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195 changed files with 3880 additions and 3126 deletions
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[/Script/Puerts.PuertsSetting]
AutoModeEnable=False
AutoModeEnable=True
DebugEnable=False
DebugPort=8080
WaitDebugger=False
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@@ -1,16 +1,51 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
const UE = require("ue");
const puerts_1 = require("puerts");
const react_umg_1 = require("react-umg");
const UI = require("./ui");
// require("./react-umg/react-umg")
// require("./ui/index")
// require("./ui/ui-components")
console.log('--------------------------0----------------------');
debugger;
//用React来写UI
let world = puerts_1.argv.getByName("GameInstance").GetWorld();
react_umg_1.ReactUMG.init(world);
UI.Load();
let gameInstance = puerts_1.argv.getByName("GameInstance");
let world = gameInstance.GetWorld();
//TODO 1.需要一个Actor用来Tick
//TODO 2.需要一个UUSerWidget派生类给ts用
//TODO 3.需要一个快速创建Actor和快速创建界面的方法扩展
//TODO 4.需要一个入口场景,以子关卡形式加载其他场景
//TODO 5.需要加载基础ui管理
//TODO 6.加载BP并且生成大篷车Actor
puerts_1.blueprint.load(UE.Game.BP.Buildings.China.Cave.Cave_C);
const CaveClass = UE.Game.BP.Buildings.China.Cave.Cave_C;
let CaveActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, CaveClass.StaticClass(), undefined);
UE.GameplayStatics.FinishSpawningActor(CaveActor, undefined);
CaveActor.K2_SetActorLocation(new UE.Vector(1000, 1900, 10), false, undefined, false);
//TODO 7.加载BP并且生成精英Actor
puerts_1.blueprint.load(UE.Game.BP.Humans.China.Collector.Collector_C);
const CollectorClass = UE.Game.BP.Humans.China.Collector.Collector_C;
let CollectorActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, CollectorClass.StaticClass(), undefined);
UE.GameplayStatics.FinishSpawningActor(CollectorActor, undefined);
CollectorActor.K2_SetActorLocation(new UE.Vector(1000, 2100, 10), false, undefined, false);
//TODO 7.加载BP并且生成植物
puerts_1.blueprint.load(UE.Game.BP.Plants.AppleTree.AppleTree_C);
const PlantsClass = UE.Game.BP.Plants.AppleTree.AppleTree_C;
let PlantsActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, PlantsClass.StaticClass(), undefined);
UE.GameplayStatics.FinishSpawningActor(PlantsActor, undefined);
PlantsActor.K2_SetActorLocation(new UE.Vector(1000, 2200, 10), false, undefined, false);
//TODO 7.加载BP并且生成动物
puerts_1.blueprint.load(UE.Game.BP.Animals.Cat.Cat_C);
const AnimalClass = UE.Game.BP.Animals.Cat.Cat_C;
let AnimalActor = UE.GameplayStatics.BeginDeferredActorSpawnFromClass(gameInstance, AnimalClass.StaticClass(), undefined);
UE.GameplayStatics.FinishSpawningActor(AnimalActor, undefined);
AnimalActor.K2_SetActorLocation(new UE.Vector(1000, 2300, 10), false, undefined, false);
//TODO 8.加载BP并且打开一个界面
puerts_1.blueprint.load(UE.Game.BP.UI.Main.CaveUI.CaveUI_C);
const WidgetClass = UE.Game.BP.UI.Main.CaveUI.CaveUI_C;
let widget = UE.UMGManager.CreateWidget(world, WidgetClass.StaticClass());
widget.AddToViewport(0);
widget.Name.SetText("我的部落");
widget.Age.SetText("10年");
//ReactUMG.init(world);
//UI.Load();
console.log('--------------------------1----------------------');
//# sourceMappingURL=entry.js.map
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@@ -82,7 +82,6 @@ exports.EditorUtilitySpinBox = 'EditorUtilitySpinBox';
exports.EditorUtilityThrobber = 'EditorUtilityThrobber';
exports.EditorUtilityTreeView = 'EditorUtilityTreeView';
exports.ToolMenuWidget = 'ToolMenuWidget';
exports.TakeRecorderOverlayWidget = 'TakeRecorderOverlayWidget';
exports.AudioMaterialButton = 'AudioMaterialButton';
exports.AudioMaterialEnvelope = 'AudioMaterialEnvelope';
exports.AudioMaterialKnob = 'AudioMaterialKnob';
@@ -100,7 +99,10 @@ exports.AudioFrequencySlider = 'AudioFrequencySlider';
exports.AudioVectorscope = 'AudioVectorscope';
exports.Synth2DSlider = 'Synth2DSlider';
exports.SynthKnob = 'SynthKnob';
exports.TakeRecorderOverlayWidget = 'TakeRecorderOverlayWidget';
exports.ReactWidget = 'ReactWidget';
exports.ObjectMixerEditorUWidget = 'ObjectMixerEditorUWidget';
exports.CaveUI_C = 'CaveUI_C';
exports.lazyloadComponents.CaveUI_C = '/Game/BP/UI/Main/CaveUI.CaveUI_C';
exports.DefaultBurnIn_C = 'DefaultBurnIn_C';
exports.lazyloadComponents.DefaultBurnIn_C = '/Engine/Sequencer/DefaultBurnIn.DefaultBurnIn_C';
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