feat(tools): 命令行白模构建——build_level.bat 一键生成UE5关卡

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2026-06-07 23:48:31 +08:00
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"""UE5 命令行白模关卡构建脚本。
由 build_level.bat 通过 UE5 的 -ExecutePythonScript 参数调用。
在 UE5 编辑器 Python 环境中运行,无需手动打开编辑器。
用法:
build_level.bat # 默认配置
build_level.bat --json output/v02.json # 指定 JSON
build_level.bat --no-quit # 构建后不退出编辑器
环境变量(由 build_level.bat 设置):
LB_JSON_PATH — JSON 数据文件路径(相对于项目根目录)
LB_MAP_NAME — 目标关卡资产名
LB_MAP_PACKAGE — 关卡包路径(如 /Game/Maps)
LB_NO_QUIT — 设为 "1" 不退出编辑器
"""
import json
import os
import sys
import time
from pathlib import Path
# ---- 从环境变量读取配置 ----
json_rel = os.environ.get("LB_JSON_PATH", "tools/level-builder/output/level_v01.json")
map_name = os.environ.get("LB_MAP_NAME", "LVL_SuburbanV01")
map_package = os.environ.get("LB_MAP_PACKAGE", "/Game/Maps")
no_quit = os.environ.get("LB_NO_QUIT", "0") == "1"
map_asset_path = f"{map_package}/{map_name}"
# ---- 检查 unreal 模块 ----
try:
import unreal
except ImportError:
print("[LevelBuilder] FATAL: unreal 模块不可用,必须在 UE5 环境中运行")
sys.exit(1)
# ---- 项目根目录 ----
# UE5 -ExecutePythonScript 模式下 CWD 是引擎目录,不是项目目录
# 所以必须通过环境变量传入项目路径
_project_root_str = os.environ.get("LB_PROJECT_ROOT", "")
if _project_root_str:
PROJECT_ROOT = Path(_project_root_str)
else:
# Fallback: 尝试从 .uproject 文件定位
_cwd = Path(os.getcwd())
if (_cwd / "ChildHood.uproject").exists():
PROJECT_ROOT = _cwd
else:
# 最后尝试 unreal API
try:
PROJECT_ROOT = Path(unreal.Paths.project_dir()).parent
except Exception:
PROJECT_ROOT = _cwd
json_path = PROJECT_ROOT / json_rel
print(f"[LevelBuilder] ==========================================")
print(f"[LevelBuilder] ChildHood Level Builder — Command Line")
print(f"[LevelBuilder] ==========================================")
print(f"[LevelBuilder] Project: {PROJECT_ROOT}")
print(f"[LevelBuilder] JSON: {json_rel}")
print(f"[LevelBuilder] Map: {map_asset_path}")
print(f"[LevelBuilder]")
# ---- 等待编辑器子系统就绪 ----
def wait_for_editor(timeout=90):
"""轮询等待 EditorActorSubsystem 可用。"""
print("[LevelBuilder] 等待编辑器初始化...")
start = time.time()
while time.time() - start < timeout:
try:
subsys = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
if subsys is not None:
elapsed = time.time() - start
print(f"[LevelBuilder] 编辑器就绪 ({elapsed:.1f}s)")
return True
except Exception:
pass
time.sleep(1)
print(f"[LevelBuilder] FATAL: 编辑器初始化超时 ({timeout}s)")
return False
if not wait_for_editor():
sys.exit(1)
# ---- 设置 sys.path ----
lb_dir = str(PROJECT_ROOT / "tools" / "level-builder")
for p in [str(PROJECT_ROOT), lb_dir]:
if p not in sys.path:
sys.path.insert(0, p)
# ---- 确保目标关卡存在 ----
def ensure_map(asset_path):
"""创建或加载目标关卡。成功返回 True。"""
# 已存在 → 加载
if unreal.EditorAssetLibrary.does_asset_exist(asset_path):
print(f"[LevelBuilder] 加载已有关卡: {asset_path}")
unreal.EditorLevelLibrary.load_level(asset_path)
return True
print(f"[LevelBuilder] 创建新关卡: {asset_path}")
# 方法 1: new_level(asset_path) — UE5.7 EditorLevelLibrary 直接创建
try:
unreal.EditorLevelLibrary.new_level(asset_path)
print("[LevelBuilder] ✅ 关卡创建成功 (new_level)")
return True
except Exception as e:
print(f"[LevelBuilder] new_level 失败: {e}")
# 方法 2: AssetTools + WorldFactory(某些版本可用)
try:
asset_tools = unreal.get_editor_subsystem(unreal.AssetToolsSubsystem)
factory = unreal.WorldFactory()
new_asset = asset_tools.create_asset(
asset_name=map_name,
package_path=map_package,
asset_class=None,
factory=factory,
)
if new_asset:
unreal.EditorLevelLibrary.load_level(asset_path)
print("[LevelBuilder] ✅ 关卡创建成功 (WorldFactory)")
return True
except Exception as e:
print(f"[LevelBuilder] WorldFactory 失败: {e}")
print("[LevelBuilder] FATAL: 无法创建关卡")
return False
if not ensure_map(map_asset_path):
sys.exit(1)
# ---- 验证 JSON ----
if not json_path.exists():
print(f"[LevelBuilder] FATAL: JSON 文件不存在: {json_path}")
sys.exit(1)
# ---- 导入并执行构建 ----
from builder.scene_builder import build_level
print(f"[LevelBuilder] 开始构建...")
build_log = build_level(str(json_path), clear_existing=True)
# ---- 保存关卡 ----
print("[LevelBuilder] 保存关卡...")
try:
unreal.EditorLevelLibrary.save_current_level()
print(f"[LevelBuilder] ✅ 关卡已保存: {map_asset_path}")
except Exception as e:
print(f"[LevelBuilder] ⚠️ 保存失败: {e}")
# ---- 构建结果汇总 ----
if build_log:
ok = sum(1 for b in build_log if b.get("status") == "ok")
fail = len(build_log) - ok
print(f"")
print(f"[LevelBuilder] {'=' * 40}")
print(f"[LevelBuilder] SUCCESS: {ok} | FAILED: {fail} | TOTAL: {len(build_log)}")
print(f"[LevelBuilder] {'=' * 40}")
if fail > 0:
print(f"[LevelBuilder] 失败列表:")
for b in build_log:
if b.get("status") != "ok":
print(f" ❌ {b.get('name', '?')}: {b.get('reason', '未知')}")
# ---- 退出编辑器 ----
if not no_quit:
print("[LevelBuilder] 退出编辑器...")
unreal.SystemLibrary.execute_console_command(None, "quit")
print("[LevelBuilder] Done.")