From fe770daf775b6711c901b48e079aa0b3b19a2abf Mon Sep 17 00:00:00 2001 From: starmen1265 Date: Wed, 10 Jun 2026 17:44:40 +0800 Subject: [PATCH] =?UTF-8?q?feat(tools):=20=E6=96=B0=E5=A2=9EInput=E8=B5=84?= =?UTF-8?q?=E4=BA=A7=E8=87=AA=E5=8A=A8=E5=88=9B=E5=BB=BA=E8=84=9A=E6=9C=AC?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 创建 tools/input-setup/ 目录,包含: - setup_input_assets.py: UE5编辑器Python脚本,自动创建IA_Interact/IA_Cancel/IA_SwitchInteract并更新IMC_Default - setup_input.bat: 命令行启动脚本 Task: P-011 --- tools/input-setup/setup_input.bat | 140 +++++++++++++++ tools/input-setup/setup_input_assets.py | 225 ++++++++++++++++++++++++ 2 files changed, 365 insertions(+) create mode 100644 tools/input-setup/setup_input.bat create mode 100644 tools/input-setup/setup_input_assets.py diff --git a/tools/input-setup/setup_input.bat b/tools/input-setup/setup_input.bat new file mode 100644 index 0000000..3e1ef39 --- /dev/null +++ b/tools/input-setup/setup_input.bat @@ -0,0 +1,140 @@ +@echo off +setlocal enabledelayedexpansion + +REM === ChildHood Input Setup - 创建 v0.1 InputAction 资产 + 更新 IMC === +REM +REM 用法: +REM setup_input.bat (默认模式,完成后退出编辑器) +REM setup_input.bat --no-quit (完成后保持编辑器打开) + +set "SCRIPT_DIR=%~dp0" +set "PROJECT_DIR=%SCRIPT_DIR%..\.." +for %%i in ("%PROJECT_DIR%\.") do set "PROJECT_ROOT=%%~fi" +set "UPROJECT=%PROJECT_ROOT%\ChildHood.uproject" + +REM ---- Defaults ---- +set "NO_QUIT=0" + +REM ---- Parse Arguments ---- +:parse_args +if "%~1"=="" goto done_args +if /i "%~1"=="--no-quit" ( + set "NO_QUIT=1" + shift + goto parse_args +) +if /i "%~1"=="--dry-run" ( + set "DRY_RUN=1" + shift + goto parse_args +) +if /i "%~1"=="--help" goto show_help +if /i "%~1"=="-h" goto show_help +echo [WARN] Unknown argument: %~1 +shift +goto parse_args +:done_args + +REM ---- Find UE5 Editor ---- +set "UE_EDITOR=" +if defined UE5_ROOT ( + for %%b in (UnrealEditor.exe UE5Editor.exe) do ( + if exist "%UE5_ROOT%\Engine\Binaries\Win64\%%b" ( + set "UE_EDITOR=%UE5_ROOT%\Engine\Binaries\Win64\%%b" + ) + ) +) + +if "%UE_EDITOR%"=="" ( + for %%p in ( + "C:\Program Files\Epic Games\UE_5.7" + "C:\Program Files (x86)\Epic Games\UE_5.7" + "D:\Program Files\Epic Games\UE_5.7" + "E:\Program Files\Epic Games\UE_5.7" + ) do ( + if not defined UE_EDITOR ( + for %%b in (UnrealEditor.exe UE5Editor.exe) do ( + if exist "%%~p\Engine\Binaries\Win64\%%b" ( + set "UE_EDITOR=%%~p\Engine\Binaries\Win64\%%b" + ) + ) + ) + ) +) + +if "%UE_EDITOR%"=="" ( + echo. + echo [ERROR] UE5 Editor not found! + echo Set UE5_ROOT to your UE5 install directory, e.g.: + echo set UE5_ROOT=C:\Program Files\Epic Games\UE_5.7 + echo. + exit /b 1 +) + +REM ---- Path conversion ---- +set "SCRIPT_PATH=%SCRIPT_DIR%setup_input_assets.py" +set "SCRIPT_PATH=!SCRIPT_PATH:\=/!" +set "UPROJECT_FWD=!UPROJECT:\=/!" + +REM ---- Build command line ---- +set "CMD_ARGS=-unattended -NoSound -NullRHI -ExecutePythonScript=!SCRIPT_PATH!" + +REM ---- Pass config via env vars ---- +set "INPUT_PROJECT_ROOT=!PROJECT_ROOT!" +if "!NO_QUIT!"=="1" set "INPUT_NO_QUIT=1" + +REM ---- Print info ---- +echo. +echo ============================================ +echo ChildHood Input Setup - v0.1 +echo ============================================ +echo UE5: !UE_EDITOR! +echo Project: !UPROJECT_FWD! +echo Script: !SCRIPT_PATH! +echo ============================================ +echo. + +REM ---- Dry Run ---- +if "%DRY_RUN%"=="1" ( + echo [DRY RUN] Command: + echo. + echo "!UE_EDITOR!" "!UPROJECT_FWD!" !CMD_ARGS! + echo. + exit /b 0 +) + +REM ---- Execute ---- +echo [InputSetup] Launching UE5 Editor (command line mode)... +echo. + +"!UE_EDITOR!" "!UPROJECT_FWD!" !CMD_ARGS! + +set "EXIT_CODE=!ERRORLEVEL!" +echo. +if "!EXIT_CODE!"=="0" ( + echo [InputSetup] 完成!编辑器已退出。 +) else ( + echo [InputSetup] 编辑器退出码: !EXIT_CODE! +) +exit /b !EXIT_CODE! + +:show_help +echo. +echo ChildHood Input Setup - v0.1 +echo. +echo Usage: setup_input.bat [options] +echo. +echo Options: +echo --no-quit 保持编辑器打开 +echo --dry-run 仅打印命令不执行 +echo --help, -h 显示帮助 +echo. +echo 创建的资产: +echo IA_Interact (E 键) +echo IA_Cancel (ESC 键) +echo IA_SwitchInteract (Tab 键) +echo. +echo 修改的资产: +echo IMC_Default (添加上述映射) +echo. +exit /b 0 diff --git a/tools/input-setup/setup_input_assets.py b/tools/input-setup/setup_input_assets.py new file mode 100644 index 0000000..69982a5 --- /dev/null +++ b/tools/input-setup/setup_input_assets.py @@ -0,0 +1,225 @@ +"""UE5 编辑器 Python 脚本:创建 v0.1 角色控制所需的 InputAction 资产并更新 IMC。 + +由 setup_input.bat 通过 UE5 的 -ExecutePythonScript 参数调用。 +在 UE5 编辑器 Python 环境中运行。 + +功能: + 1. 创建 3 个 InputAction 资产:IA_Interact, IA_Cancel, IA_SwitchInteract + 2. 更新 IMC_Default:添加 E / ESC / Tab 按键映射 + 3. 保存所有修改的资产 + +环境变量(由 setup_input.bat 设置): + INPUT_PROJECT_ROOT — 项目根目录绝对路径 +""" + +import os +import sys +from pathlib import Path + +# ---- 检查 unreal 模块 ---- +try: + import unreal +except ImportError: + print("[InputSetup] FATAL: unreal 模块不可用,必须在 UE5 编辑器环境中运行") + sys.exit(1) + +# ---- 项目根目录 ---- +_project_root_str = os.environ.get("INPUT_PROJECT_ROOT", "") +if _project_root_str: + PROJECT_ROOT = Path(_project_root_str) +else: + print("[InputSetup] FATAL: INPUT_PROJECT_ROOT 环境变量未设置") + sys.exit(1) + +# ---- 资产路径配置 ---- +IA_PACKAGE = "/Game/Input/Actions" +IMC_PATH = "/Game/Input/IMC_Default" + +# 新增 InputAction 定义 +NEW_INPUT_ACTIONS = { + "IA_Interact": { + "description": "E 键交互输入动作", + "key": unreal.Key.E, + "triggers": [unreal.InputTriggerDown()], + }, + "IA_Cancel": { + "description": "ESC 取消输入动作", + "key": unreal.Key.ESCAPE, + "triggers": [unreal.InputTriggerDown()], + }, + "IA_SwitchInteract": { + "description": "Tab 切换交互目标输入动作", + "key": unreal.Key.TAB, + "triggers": [unreal.InputTriggerDown()], + }, +} + + +def asset_exists(asset_path: str) -> bool: + """检查资产是否已存在""" + return unreal.EditorAssetLibrary.does_asset_exist(asset_path) + + +def create_input_action(name: str, description: str) -> unreal.InputAction: + """创建 InputAction 资产""" + asset_path = f"{IA_PACKAGE}/{name}" + + if asset_exists(asset_path): + print(f"[InputSetup] 资产已存在,跳过创建: {asset_path}") + return unreal.load_asset(asset_path) + + # 确保目录存在 + unreal.EditorAssetLibrary.make_directory(IA_PACKAGE) + + # 使用 AssetTools 创建 + asset_tools = unreal.get_editor_subsystem(unreal.EditorAssetSubsystem) + if asset_tools: + # 尝试通过 EditorAssetSubsystem 创建 + factory = unreal.InputActionFactory() + new_asset = asset_tools.create_asset(name, IA_PACKAGE, unreal.InputAction, factory) + if new_asset: + print(f"[InputSetup] 创建成功: {asset_path} — {description}") + return new_asset + + # 备用方案:使用 Python BPLib 或直接构造 + print(f"[InputSetup] 尝试备用方案创建: {name}") + factory = unreal.InputActionFactory() + new_asset = unreal.AssetToolsHelpers.get_asset_tools().create_asset( + name, IA_PACKAGE[5:], # 去掉 /Game/ 前缀 + unreal.InputAction, + factory + ) + if new_asset: + print(f"[InputSetup] 备用方案创建成功: {asset_path}") + return new_asset + + print(f"[InputSetup] ERROR: 无法创建 {name}") + return None + + +def add_key_mapping_to_imc(imc: unreal.InputMappingContext, ia: unreal.InputAction, key: unreal.Key): + """向 IMC 添加按键映射""" + mapping = unreal.InputMapping() + mapping.set_editor_property("action", ia) + + key_mapping = unreal.KeyMapping() + key_mapping.set_editor_property("key", key) + key_mapping.set_editor_property("scale", 1.0) + + # 设置触发器 + # key_mapping 的 triggers 由 IMC 内部管理 + + # 使用 IMC 的 API 添加映射 + try: + # UE5.7: 使用 mappings 属性 + existing_mappings = imc.get_editor_property("mappings") + new_mapping = unreal.InputMapping() + new_mapping.set_editor_property("action", ia) + + km = unreal.KeyMapping() + km.set_editor_property("key", key) + km.set_editor_property("scale", 1.0) + + # 设置 triggers + triggers = [unreal.InputTriggerDown()] + km.set_editor_property("triggers", triggers) + new_mapping.set_editor_property("key_mappings", [km]) + + existing_mappings.append(new_mapping) + imc.set_editor_property("mappings", existing_mappings) + return True + except Exception as e: + print(f"[InputSetup] 添加映射失败: {e}") + return False + + +def main(): + print("=" * 50) + print("[InputSetup] v0.1 角色控制 Input 资产创建脚本") + print(f"[InputSetup] 项目: {PROJECT_ROOT}") + print("=" * 50) + + # ---- Step 1: 创建 InputAction 资产 ---- + print("\n[InputSetup] Step 1: 创建 InputAction 资产") + created_ias = {} + for name, config in NEW_INPUT_ACTIONS.items(): + ia = create_input_action(name, config["description"]) + if ia: + created_ias[name] = ia + else: + print(f"[InputSetup] WARNING: {name} 创建失败,后续 IMC 映射将跳过此 IA") + + if not created_ias: + print("[InputSetup] ERROR: 没有成功创建任何 IA,终止") + return False + + # ---- Step 2: 保存新创建的 IA 资产 ---- + print("\n[InputSetup] Step 2: 保存新创建的资产") + for name, ia in created_ias.items(): + asset_path = f"{IA_PACKAGE}/{name}" + unreal.EditorAssetLibrary.save_asset(asset_path) + print(f"[InputSetup] 已保存: {asset_path}") + + # ---- Step 3: 更新 IMC_Default ---- + print(f"\n[InputSetup] Step 3: 更新 IMC: {IMC_PATH}") + + if not asset_exists(IMC_PATH): + print(f"[InputSetup] ERROR: IMC 不存在: {IMC_PATH}") + return False + + imc = unreal.load_asset(IMC_PATH) + if not imc: + print(f"[InputSetup] ERROR: 无法加载 IMC: {IMC_PATH}") + return False + + # 读取当前映射数量 + try: + current_mappings = imc.get_editor_property("mappings") + print(f"[InputSetup] 当前 IMC 映射数: {len(current_mappings)}") + except Exception as e: + print(f"[InputSetup] WARNING: 无法读取映射: {e}") + current_mappings = [] + + # 添加新映射 + for name, config in NEW_INPUT_ACTIONS.items(): + if name not in created_ias: + continue + ia = created_ias[name] + key = config["key"] + success = add_key_mapping_to_imc(imc, ia, key) + if success: + print(f"[InputSetup] 已添加映射: {name} → {key}") + else: + print(f"[InputSetup] WARNING: 映射添加失败: {name}") + + # ---- Step 4: 保存 IMC ---- + print("\n[InputSetup] Step 4: 保存 IMC") + unreal.EditorAssetLibrary.save_asset(IMC_PATH) + print(f"[InputSetup] 已保存: {IMC_PATH}") + + # ---- Step 5: 验证 ---- + print("\n[InputSetup] Step 5: 验证") + try: + updated_mappings = imc.get_editor_property("mappings") + print(f"[InputSetup] 更新后 IMC 映射数: {len(updated_mappings)}") + except: + pass + + # 验证 IA 资产 + for name in NEW_INPUT_ACTIONS: + asset_path = f"{IA_PACKAGE}/{name}" + exists = asset_exists(asset_path) + print(f"[InputSetup] {name}: {'✅ 存在' if exists else '❌ 不存在'}") + + print("\n" + "=" * 50) + print("[InputSetup] 完成!请在 UE5 编辑器中验证。") + print("[InputSetup] 注意:需要在 BP_ChildHoodCharacter 中将新增 IA 属性指向对应资产") + print("=" * 50) + + return True + + +if __name__ == "__main__": + success = main() + if not success: + sys.exit(1)