableComponent* Interactable)
|
||||
{
|
||||
if (!Interactable || !PromptWidget) return;
|
||||
|
||||
APlayerController* PC = GetWorld()->GetFirstPlayerController();
|
||||
if (!PC) return;
|
||||
|
||||
// 交互物世界位置 + 高度偏移 → 屏幕坐标
|
||||
FVector WorldLoc = Interactable->GetWorldLocation() + FVector(0.f, 0.f, PromptHeightOffset);
|
||||
FVector2D ScreenPos;
|
||||
if (UGameplayStatics::ProjectWorldToScreen(PC, WorldLoc, ScreenPos, true))
|
||||
{
|
||||
PromptWidget->SetScreenPosition(ScreenPos);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,225 @@
|
||||
// ChildHood Project - 交互管理器核心组件
|
||||
// 对应技术方案: docs/technical/交互系统-技术方案.md 第3节(类设计)+ 第6节(行为规则实现)
|
||||
// 职责:交互全流程状态机、检测选择、类型分发、摄像机/转向/UI 控制
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "InteractionTypes.h"
|
||||
#include "InteractionManager.generated.h"
|
||||
|
||||
class UInteractableComponent;
|
||||
class APushCameraActor;
|
||||
class AChildHoodCharacter;
|
||||
class UInteractionPromptWidget;
|
||||
class UNarrativeTextWidget;
|
||||
|
||||
/**
|
||||
* UInteractionManager
|
||||
*
|
||||
* 挂载在 AChildHoodCharacter 上的组件,负责交互全流程管理:
|
||||
* - 层级状态机驱动(Free / Interacting + 子阶段)
|
||||
* - 附近交互物检测列表排序与选中管理
|
||||
* - 四种交互类型分发(观察/拾取/操作/对话)
|
||||
* - 角色自动转向插值
|
||||
* - 摄像机推镜/回位控制
|
||||
* - UI 提示与文本显示控制(v0.1 先用日志)
|
||||
*/
|
||||
UCLASS(ClassGroup=(Interaction), meta=(BlueprintSpawnableComponent))
|
||||
class UInteractionManager : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UInteractionManager();
|
||||
|
||||
// === 公开方法 ===
|
||||
|
||||
/** 发起交互(E键触发),前置检查通过后进入 Enter 阶段 */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction")
|
||||
void BeginInteract();
|
||||
|
||||
/** 取消/结束交互(ESC/E键在Active阶段触发),AnimLock期间不可取消 */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction")
|
||||
void CancelInteract();
|
||||
|
||||
/** 切换选中交互物(Tab/滚轮),Direction: +1下一个 / -1上一个 */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction")
|
||||
void SwitchTarget(int32 Direction);
|
||||
|
||||
/** 注册交互物到检测列表(由 InteractableComponent 的碰撞回调触发) */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction")
|
||||
void RegisterInteractable(UInteractableComponent* Interactable);
|
||||
|
||||
/** 从检测列表注销交互物(离开范围或消耗时触发) */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction")
|
||||
void UnregisterInteractable(UInteractableComponent* Interactable);
|
||||
|
||||
// === 委托 ===
|
||||
|
||||
/** 物品拾取事件 — 通知物品系统(Pickup 类型 ExecuteAnimEvent 中广播) */
|
||||
UPROPERTY(BlueprintAssignable, Category = "Interaction|Events")
|
||||
FMLocalItemEvent OnItemPickedUp;
|
||||
|
||||
/** 物品获得事件 — 通知收集系统(Search 类型 OnAnimLockComplete 中广播) */
|
||||
UPROPERTY(BlueprintAssignable, Category = "Interaction|Events")
|
||||
FMLocalItemEvent OnItemFound;
|
||||
|
||||
// === 可调参数 ===
|
||||
|
||||
/** 角色转向时长(秒) */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interaction|Tuning")
|
||||
float TurnDuration = 0.2f;
|
||||
|
||||
/** 提示 UI 淡入时长(秒) */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interaction|Tuning")
|
||||
float PromptFadeInDuration = 0.2f;
|
||||
|
||||
/** 提示 UI 淡出时长(秒) */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interaction|Tuning")
|
||||
float PromptFadeOutDuration = 0.2f;
|
||||
|
||||
protected:
|
||||
|
||||
virtual void BeginPlay() override;
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
private:
|
||||
|
||||
// === 状态机 ===
|
||||
|
||||
/** 交互系统顶层状态 */
|
||||
EInteractionState State = EInteractionState::Free;
|
||||
|
||||
/** Interacting 子阶段 */
|
||||
EInteractPhase Phase = EInteractPhase::None;
|
||||
|
||||
// === 检测与选择 ===
|
||||
|
||||
/** 当前附近的交互物列表,按水平距离排序 */
|
||||
UPROPERTY()
|
||||
TArray<UInteractableComponent*> NearbyInteractables;
|
||||
|
||||
/** 当前选中的交互物索引 */
|
||||
int32 SelectedIndex = 0;
|
||||
|
||||
/** 当前正在交互的交互物(交互过程中锁定) */
|
||||
UPROPERTY()
|
||||
UInteractableComponent* CurrentInteractable = nullptr;
|
||||
|
||||
// === 摄像机控制 ===
|
||||
|
||||
/** 推镜用临时摄像机 Actor(BeginPlay 中 Spawn) */
|
||||
UPROPERTY()
|
||||
TObjectPtr<APushCameraActor> PushCameraActor;
|
||||
|
||||
/** 推镜是否已发起(Enter阶段一次性标志) */
|
||||
bool bPushStarted = false;
|
||||
|
||||
// === 计时器 ===
|
||||
|
||||
/** 转向已用时间 */
|
||||
float TurnElapsed = 0.0f;
|
||||
|
||||
/** 推镜后等待已用时间 */
|
||||
float WaitElapsed = 0.0f;
|
||||
|
||||
/** 动画事件计时器(如60%时物品消失) */
|
||||
FTimerHandle AnimEventTimerHandle;
|
||||
|
||||
/** 动画结束计时器 */
|
||||
FTimerHandle AnimEndTimerHandle;
|
||||
|
||||
/** 退出阶段回位计时器 */
|
||||
FTimerHandle ExitTimerHandle;
|
||||
|
||||
/** 动画事件是否已触发 */
|
||||
bool bAnimEventFired = false;
|
||||
|
||||
// === UI 配置 ===
|
||||
|
||||
/** 提示 UI 蓝图类(需在编辑器中指定为 WBP_InteractionPrompt) */
|
||||
UPROPERTY(EditAnywhere, Category = "Interaction|UI")
|
||||
TSubclassOf<UInteractionPromptWidget> PromptWidgetClass;
|
||||
|
||||
/** 文本底框 UI 蓝图类(需在编辑器中指定为 WBP_NarrativeText) */
|
||||
UPROPERTY(EditAnywhere, Category = "Interaction|UI")
|
||||
TSubclassOf<UNarrativeTextWidget> NarrativeWidgetClass;
|
||||
|
||||
/** 提示 UI 高度偏移(交互物上方的世界空间 Z 偏移,cm) */
|
||||
UPROPERTY(EditAnywhere, Category = "Interaction|UI")
|
||||
float PromptHeightOffset = 80.0f;
|
||||
|
||||
// === UI 实例 ===
|
||||
|
||||
/** 交互提示 Widget 实例 */
|
||||
UPROPERTY()
|
||||
TObjectPtr<UInteractionPromptWidget> PromptWidget;
|
||||
|
||||
/** 文本底框 Widget 实例 */
|
||||
UPROPERTY()
|
||||
TObjectPtr<UNarrativeTextWidget> NarrativeWidget;
|
||||
|
||||
// === 文本选择 ===
|
||||
|
||||
/** 上次显示的叙事文本(用于不重复选取) */
|
||||
FString LastNarrativeText;
|
||||
|
||||
// === 内部方法 ===
|
||||
|
||||
/** 更新选中交互物(排序后 SelectedIndex = 0) */
|
||||
void UpdateSelection();
|
||||
|
||||
/** 更新提示 UI 内容和位置 */
|
||||
void UpdatePromptUI();
|
||||
|
||||
/** 隐藏提示 UI */
|
||||
void HidePrompt();
|
||||
|
||||
/** 更新提示 UI 的屏幕空间位置(跟随交互物世界位置投影) */
|
||||
void UpdatePromptScreenPosition(UInteractableComponent* Interactable);
|
||||
|
||||
/** Enter 阶段 Tick:转向插值 + 推镜 + 等待 */
|
||||
void TickEnterPhase(float DeltaTime);
|
||||
|
||||
/** AnimLock 阶段 Tick(v0.1 由计时器驱动,此处可为空) */
|
||||
void TickAnimLockPhase(float DeltaTime);
|
||||
|
||||
/** Exit 阶段 Tick(v0.1 由定时器驱动回 Free) */
|
||||
void TickExitPhase(float DeltaTime);
|
||||
|
||||
/** Enter 阶段完成后,根据交互类型分发到下一阶段 */
|
||||
void TransitionFromEnter();
|
||||
|
||||
/** 进入 AnimLock 阶段:播放蒙太奇或启动计时器 */
|
||||
void EnterAnimLockPhase();
|
||||
|
||||
/** 动画事件触发点回调(如拾取物消失、门状态切换) */
|
||||
void ExecuteAnimEvent();
|
||||
|
||||
/** 动画结束回调 */
|
||||
void OnAnimLockComplete();
|
||||
|
||||
/** 显示叙事文本(v0.1 用日志输出) */
|
||||
void ShowNarrativeText(const FString& Text);
|
||||
|
||||
/** 隐藏叙事文本(v0.1 用日志输出) */
|
||||
void HideNarrativeText();
|
||||
|
||||
/** 推镜:移动 PushCameraActor 并切换 ViewTarget */
|
||||
void PushCamera(FVector Target, float Duration);
|
||||
|
||||
/** 相机回位:切换回 Character 的 FollowCamera */
|
||||
void ReturnCamera(float Duration);
|
||||
|
||||
/** 计算推镜目标位置 */
|
||||
FVector CalculatePushPosition(UInteractableComponent* Interactable);
|
||||
|
||||
/** 随机选取叙事文本,排除上次 */
|
||||
FString PickRandomNarrative(const TArray<FString>& Texts);
|
||||
|
||||
/** Exit 阶段定时器回调:回到 Free 状态 */
|
||||
void OnExitTimerComplete();
|
||||
};
|
||||
@@ -0,0 +1,67 @@
|
||||
// ChildHood Project - 交互提示 UI 基类 实现
|
||||
|
||||
#include "Interaction/InteractionPromptWidget.h"
|
||||
#include "Components/TextBlock.h"
|
||||
|
||||
void UInteractionPromptWidget::NativeOnInitialized()
|
||||
{
|
||||
Super::NativeOnInitialized();
|
||||
|
||||
// 初始隐藏
|
||||
SetVisibility(ESlateVisibility::Hidden);
|
||||
}
|
||||
|
||||
void UInteractionPromptWidget::SetPromptText(const FString& Text)
|
||||
{
|
||||
if (PromptTextBlock)
|
||||
{
|
||||
PromptTextBlock->SetText(FText::FromString(Text));
|
||||
}
|
||||
}
|
||||
|
||||
void UInteractionPromptWidget::SetScreenPosition(const FVector2D& Position)
|
||||
{
|
||||
// 使用 RenderTranslation 偏移 Widget 位置
|
||||
// 蓝图中 CanvasPanel 的 Anchors 应设置为屏幕左上角
|
||||
// 此处直接设置 RenderTranslation 来移动位置
|
||||
SetRenderTranslation(Position);
|
||||
}
|
||||
|
||||
void UInteractionPromptWidget::Show()
|
||||
{
|
||||
if (bIsVisible) return;
|
||||
bIsVisible = true;
|
||||
|
||||
SetVisibility(ESlateVisibility::HitTestInvisible);
|
||||
|
||||
if (FadeInAnim)
|
||||
{
|
||||
PlayAnimation(FadeInAnim, 0.0f, 1, EUMGSequencePlayMode::Forward, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void UInteractionPromptWidget::Hide()
|
||||
{
|
||||
if (!bIsVisible) return;
|
||||
|
||||
if (FadeOutAnim)
|
||||
{
|
||||
PlayAnimation(FadeOutAnim, 0.0f, 1, EUMGSequencePlayMode::Forward, 1.0f);
|
||||
// 动画播完后隐藏(简单方案:直接设置定时器隐藏)
|
||||
// 动画时长由蓝图中的 FadeOutAnim 决定,这里用固定 0.2s
|
||||
FTimerHandle TempHandle;
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
World->GetTimerManager().SetTimer(TempHandle, [this]()
|
||||
{
|
||||
bIsVisible = false;
|
||||
SetVisibility(ESlateVisibility::Hidden);
|
||||
}, 0.2f, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bIsVisible = false;
|
||||
SetVisibility(ESlateVisibility::Hidden);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
// ChildHood Project - 交互提示 UI 基类
|
||||
// 对应技术方案: docs/technical/交互系统-技术方案.md 第6节(提示UI显示/隐藏)
|
||||
// 职责:屏幕空间悬浮提示 "[E] 动作词 名称",跟随交互物位置
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "InteractionPromptWidget.generated.h"
|
||||
|
||||
class UTextBlock;
|
||||
|
||||
/**
|
||||
* UInteractionPromptWidget
|
||||
*
|
||||
* 交互提示 UI 的 C++ 基类。蓝图子类(WBP_InteractionPrompt)继承此类,
|
||||
* 在 UMG 编辑器中布局可视组件,并确保组件名与 BindWidget 匹配。
|
||||
*
|
||||
* 绑定要求:
|
||||
* - TextBlock 名为 "PromptTextBlock" — 显示提示文字
|
||||
* - WidgetAnimation 名为 "FadeInAnim" — 淡入动画(0.2s)
|
||||
* - WidgetAnimation 名为 "FadeOutAnim" — 淡出动画(0.2s)
|
||||
*/
|
||||
UCLASS(Abstract, Blueprintable)
|
||||
class UInteractionPromptWidget : public UUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
/** 设置提示文字内容 */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction|Prompt")
|
||||
void SetPromptText(const FString& Text);
|
||||
|
||||
/** 设置屏幕空间位置(由 InteractionManager 每帧调用) */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction|Prompt")
|
||||
void SetScreenPosition(const FVector2D& Position);
|
||||
|
||||
/** 显示提示(播放淡入动画) */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction|Prompt")
|
||||
void Show();
|
||||
|
||||
/** 隐藏提示(播放淡出动画) */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction|Prompt")
|
||||
void Hide();
|
||||
|
||||
protected:
|
||||
|
||||
/** 提示文字 TextBlock,蓝图子类必须有一个同名 TextBlock */
|
||||
UPROPERTY(meta = (BindWidget))
|
||||
UTextBlock* PromptTextBlock;
|
||||
|
||||
/** 淡入动画(0.2s Opacity 0→1),蓝图子类必须有同名 WidgetAnimation */
|
||||
UPROPERTY(meta = (BindWidgetAnim), Transient)
|
||||
UWidgetAnimation* FadeInAnim;
|
||||
|
||||
/** 淡出动画(0.2s Opacity 1→0),蓝图子类必须有同名 WidgetAnimation */
|
||||
UPROPERTY(meta = (BindWidgetAnim), Transient)
|
||||
UWidgetAnimation* FadeOutAnim;
|
||||
|
||||
/** 是否正在显示中 */
|
||||
bool bIsVisible = false;
|
||||
|
||||
virtual void NativeOnInitialized() override;
|
||||
};
|
||||
@@ -0,0 +1,178 @@
|
||||
// ChildHood Project - 交互系统数据类型定义
|
||||
// 对应技术方案: docs/technical/交互系统-技术方案.md 第5节(核心数据结构)+ 第12节(跨场景持久化)
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "InteractionTypes.generated.h"
|
||||
|
||||
// ============================================================================
|
||||
// 枚举
|
||||
// ============================================================================
|
||||
|
||||
/** 交互类型 */
|
||||
UENUM(BlueprintType)
|
||||
enum class EInteractType : uint8
|
||||
{
|
||||
Examine UMETA(DisplayName = "观察"),
|
||||
Pickup UMETA(DisplayName = "拾取"),
|
||||
Operate UMETA(DisplayName = "操作"),
|
||||
Talk UMETA(DisplayName = "对话")
|
||||
};
|
||||
|
||||
/** 操作子类型(仅 Operate 类型有效) */
|
||||
UENUM(BlueprintType)
|
||||
enum class EOperateSubType : uint8
|
||||
{
|
||||
Door UMETA(DisplayName = "门(开关切换)"),
|
||||
Search UMETA(DisplayName = "翻找")
|
||||
};
|
||||
|
||||
/** 交互系统顶层状态 */
|
||||
UENUM(BlueprintType)
|
||||
enum class EInteractionState : uint8
|
||||
{
|
||||
Free UMETA(DisplayName = "自由状态"),
|
||||
Interacting UMETA(DisplayName = "交互中"),
|
||||
SubSystem UMETA(DisplayName = "子系统(v0.1预留)"),
|
||||
Cutscene UMETA(DisplayName = "过场(v0.1预留)")
|
||||
};
|
||||
|
||||
/** Interacting 子阶段 */
|
||||
UENUM(BlueprintType)
|
||||
enum class EInteractPhase : uint8
|
||||
{
|
||||
None UMETA(DisplayName = "无"),
|
||||
Enter UMETA(DisplayName = "进入(转向+推镜)"),
|
||||
AnimLock UMETA(DisplayName = "动画锁定"),
|
||||
Active UMETA(DisplayName = "活跃(等待输入)"),
|
||||
Exit UMETA(DisplayName = "退出(回位)")
|
||||
};
|
||||
|
||||
/** 交互结束后动作 */
|
||||
UENUM(BlueprintType)
|
||||
enum class EPostAction : uint8
|
||||
{
|
||||
Return UMETA(DisplayName = "回到Free"),
|
||||
Minigame UMETA(DisplayName = "小游戏(v0.1预留)"),
|
||||
Dialogue UMETA(DisplayName = "对话(v0.1预留)"),
|
||||
SceneChange UMETA(DisplayName = "场景切换(v0.1预留)")
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// 配置数据结构
|
||||
// ============================================================================
|
||||
|
||||
/** 可交互物配置数据 — 每个交互物实例独立配置 */
|
||||
USTRUCT(BlueprintType)
|
||||
struct FInteractableData
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
// === 基本信息 ===
|
||||
|
||||
/** 唯一ID(如 "fridge_home"),用于持久化存储和物品系统对接 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Basic")
|
||||
FName ItemId;
|
||||
|
||||
/** 显示名称(如 "旧冰箱"),用于提示UI */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Basic")
|
||||
FString DisplayName;
|
||||
|
||||
/** 交互类型 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Basic")
|
||||
EInteractType Type = EInteractType::Examine;
|
||||
|
||||
/** 操作子类型,仅 Type==Operate 时可见可编辑 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Basic",
|
||||
meta = (EditCondition = "Type == EInteractType::Operate", EditConditionHides))
|
||||
EOperateSubType OperateSubType = EOperateSubType::Door;
|
||||
|
||||
// === 触发 ===
|
||||
|
||||
/** 触发半径(cm),默认1.5m */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Trigger",
|
||||
meta = (ClampMin = "50.0", ClampMax = "500.0"))
|
||||
float TriggerRadius = 150.0f;
|
||||
|
||||
/** 是否一次性消耗(消耗后不再可交互) */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Trigger")
|
||||
bool bOneShot = false;
|
||||
|
||||
// === 提示文本 ===
|
||||
|
||||
/** 动作词(如 "查看"、"拾取"、"打开") */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Prompt")
|
||||
FString InteractVerb;
|
||||
|
||||
/** 备选动词(如 "关上"),门打开时使用,仅 Operate+Door 时可见 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Prompt",
|
||||
meta = (EditCondition = "Type == EInteractType::Operate && OperateSubType == EOperateSubType::Door"))
|
||||
FString InteractVerbAlt;
|
||||
|
||||
// === 叙事/对话文本 ===
|
||||
|
||||
/** 文本列表,随机选取,不重复上次 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Text")
|
||||
TArray<FString> NarrativeTexts;
|
||||
|
||||
// === 摄像机推镜 ===
|
||||
|
||||
/** 是否使用摄像机推镜 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Camera")
|
||||
bool bUseCameraPush = false;
|
||||
|
||||
/** 推镜距离(cm),仅 bUseCameraPush 时可编辑 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Camera",
|
||||
meta = (EditCondition = "bUseCameraPush", ClampMin = "10.0", ClampMax = "300.0"))
|
||||
float CameraPushDistance = 80.0f;
|
||||
|
||||
/** 推镜过渡时长(秒),仅 bUseCameraPush 时可编辑 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Camera",
|
||||
meta = (EditCondition = "bUseCameraPush", ClampMin = "0.1", ClampMax = "2.0"))
|
||||
float CameraPushDuration = 0.5f;
|
||||
|
||||
/** 相机回位时长(秒),仅 bUseCameraPush 时可编辑 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Camera",
|
||||
meta = (EditCondition = "bUseCameraPush", ClampMin = "0.1", ClampMax = "2.0"))
|
||||
float CameraReturnDuration = 0.3f;
|
||||
|
||||
/** 推镜完成后到文本显示的等待时间(秒),仅 bUseCameraPush 时可编辑 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Camera",
|
||||
meta = (EditCondition = "bUseCameraPush", ClampMin = "0.0", ClampMax = "1.0"))
|
||||
float PushWaitDelay = 0.2f;
|
||||
|
||||
// === 动画 ===
|
||||
|
||||
/** 交互动画蒙太奇(可选,为空时用计时器模拟) */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Anim")
|
||||
TObjectPtr<UAnimMontage> InteractMontage;
|
||||
|
||||
/** 无蒙太奇时的动画持续时间(秒) */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Anim",
|
||||
meta = (ClampMin = "0.1", ClampMax = "5.0"))
|
||||
float AnimDuration = 1.0f;
|
||||
|
||||
/** 动画事件触发点(0-1比例),如0.6表示动画播放至60%时触发物品消失 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Anim",
|
||||
meta = (ClampMin = "0.0", ClampMax = "1.0"))
|
||||
float AnimEventTimepoint = 0.6f;
|
||||
|
||||
// === 结束动作 ===
|
||||
|
||||
/** 交互结束后的动作 */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Interact|Post")
|
||||
EPostAction PostAction = EPostAction::Return;
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// 委托
|
||||
// ============================================================================
|
||||
|
||||
/** 物品拾取/获得事件 — 通知物品系统和收集系统 */
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(
|
||||
FMLocalItemEvent,
|
||||
FName, ItemId,
|
||||
const FString&, DisplayName,
|
||||
const FName&, Category
|
||||
);
|
||||
@@ -0,0 +1,57 @@
|
||||
// ChildHood Project - 文本底框 UI 基类 实现
|
||||
|
||||
#include "Interaction/NarrativeTextWidget.h"
|
||||
#include "Components/TextBlock.h"
|
||||
|
||||
void UNarrativeTextWidget::NativeOnInitialized()
|
||||
{
|
||||
Super::NativeOnInitialized();
|
||||
|
||||
// 初始隐藏
|
||||
SetVisibility(ESlateVisibility::Hidden);
|
||||
}
|
||||
|
||||
void UNarrativeTextWidget::SetNarrativeText(const FString& Text)
|
||||
{
|
||||
if (NarrativeTextBlock)
|
||||
{
|
||||
NarrativeTextBlock->SetText(FText::FromString(Text));
|
||||
}
|
||||
}
|
||||
|
||||
void UNarrativeTextWidget::Show()
|
||||
{
|
||||
if (bIsVisible) return;
|
||||
bIsVisible = true;
|
||||
|
||||
SetVisibility(ESlateVisibility::HitTestInvisible);
|
||||
|
||||
if (FadeInAnim)
|
||||
{
|
||||
PlayAnimation(FadeInAnim, 0.0f, 1, EUMGSequencePlayMode::Forward, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void UNarrativeTextWidget::Hide()
|
||||
{
|
||||
if (!bIsVisible) return;
|
||||
|
||||
if (FadeOutAnim)
|
||||
{
|
||||
PlayAnimation(FadeOutAnim, 0.0f, 1, EUMGSequencePlayMode::Forward, 1.0f);
|
||||
FTimerHandle TempHandle;
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
World->GetTimerManager().SetTimer(TempHandle, [this]()
|
||||
{
|
||||
bIsVisible = false;
|
||||
SetVisibility(ESlateVisibility::Hidden);
|
||||
}, 0.2f, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bIsVisible = false;
|
||||
SetVisibility(ESlateVisibility::Hidden);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,66 @@
|
||||
// ChildHood Project - 文本底框 UI 基类
|
||||
// 对应技术方案: docs/technical/交互系统-技术方案.md 第6节(通用文本显示UI)
|
||||
// 职责:半透明底框 + 一句话叙事/对话文本,带淡入淡出
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "NarrativeTextWidget.generated.h"
|
||||
|
||||
class UTextBlock;
|
||||
|
||||
/**
|
||||
* UNarrativeTextWidget
|
||||
*
|
||||
* 文本底框 UI 的 C++ 基类。蓝图子类(WBP_NarrativeText)继承此类,
|
||||
* 在 UMG 编辑器中布局可视组件,并确保组件名与 BindWidget 匹配。
|
||||
*
|
||||
* 绑定要求:
|
||||
* - TextBlock 名为 "NarrativeTextBlock" — 显示叙事/对话文字
|
||||
* - WidgetAnimation 名为 "FadeInAnim" — 淡入动画(0.2s)
|
||||
* - WidgetAnimation 名为 "FadeOutAnim" — 淡出动画(0.2s)
|
||||
*
|
||||
* 布局要求:
|
||||
* - Anchors: Horizontal Center, Vertical ~0.6(屏幕中心偏下)
|
||||
* - Border: 半透明黑色背景(~60%),圆角,SizeToContent
|
||||
* - TextBlock: 白色文字,居中,自动换行
|
||||
*/
|
||||
UCLASS(Abstract, Blueprintable)
|
||||
class UNarrativeTextWidget : public UUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
/** 设置叙事文本内容 */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction|Narrative")
|
||||
void SetNarrativeText(const FString& Text);
|
||||
|
||||
/** 显示文本(播放淡入动画) */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction|Narrative")
|
||||
void Show();
|
||||
|
||||
/** 隐藏文本(播放淡出动画) */
|
||||
UFUNCTION(BlueprintCallable, Category = "Interaction|Narrative")
|
||||
void Hide();
|
||||
|
||||
protected:
|
||||
|
||||
/** 叙事文字 TextBlock,蓝图子类必须有一个同名 TextBlock */
|
||||
UPROPERTY(meta = (BindWidget))
|
||||
UTextBlock* NarrativeTextBlock;
|
||||
|
||||
/** 淡入动画(0.2s),蓝图子类必须有同名 WidgetAnimation */
|
||||
UPROPERTY(meta = (BindWidgetAnim), Transient)
|
||||
UWidgetAnimation* FadeInAnim;
|
||||
|
||||
/** 淡出动画(0.2s),蓝图子类必须有同名 WidgetAnimation */
|
||||
UPROPERTY(meta = (BindWidgetAnim), Transient)
|
||||
UWidgetAnimation* FadeOutAnim;
|
||||
|
||||
/** 是否正在显示中 */
|
||||
bool bIsVisible = false;
|
||||
|
||||
virtual void NativeOnInitialized() override;
|
||||
};
|
||||
@@ -0,0 +1,19 @@
|
||||
// ChildHood Project - 推镜用临时摄像机 实现
|
||||
|
||||
#include "Interaction/PushCameraActor.h"
|
||||
|
||||
#include "Camera/CameraComponent.h"
|
||||
|
||||
// ============================================================================
|
||||
// 构造函数
|
||||
// ============================================================================
|
||||
|
||||
APushCameraActor::APushCameraActor()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = false;
|
||||
|
||||
// 创建摄像机组件
|
||||
CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
|
||||
// 不需要根组件的碰撞
|
||||
SetRootComponent(CameraComp);
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
// ChildHood Project - 推镜用临时摄像机
|
||||
// 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:极简 Actor,仅持有一个 UCameraComponent,供 SetViewTargetWithBlend 使用
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "PushCameraActor.generated.h"
|
||||
|
||||
class UCameraComponent;
|
||||
|
||||
/**
|
||||
* APushCameraActor
|
||||
*
|
||||
* 交互系统推镜时使用的临时摄像机 Actor。
|
||||
* 由 InteractionManager 在 BeginPlay 中 Spawn,随 Character 生命周期。
|
||||
* InteractionManager 在推镜时设置其 Location/Rotation,
|
||||
* 然后通过 PlayerController::SetViewTargetWithBlend 切换 ViewTarget。
|
||||
*/
|
||||
UCLASS()
|
||||
class APushCameraActor : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
APushCameraActor();
|
||||
|
||||
/** 推镜摄像机组件 */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
UCameraComponent* CameraComp;
|
||||
};
|
||||
Binary file not shown.
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+129
-7
@@ -1,8 +1,8 @@
|
||||
# 交互系统 技术设计文档(v0.1)
|
||||
|
||||
> 对应执行案: `docs/design/交互系统-执行案.md` (v0.1.2)
|
||||
> 关联系统: 角色控制系统、物品系统、收集系统
|
||||
> 日期: 2026-06-07
|
||||
> 关联系统: 角色控制系统、物品系统、收集系统、GameInstance 持久化层
|
||||
> 日期: 2026-06-07(2026-06-11 更新:加入多场景持久化架构)
|
||||
|
||||
---
|
||||
|
||||
@@ -14,6 +14,16 @@
|
||||
**预估工期**:5-7 天
|
||||
**新增/修改代码量**:约 600-800 行 C++ + 3 个 UMG 蓝图
|
||||
|
||||
### 跨场景持久化架构
|
||||
|
||||
> 本项目后续将支持多场景切换(如城郊 → 乡下)。UE5 的 `OpenLevel()` 会销毁整个旧 World,包括 Character 及其所有 UActorComponent。因此需要将**持久数据**与**运行时行为**分离:
|
||||
|
||||
- **持久数据层**:`UChildHoodGameInstance`(跨关卡存活),存储已收集物品 ID、门状态等
|
||||
- **行为层**:`UInteractionManager` / `UInteractableComponent`(随 Character/场景销毁),仅负责运行时交互逻辑
|
||||
- **恢复机制**:`AInteractableActor::BeginPlay()` 时查询 GameInstance,若物品已收集则隐藏并禁用交互
|
||||
|
||||
v0.1 为单场景原型,此架构以接口预留形式存在,不影响当前功能。详见 [第 12 节:跨场景持久化设计](#12-跨场景持久化设计)。
|
||||
|
||||
---
|
||||
|
||||
## 1. 需求功能点罗列
|
||||
@@ -130,6 +140,16 @@ classDiagram
|
||||
+GetInteractionManager() UInteractionManager*
|
||||
}
|
||||
|
||||
class UChildHoodGameInstance {
|
||||
-TSet~FName~ CollectedItemIDs
|
||||
-TMap~FName_bool~ DoorStates
|
||||
+IsItemCollected(FName ItemId) bool
|
||||
+MarkItemCollected(FName ItemId) void
|
||||
+IsDoorOpen(FName DoorId) bool
|
||||
+SetDoorOpen(FName DoorId, bool bIsOpen) void
|
||||
+ResetAll() void
|
||||
}
|
||||
|
||||
class AChildHoodPlayerController {
|
||||
+SetupInputComponent() void
|
||||
+OnInteractPressed() void
|
||||
@@ -186,6 +206,7 @@ classDiagram
|
||||
+ToggleDoor() void
|
||||
+IsDoorOpen() bool
|
||||
+GetWorldLocation() FVector
|
||||
+RestorePersistentState(UChildHoodGameInstance*) void
|
||||
#OnDetectionOverlapBegin(UPrimitiveComponent*, AActor*) void
|
||||
#OnDetectionOverlapEnd(UPrimitiveComponent*, AActor*) void
|
||||
}
|
||||
@@ -230,6 +251,8 @@ classDiagram
|
||||
AInteractableActor *-- UStaticMeshComponent : 组合
|
||||
UInteractableComponent *-- FInteractableData : 组合(内含)
|
||||
UInteractableComponent o-- USphereComponent : 聚合(引用子对象)
|
||||
UInteractableComponent ..> UChildHoodGameInstance : 恢复持久状态
|
||||
UInteractionManager ..> UChildHoodGameInstance : 写入消耗/门状态
|
||||
```
|
||||
|
||||
### 关系类型说明
|
||||
@@ -239,15 +262,17 @@ classDiagram
|
||||
| 组合 `*--` | 生命周期绑定 | Character 持有 InteractionManager;InteractableActor 持有 InteractableComponent |
|
||||
| 聚合 `o--` | 引用但非拥有 | InteractionManager 引用 PushCameraActor;InteractableComponent 引用 DetectionSphere(子对象) |
|
||||
| 关联 `-->` | 持久引用 | Character 关联 PlayerController;InteractionManager 引用 InteractableComponent 列表 |
|
||||
| 依赖 `..>` | 临时使用 | InteractableComponent 从 GameInstance 恢复状态;InteractionManager 向 GameInstance 写入消耗/门状态 |
|
||||
|
||||
### 新增类
|
||||
|
||||
| 类名 | 类型 | 职责 | 位置 |
|
||||
|------|------|------|------|
|
||||
| `UInteractionManager` | UActorComponent | 交互全流程状态机、检测选择、类型分发、摄像机/转向/UI 控制 | `Source/ChildHood/Interaction/` |
|
||||
| `UInteractableComponent` | UActorComponent | 单个交互物配置数据、触发区域、运行时状态 | `Source/ChildHood/Interaction/` |
|
||||
| `UInteractableComponent` | UActorComponent | 单个交互物配置数据、触发区域、运行时状态、跨场景持久状态恢复 | `Source/ChildHood/Interaction/` |
|
||||
| `AInteractableActor` | AActor | 通用交互物 Actor 基类,持有 Mesh + InteractableComponent | `Source/ChildHood/Interaction/` |
|
||||
| `APushCameraActor` | AActor | 推镜用临时摄像机,仅含 UCameraComponent | `Source/ChildHood/Interaction/` |
|
||||
| `UChildHoodGameInstance` | UGameInstance | 跨关卡持久数据持有者:已收集物品 ID、门状态等 | `Source/ChildHood/` |
|
||||
|
||||
### 修改类
|
||||
|
||||
@@ -599,6 +624,7 @@ void UInteractionManager::SwitchTarget(int32 Direction)
|
||||
- **结束回到 Free**:Exit 阶段完成后 `State = Free`
|
||||
- **检测标记恢复**:回到 Free 后检查 `NearbyInteractables.Num() > 0`,若有则立即更新提示 UI
|
||||
- **oneShot 消耗**:`Consume()` 设置 `bIsConsumed = true`,注销检测区域(`DetectionSphere->SetCollisionEnabled(ECollisionEnabled::NoCollision)`),从 NearbyInteractables 中移除
|
||||
- **跨场景持久化**:`Consume()` 同时调用 `GameInstance->MarkItemCollected(ItemId)` 写入持久层,确保场景切换后仍可恢复已消耗状态
|
||||
|
||||
---
|
||||
|
||||
@@ -794,6 +820,11 @@ void UInteractionManager::EnterAnimLockPhase()
|
||||
if (Data.Type == EInteractType::Operate && Data.OperateSubType == EOperateSubType::Door)
|
||||
{
|
||||
CurrentInteractable->ToggleDoor(); // bDoorIsOpen = !bDoorIsOpen
|
||||
// 持久化门状态到 GameInstance
|
||||
if (UChildHoodGameInstance* GI = GetWorld()->GetGameInstance<UChildHoodGameInstance>())
|
||||
{
|
||||
GI->SetDoorOpen(Data.ItemId, CurrentInteractable->IsDoorOpen());
|
||||
}
|
||||
// 通知 Actor 处理门 Mesh 旋转
|
||||
if (AInteractableActor* Owner = Cast<AInteractableActor>(CurrentInteractable->GetOwner()))
|
||||
Owner->OnInteractStarted(CurrentInteractable);
|
||||
@@ -917,7 +948,7 @@ void UInteractionManager::EnterAnimLockPhase()
|
||||
1. **Tick 开关优化**:State == Free 且 NearbyInteractables 为空时,关闭 TickComponent(`SetComponentTickEnabled(false)`)。注册首个交互物时开启。
|
||||
2. **推镜摄像机生命周期**:APushCameraActor 在 InteractionManager::BeginPlay 中 Spawn,随 Character 生命周期,不反复创建/销毁。
|
||||
3. **委托通知时机**:OnItemPickedUp / OnItemFound 在 ExecuteAnimEvent() 中广播,此时动画尚未结束。物品系统和收集系统需处理"动画未结束但已通知"的情况(v0.1 物品系统尚未实现,此通知仅作为架构预留)。
|
||||
4. **门状态持久化**:v0.1 门状态仅保存在内存中(bDoorIsOpen),关卡重新加载后重置。不需要持久化到存档。
|
||||
4. **门状态持久化**:门状态通过 `UChildHoodGameInstance` 持久化。每次开关门时写入 `GI->SetDoorOpen()`,`InteractableComponent::RestorePersistentState()` 在 BeginPlay 时读取恢复。v0.1 单场景下等效于首次加载时所有门为关闭状态。
|
||||
5. **NPC 对话简化**:v0.1 Talk 类型在架构上与 Examine 共用 Active 阶段逻辑,仅文本来源不同。后续版本加入对话树时需扩展 Active 阶段。
|
||||
|
||||
---
|
||||
@@ -988,10 +1019,11 @@ AInteractableActor (编辑器实例)
|
||||
Source/ChildHood/
|
||||
├── Interaction/
|
||||
│ ├── InteractionTypes.h # 枚举、结构体、委托定义
|
||||
│ ├── InteractionManager.h/.cpp # 交互状态机核心组件
|
||||
│ ├── InteractableComponent.h/.cpp # 可交互物组件(数据+检测)
|
||||
│ ├── InteractableActor.h/.cpp # 通用交互物 Actor 基类
|
||||
│ ├── InteractionManager.h/.cpp # 交互状态机核心组件(含 GameInstance 写入调用)
|
||||
│ ├── InteractableComponent.h/.cpp # 可交互物组件(数据+检测+持久状态恢复)
|
||||
│ ├── InteractableActor.h/.cpp # 通用交互物 Actor 基类(BeginPlay 调用恢复)
|
||||
│ └── PushCameraActor.h/.cpp # 推镜用临时摄像机
|
||||
├── ChildHoodGameInstance.h/.cpp # 新增:跨关卡持久数据持有者
|
||||
├── ChildHoodCharacter.h/.cpp # 修改:添加交互支持
|
||||
└── ChildHoodPlayerController.h/.cpp # 修改:添加交互输入绑定
|
||||
|
||||
@@ -1013,6 +1045,96 @@ Content/
|
||||
|
||||
---
|
||||
|
||||
## 12. 跨场景持久化设计
|
||||
|
||||
> UE5 的 `OpenLevel()`(非无缝跳转)会销毁整个旧 World,包括 Character 及其所有 UActorComponent。本节定义交互系统如何通过 `UChildHoodGameInstance` 实现跨场景数据持久化。
|
||||
|
||||
### 架构原则
|
||||
|
||||
```
|
||||
┌──────────────────────────────────────────┐
|
||||
│ UChildHoodGameInstance │ ← 跨关卡存活
|
||||
│ ├── CollectedItemIDs: TSet<FName> │ 交互物消耗状态
|
||||
│ └── DoorStates: TMap<FName, bool> │ 门开关状态
|
||||
└──────────────────────────────────────────┘
|
||||
↕ 读取/写入
|
||||
┌──────────────────────────────────────────┐
|
||||
│ 场景中的 AInteractableActor │ ← 随场景加载/销毁
|
||||
│ └── BeginPlay → RestorePersistentState │ 查询并恢复状态
|
||||
└──────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### UChildHoodGameInstance 接口
|
||||
|
||||
```cpp
|
||||
UCLASS()
|
||||
class UChildHoodGameInstance : public UGameInstance
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// === 物品消耗状态 ===
|
||||
bool IsItemCollected(FName ItemId) const;
|
||||
void MarkItemCollected(FName ItemId);
|
||||
|
||||
// === 门状态 ===
|
||||
bool IsDoorOpen(FName DoorId) const;
|
||||
void SetDoorOpen(FName DoorId, bool bIsOpen);
|
||||
|
||||
// === 重置(新游戏时调用)===
|
||||
void ResetAll();
|
||||
|
||||
private:
|
||||
TSet<FName> CollectedItemIDs;
|
||||
TMap<FName, bool> DoorStates;
|
||||
};
|
||||
```
|
||||
|
||||
### 恢复流程
|
||||
|
||||
`AInteractableActor::BeginPlay()` 或 `UInteractableComponent::BeginPlay()` 中:
|
||||
|
||||
```cpp
|
||||
void UInteractableComponent::RestorePersistentState(UChildHoodGameInstance* GI)
|
||||
{
|
||||
if (!GI) return;
|
||||
|
||||
// oneShot 物品:已消耗 → 隐藏 + 禁用检测
|
||||
if (Data.bOneShot && GI->IsItemCollected(Data.ItemId))
|
||||
{
|
||||
bIsConsumed = true;
|
||||
if (USphereComponent* Sphere = DetectionSphere)
|
||||
Sphere->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
if (AInteractableActor* Owner = Cast<AInteractableActor>(GetOwner()))
|
||||
Owner->SetActorHiddenInGame(true);
|
||||
}
|
||||
|
||||
// 门:恢复开关状态
|
||||
if (Data.Type == EInteractType::Operate && Data.OperateSubType == EOperateSubType::Door)
|
||||
{
|
||||
bDoorIsOpen = GI->IsDoorOpen(Data.ItemId);
|
||||
// 通知 Actor 应用视觉状态
|
||||
if (AInteractableActor* Owner = Cast<AInteractableActor>(GetOwner()))
|
||||
Owner->OnInteractStarted(this); // 复用已有的 Mesh 旋转逻辑
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 写入时机
|
||||
|
||||
| 事件 | 调用位置 | 写入方法 |
|
||||
|------|---------|---------|
|
||||
| oneShot 物品被消耗 | `UInteractableComponent::Consume()` | `GI->MarkItemCollected(ItemId)` |
|
||||
| 门开关状态变化 | `InteractionManager::ExecuteAnimEvent()` Door 分支 | `GI->SetDoorOpen(ItemId, bIsOpen)` |
|
||||
|
||||
### v0.1 行为
|
||||
|
||||
- v0.1 为单场景原型,不存在跨场景切换
|
||||
- `UChildHoodGameInstance` 在 v0.1 中以空数据初始化,所有 `IsItemCollected()` 返回 false
|
||||
- 后续多场景版本只需在 Project Settings 中将 GameInstance Class 设为 `UChildHoodGameInstance`,无需修改交互系统代码
|
||||
|
||||
---
|
||||
|
||||
## 工期预估与实现拆分
|
||||
|
||||
### 工作量估算
|
||||
|
||||
+159
-14
@@ -2,8 +2,8 @@
|
||||
|
||||
> 任务ID: P-009
|
||||
> 对应执行案: `docs/design/收集系统-执行案.md` (v0.1.1)
|
||||
> 关联系统: 物品系统(上游单向接收)、交互系统(间接,通过物品系统委托)
|
||||
> 日期: 2026-06-07
|
||||
> 关联系统: 物品系统(上游单向接收)、交互系统(间接,通过物品系统委托)、GameInstance 持久化层
|
||||
> 日期: 2026-06-07(2026-06-11 更新:加入多场景持久化架构)
|
||||
|
||||
---
|
||||
|
||||
@@ -15,6 +15,16 @@
|
||||
**预估工期**:2-3 天
|
||||
**新增/修改代码量**:约 250-350 行 C++ + 3 个 UMG 蓝图
|
||||
|
||||
### 跨场景持久化架构
|
||||
|
||||
> 收集进度是玩家核心持久数据。当前设计中 `UCollectionManager` 将「行为控制」(UI、通知、动画)和「持久数据」(CollectedIDs、Progress)混在同一组件,随 Character 销毁而丢失。需要通过数据层分离解决:
|
||||
|
||||
- **持久数据层**:收集状态(CollectedIDs、Progress、bIsComplete)存储在 `UChildHoodGameInstance` 中(跨关卡存活)
|
||||
- **行为层**:`UCollectionManager` 仅负责运行时 UI 控制和委托监听,BeginPlay 时从 GameInstance 恢复状态
|
||||
- **交互物恢复**:场景中的已收集物品由交互系统通过 `InteractableComponent::RestorePersistentState()` 处理(见交互系统技术方案第 12 节)
|
||||
|
||||
v0.1 为单场景原型,此架构以接口预留形式存在,不影响当前功能。详见 [第 12 节:跨场景持久化设计](#12-跨场景持久化设计)。
|
||||
|
||||
---
|
||||
|
||||
## 1. 需求功能点罗列
|
||||
@@ -123,6 +133,17 @@ classDiagram
|
||||
-CheckCompletion() void
|
||||
-ShowCompletionPrompt() void
|
||||
-UpdateProgressUI() void
|
||||
-LoadStateFromGameInstance() void
|
||||
-SaveStateToGameInstance() void
|
||||
}
|
||||
|
||||
class UChildHoodGameInstance {
|
||||
-TSet~FName~ CollectedItemIDs
|
||||
-int32 CollectionProgress
|
||||
-bool bCollectionComplete
|
||||
+GetCollectionState(TSet_FName_&, int32&, bool&) void
|
||||
+SetCollectionState(TSet_FName_&, int32, bool) void
|
||||
+ResetAll() void
|
||||
}
|
||||
|
||||
class UCollectionNotifWidget {
|
||||
@@ -175,6 +196,7 @@ classDiagram
|
||||
|
||||
AChildHoodCharacter *-- UCollectionManager : 组合
|
||||
UCollectionManager --> UInteractionManager : 关联(绑定委托)
|
||||
UCollectionManager ..> UChildHoodGameInstance : 读取/写入持久状态
|
||||
UCollectionManager o-- UCollectionNotifWidget : 聚合(管理生命周期)
|
||||
UCollectionManager o-- UCollectionProgressWidget : 聚合(管理生命周期)
|
||||
UCollectionManager ..> UCollectionCompleteWidget : 按需创建
|
||||
@@ -188,7 +210,7 @@ classDiagram
|
||||
| 组合 `*--` | 生命周期绑定 | Character 持有 CollectionManager;CollectionManager 内含 Config |
|
||||
| 聚合 `o--` | 引用但非拥有 | CollectionManager 管理通知/进度 Widget 的创建和销毁 |
|
||||
| 关联 `-->` | 持久引用 | CollectionManager 绑定 InteractionManager 的委托 |
|
||||
| 依赖 `..>` | 临时使用 | CollectionManager 按需创建完成提示 Widget |
|
||||
| 依赖 `..>` | 临时使用 | CollectionManager 从 GameInstance 读取/写入持久状态;按需创建完成提示 Widget |
|
||||
|
||||
### 新增类
|
||||
|
||||
@@ -489,6 +511,8 @@ void UCollectionManager::ProcessNewCollection(FName ItemId)
|
||||
// 步骤 3: 记录
|
||||
CollectedIDs.Add(ItemId);
|
||||
Progress = CollectedIDs.Num(); // 用 Set 大小作为权威进度值,避免状态不一致
|
||||
// 持久化到 GameInstance
|
||||
SaveStateToGameInstance();
|
||||
```
|
||||
|
||||
---
|
||||
@@ -519,6 +543,7 @@ void UCollectionManager::ProcessNewCollection(FName ItemId)
|
||||
if (Progress >= Config.TotalCount && !bIsComplete)
|
||||
{
|
||||
bIsComplete = true;
|
||||
SaveStateToGameInstance(); // 持久化完成状态
|
||||
CheckCompletion(); // 触发完成表现
|
||||
}
|
||||
}
|
||||
@@ -637,10 +662,8 @@ void UCollectionManager::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// 初始化状态
|
||||
Progress = 0;
|
||||
CollectedIDs.Empty();
|
||||
bIsComplete = false;
|
||||
// 从 GameInstance 恢复持久状态(v0.1 单场景等效于空数据初始化)
|
||||
LoadStateFromGameInstance();
|
||||
|
||||
// 创建进度 UI
|
||||
if (ProgressWidgetClass)
|
||||
@@ -652,7 +675,12 @@ void UCollectionManager::BeginPlay()
|
||||
if (ProgressWidget)
|
||||
{
|
||||
ProgressWidget->AddToViewport(5);
|
||||
ProgressWidget->UpdateProgress(0, Config.TotalCount);
|
||||
ProgressWidget->UpdateProgress(Progress, Config.TotalCount);
|
||||
// 已完成时恢复完成样式
|
||||
if (bIsComplete)
|
||||
{
|
||||
ProgressWidget->SetCompleteStyle();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -772,20 +800,34 @@ void UCollectionManager::ShowCompletionPrompt()
|
||||
|
||||
#### 重启状态处理
|
||||
|
||||
**实现**:v0.1 无持久化。CollectionManager::BeginPlay() 中完全重置:
|
||||
**实现**:收集状态通过 `UChildHoodGameInstance` 跨场景持久化。CollectionManager::BeginPlay() 中从 GameInstance 恢复:
|
||||
|
||||
```cpp
|
||||
void UCollectionManager::BeginPlay()
|
||||
void UCollectionManager::LoadStateFromGameInstance()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
if (UChildHoodGameInstance* GI = GetWorld()->GetGameInstance<UChildHoodGameInstance>())
|
||||
{
|
||||
GI->GetCollectionState(CollectedIDs, Progress, bIsComplete);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 回退:无 GameInstance 时初始化为空(编辑器预览等场景)
|
||||
Progress = 0;
|
||||
CollectedIDs.Empty();
|
||||
bIsComplete = false;
|
||||
// ... 创建 UI、绑定委托
|
||||
}
|
||||
}
|
||||
|
||||
void UCollectionManager::SaveStateToGameInstance()
|
||||
{
|
||||
if (UChildHoodGameInstance* GI = GetWorld()->GetGameInstance<UChildHoodGameInstance>())
|
||||
{
|
||||
GI->SetCollectionState(CollectedIDs, Progress, bIsComplete);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
重启后进度 UI 恢复显示 `📦 杂物 0/10`。
|
||||
v0.1 单场景下:GameInstance 以空数据初始化,等效于 `📦 杂物 0/10`。场景内正常收集后状态写入 GameInstance,若通过 Seamless Travel 切换关卡则自动恢复。非无缝跳转(OpenLevel)时 GameInstance 仍存活,新场景的 CollectionManager 可读取之前的数据。
|
||||
|
||||
#### 收集通知与拾取通知时序
|
||||
|
||||
@@ -819,6 +861,7 @@ void UCollectionManager::BeginPlay()
|
||||
### 注意事项
|
||||
|
||||
1. **委托绑定时机**:CollectionManager 在 BeginPlay() 中通过 `GetOwner()->GetComponentByClass<UInteractionManager>()` 获取引用并绑定。需确保 InteractionManager 已初始化。若为 nullptr 则在 Tick 中延迟绑定(最多重试 N 帧后报错)。
|
||||
2. **持久化读写时机**:`SaveStateToGameInstance()` 在每次 ProcessNewCollection 记录后和完成判定后调用,保证 GameInstance 中的数据始终最新。`LoadStateFromGameInstance()` 仅在 BeginPlay 中调用一次。
|
||||
2. **v0.1 无拾取通知 UI**:执行文档中拾取通知由物品系统负责,但 v0.1 物品系统仅为委托层(InteractionManager 上的委托)。收集通知的 0.3s 延迟仍按设计实现(为拾取通知预留时间窗口),即使拾取通知 UI 暂未实现。
|
||||
3. **通知移除回调**:UCollectionNotifWidget 淡出完成后需通知 CollectionManager 从 ActiveNotifications 中移除自身引用。使用委托或弱引用回调实现,避免循环引用。
|
||||
4. **FName 作为 ID**:收集系统使用 FName(ItemId)作为去重键,与 InteractionManager 委托广播的 ItemId 类型一致。
|
||||
@@ -847,14 +890,33 @@ InteractionManager (ExecuteAnimEvent)
|
||||
├─ 查品类 (Category == TrackedCategory?) → 不匹配则忽略
|
||||
├─ 查重复 (CollectedIDs.Contains?) → 已存在则忽略
|
||||
├─ 记录 (CollectedIDs.Add + Progress = Num())
|
||||
├─ SaveStateToGameInstance() → UChildHoodGameInstance (持久化)
|
||||
├─ UpdateProgressUI() → WBP_CollectionProgress (文本 + 弹性动画)
|
||||
├─ SetTimer(NotifDelay) → ShowCollectionNotification() → WBP_CollectionNotification
|
||||
└─ 完成判定 (Progress >= TotalCount)
|
||||
→ bIsComplete = true
|
||||
→ SaveStateToGameInstance() (持久化完成状态)
|
||||
→ SetCompleteStyle() → WBP_CollectionProgress (金色)
|
||||
→ SetTimer(TotalDelay) → ShowCompletionPrompt() → WBP_CollectionComplete
|
||||
```
|
||||
|
||||
### 跨场景恢复流
|
||||
|
||||
```
|
||||
场景切换 (OpenLevel / Seamless Travel)
|
||||
→ 新场景加载
|
||||
→ AChildHoodCharacter::BeginPlay()
|
||||
→ UCollectionManager::BeginPlay()
|
||||
→ LoadStateFromGameInstance()
|
||||
→ UChildHoodGameInstance::GetCollectionState(OutIDs, OutProgress, OutComplete)
|
||||
→ 恢复 CollectedIDs / Progress / bIsComplete
|
||||
→ 创建进度 UI(显示已恢复的进度值)
|
||||
→ 若 bIsComplete → 恢复完成样式
|
||||
→ 场景中 AInteractableActor::BeginPlay()
|
||||
→ UInteractableComponent::RestorePersistentState(GI)
|
||||
→ GI->IsItemCollected(ItemId) → 已收集则隐藏 + 禁用
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 10. 可调参数汇总
|
||||
@@ -886,10 +948,11 @@ InteractionManager (ExecuteAnimEvent)
|
||||
Source/ChildHood/
|
||||
├── Collection/
|
||||
│ ├── CollectionTypes.h # FCollectionConfig 结构体定义
|
||||
│ ├── CollectionManager.h/.cpp # 收集系统核心组件
|
||||
│ ├── CollectionManager.h/.cpp # 收集系统核心组件(含 GameInstance 读写)
|
||||
│ ├── CollectionNotifWidget.h/.cpp # 收集通知 UI 基类
|
||||
│ ├── CollectionProgressWidget.h/.cpp # 收集进度 UI 基类
|
||||
│ └── CollectionCompleteWidget.h/.cpp # 完成提示 UI 基类
|
||||
├── ChildHoodGameInstance.h/.cpp # 新增:跨关卡持久数据持有者(收集状态在此持久化)
|
||||
├── ChildHoodCharacter.h/.cpp # 修改:添加 CollectionManager 成员和访问器
|
||||
|
||||
Content/
|
||||
@@ -928,3 +991,85 @@ Content/
|
||||
|
||||
> **关键路径**:6b-1 → 6b-2 → 6b-4 → 6b-5 → 6b-6。6b-3(进度 UI)可在 6b-1 完成后并行。总关键路径约 3 天。
|
||||
> **前置依赖**:交互系统的 InteractionManager 组件需已完成(特别是 OnItemPickedUp/OnItemFound 委托),方可进行 6b-2 的委托绑定测试。
|
||||
|
||||
---
|
||||
|
||||
## 12. 跨场景持久化设计
|
||||
|
||||
> 收集进度是玩家的核心持久数据,必须在场景切换时保留。本节定义收集系统如何通过 `UChildHoodGameInstance` 实现跨场景数据持久化。
|
||||
|
||||
### 架构原则
|
||||
|
||||
```
|
||||
┌──────────────────────────────────────────────────┐
|
||||
│ UChildHoodGameInstance │ ← 跨关卡存活
|
||||
│ ├── CollectedItemIDs: TSet<FName> │ 所有场景共享
|
||||
│ ├── CollectionProgress: int32 │
|
||||
│ └── bCollectionComplete: bool │
|
||||
└──────────────────────────────────────────────────┘
|
||||
↕ BeginPlay 加载 / 收集时回写
|
||||
┌──────────────────────────────────────────────────┐
|
||||
│ UCollectionManager (每个场景重建) │ ← 行为层
|
||||
│ ├── 从 GameInstance 读取恢复进度 │ 不持有持久数据所有权
|
||||
│ ├── 收集时写入 GameInstance │
|
||||
│ └── 控制 UI / 通知 / 动画 │
|
||||
└──────────────────────────────────────────────────┘
|
||||
↕ 场景恢复
|
||||
┌──────────────────────────────────────────────────┐
|
||||
│ 场景中的 AInteractableActor │ ← 由交互系统负责恢复
|
||||
│ └── RestorePersistentState() │ (见交互系统技术方案第 12 节)
|
||||
└──────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### UChildHoodGameInstance 收集相关接口
|
||||
|
||||
```cpp
|
||||
UCLASS()
|
||||
class UChildHoodGameInstance : public UGameInstance
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// === 收集状态 ===
|
||||
void GetCollectionState(TSet<FName>& OutIDs, int32& OutProgress, bool& OutComplete) const;
|
||||
void SetCollectionState(const TSet<FName>& IDs, int32 Progress, bool bComplete);
|
||||
|
||||
// === 物品消耗状态(交互系统也使用)===
|
||||
bool IsItemCollected(FName ItemId) const;
|
||||
void MarkItemCollected(FName ItemId);
|
||||
|
||||
// === 门状态(交互系统也使用)===
|
||||
bool IsDoorOpen(FName DoorId) const;
|
||||
void SetDoorOpen(FName DoorId, bool bIsOpen);
|
||||
|
||||
// === 重置 ===
|
||||
void ResetAll();
|
||||
|
||||
private:
|
||||
// 收集系统
|
||||
TSet<FName> CollectedItemIDs;
|
||||
int32 CollectionProgress = 0;
|
||||
bool bCollectionComplete = false;
|
||||
// 交互系统
|
||||
TMap<FName, bool> DoorStates;
|
||||
};
|
||||
```
|
||||
|
||||
> **注意**:`CollectedItemIDs` 同时被 `IsItemCollected()`(交互物恢复)和 `GetCollectionState()`(收集进度恢复)使用,确保两系统数据一致性。
|
||||
|
||||
### 读写时机
|
||||
|
||||
| 时机 | 方法 | 说明 |
|
||||
|------|------|------|
|
||||
| CollectionManager::BeginPlay | `LoadStateFromGameInstance()` | 场景加载时恢复进度 |
|
||||
| ProcessNewCollection 记录后 | `SaveStateToGameInstance()` | 每次新收集时同步写入 |
|
||||
| 完成判定后 | `SaveStateToGameInstance()` | 完成状态立即持久化 |
|
||||
| InteractableComponent::Consume | `GI->MarkItemCollected()` | 交互物消耗状态写入(由交互系统调用) |
|
||||
|
||||
### v0.1 行为
|
||||
|
||||
- v0.1 为单场景原型,不存在跨场景切换
|
||||
- `UChildHoodGameInstance` 在 v0.1 中以空数据初始化,所有查询返回默认值
|
||||
- `LoadStateFromGameInstance()` 等效于初始化为 0
|
||||
- 后续多场景版本只需在 Project Settings 中将 GameInstance Class 设为 `UChildHoodGameInstance`,收集系统代码无需修改
|
||||
- 后续版本可通过 USaveGame 将 GameInstance 数据序列化到磁盘,实现跨会话持久化
|
||||
|
||||
Reference in New Issue
Block a user