feat(tools): 新增Input资产自动创建脚本

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
This commit is contained in:
2026-06-10 17:44:40 +08:00
parent 3c69445d90
commit fe770daf77
2 changed files with 365 additions and 0 deletions
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@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
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"""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)