一.框架思路
1.如何加载。房屋管理,既然管理。就存在动态加载,和静态加载的考虑。如果是静态加载,就是在编辑器情况下放置,但这样方便了摆放,但管理就需要在开始是将所有的房屋找到加到管理者里。你无法决定拖入场景的类符不符合房屋管理者的要求限制,如果属性不对,可能会有Bug。动态加载,在运行时,才可以生成设置。这个生成就是一定满足管理者,不然不生成,相反无论怎么写都不太可能,写的运行时和编辑器一样方便摆放设置。各有优缺点,所以这里我使用的动态加载,原因只是因为动态加载我写过。
2.采用哪个容器存储,使用TMap。因为频繁的访问,用键值队可以快速找到值也就是房屋类。并且删除,和修改。不会是大量的数据同时删除和增加。TMap的建,就使用房屋的ID属性。保证它的唯一性,和不重复性。
UPROPERTY(EditAnywhere)
TMap<int, ABuildBase*> m_TargetMap;
3.设计模型,采用单例模式。这里用房屋管理者是单例 UBuildManagerInstance,全局访问,负责增删改查。房屋工厂类是单例 UBuildFactory,动态组装房屋,并设置ID等属性。
4. 多态,管理不同类型的房屋,这里主要是提高可扩展性,被没有一定要分很多类型。每个类型,都继承自房屋基本类ABuildBase。管理TMap里也是存储 BuildBase。如果有拓展的功能,就用Cast,将对于指向基类指针转换为,多态的子类。扩展的属性和功能就能访问到。
二.框架搭建
1.先把基类和管理者写好
基类本质继承自Actor。里面有通用属性注释里都有。动态加载 模型后,也是存储在它自己的,m_childComponentMap组件字典里,这个用在自己读取JSON文件动态加载,组装后加入到这个Map。相当于每个房屋,管理自己的身上的模型等部件。
UCLASS()
class LZJCORE_API ABuildBase : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ABuildBase();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
protected:
FConfigData ConfigData; //配置信息
//Load model assets in form TEXT("xxxx")
class UStaticMesh* GetStaticMeshAssets(const FString MeshName);
public:
UFUNCTION(BlueprintCallable)
int GetID();
// Called every frame
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintCallable)
virtual void Constitution(const FString& strFile);
UFUNCTION(BlueprintCallable)
virtual void LoadStaticMesh();
UPROPERTY(VisibleAnywhere)
TMap<FString, UActorComponent*> m_childComponentMap; //组件字典
TMap<FString, EComType> m_childComponentTypeMap;//组件类型字典
UPROPERTY(VisibleAnywhere)
FString m_ResourcesPath; //加载模型的路径
UPROPERTY(VisibleAnywhere)
FString m_BuildName; //房屋对于的名字,加载文件夹
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
int m_targetID = 0;//唯一标识
//通用
//面积
//蓝图可访问通信
UPROPERTY(VisibleAnywhere,BlueprintReadWrite)
int m_Area = 100;
//通用
//面积
//蓝图可访问通信
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
FString m_Type = "";
//居住人口
//蓝图可访问通信
UPROPERTY(VisibleAnywhere,BlueprintReadWrite)
int m_ResidentPopulation = 100;
//价值
//蓝图可访问通信
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
int m_Price = 100;
//位置
//蓝图可访问通信
UPROPERTY(VisibleAnywhere,BlueprintReadWrite)
FVector m_Position = FVector::Zero();
//方位
//蓝图可访问通信
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
FRotator m_Rotation = FRotator::ZeroRotator;
// 大小
//蓝图可访问通信
UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
FVector m_Scale = FVector(1, 1, 1);
};
实现如下,一开始把文件共有路径设置,Constitution读取自己对于类型的JSON文件,并进行解析。解析JSON后,获取配置文件,存到ConfigData结构体里。LoadStaticMesh,加载模型。就是从ConfigData里,读取数据动态加载,并拼接位置信息,组装成一个完整房屋。
#include "BuildBase.h"
#include "Components/ChildActorComponent.h"
#include "JsonReadHelper.h"
// Sets default values
ABuildBase::ABuildBase()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
SetRootComponent(CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent")));
}
// Called when the game starts or when spawned
void ABuildBase::BeginPlay()
{
Super::BeginPlay();
m_ResourcesPath = TEXT("/Script/Engine.StaticMesh'/Game/Models/");
}
UStaticMesh* ABuildBase::GetStaticMeshAssets(const FString MeshName)
{
///Script/Engine.StaticMesh'/Game/Models/Pipe1/Big.Big'
FString tmpPath = m_ResourcesPath + m_BuildName + TEXT("/") + MeshName + TEXT(".") + MeshName + TEXT("'");
return LoadObject<UStaticMesh>(nullptr, *tmpPath);
}
int ABuildBase::GetID()
{
return m_targetID;
}
// Called every frame
void ABuildBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ABuildBase::Constitution(const FString& strFile)
{
if (!FPlatformFileManager::Get().GetPlatformFile().FileExists(*strFile))
{
UE_LOG(LogTemp, Error, TEXT("%s not exist"), *strFile);
return;
}
//获取配置数据
m_BuildName = UJsonReadHelper::JsonReader_Line(strFile, TEXT("Name"));
ConfigData.StaticMeshInfo = UJsonReadHelper::JsonReader_StaticMesh(strFile);
//造房子了
LoadStaticMesh();
}
void ABuildBase::LoadStaticMesh()
{
if (ConfigData.StaticMeshInfo.Num() <= 0) return;
//加载各个组件。。MeshName绝不能重名,否则NewObject和TMap结构都会出问题
for (auto& it : ConfigData.StaticMeshInfo)
{
//UClass* baseClass = FindObject<UClass>(ANY_PACKAGE, TEXT("StaticMeshComponent"));
UStaticMeshComponent* tmpComp = NewObject<UStaticMeshComponent>(Cast<UObject>(this), *it.NodeID);
if (m_childComponentMap.Contains(it.ParentName))
{
UStaticMeshComponent* tmpParent = Cast<UStaticMeshComponent>(m_childComponentMap[it.ParentName]);
if (tmpComp->AttachToComponent(tmpParent, FAttachmentTransformRules::KeepRelativeTransform))
{
UE_LOG(LogTemp, Warning, TEXT("AttachToComponent"));
}
}
else
tmpComp->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
tmpComp->RegisterComponent();
AddInstanceComponent(tmpComp);
tmpComp->SetRelativeLocation(it.MeshPos);
tmpComp->SetRelativeRotation(it.MeshRot);
UStaticMesh* tmpMesh = nullptr;
tmpMesh = GetStaticMeshAssets(it.MeshName);
tmpComp->SetStaticMesh(tmpMesh);
//FVector tmpscale = tmpComp->GetRelativeScale3D();
tmpComp->SetRelativeScale3D(it.MeshScale/*FVector(tmpscale.X * (it.ScaleX), tmpscale.Y * (it.ScaleY), tmpscale.Z * (it.ScaleZ))*/);
m_childComponentMap.Add(it.NodeID, tmpComp);
m_childComponentTypeMap.Add(it.NodeID, EComType::MESH_TYPE);
}
}
2.其中里面的Constitution函数,是读取JSON配置文件,利用JSONReaderHelp类。来解析,里面JSONObject,和Reader,FJsonSerializer都是UE自带的常用的反序列化解析的指针和函数。将JOSN文件里,StaticMesh域下的 各个属性,解析出来存到结构体数组ConfigData.StaticMeshInfo里。
TArray<FStaticMeshInfo> UJsonReadHelper::JsonReader_StaticMesh(const FString& Path)
{
TArray<FStaticMeshInfo> tmpArray;
TSharedRef< TJsonReader<> > Reader = TJsonReaderFactory<>::Create(GetFileContentString(Path));
TSharedPtr<FJsonObject> Root;
if (FJsonSerializer::Deserialize(Reader, Root))
{
if (Root->HasField(TEXT("StaticMesh")))
{
const TArray<TSharedPtr<FJsonValue>> Arr = Root->GetArrayField(TEXT("StaticMesh"));
for (const auto JsonPtr : Arr) {
auto Obj = JsonPtr->AsObject();
FStaticMeshInfo tmpStruct;
if (Obj->HasField(TEXT("NodeID")))
tmpStruct.NodeID = Obj->GetStringField(TEXT("NodeID"));
if (Obj->HasField(TEXT("MeshName")))
tmpStruct.MeshName = Obj->GetStringField(TEXT("MeshName"));
if (Obj->HasField(TEXT("MeshType")))
tmpStruct.MeshType = Obj->GetStringField(TEXT("MeshType"));
if (Obj->HasField(TEXT("ParentName")))
tmpStruct.ParentName = Obj->GetStringField(TEXT("ParentName"));
auto smPos = Obj->GetArrayField(TEXT("Position"));
tmpStruct.MeshPos.X = smPos[0]->AsNumber();
tmpStruct.MeshPos.Y = smPos[1]->AsNumber();
tmpStruct.MeshPos.Z = smPos[2]->AsNumber();
auto smAtitude = Obj->GetArrayField(TEXT("Rotation"));
tmpStruct.MeshRot.Pitch = smAtitude[0]->AsNumber();
tmpStruct.MeshRot.Yaw = smAtitude[1]->AsNumber();
tmpStruct.MeshRot.Roll = smAtitude[2]->AsNumber();
if (Obj->HasField(TEXT("Scale")))
{
auto scaleVal = Obj->GetArrayField(TEXT("Scale"));
tmpStruct.MeshScale.X = scaleVal[0]->AsNumber();
tmpStruct.MeshScale.Y = scaleVal[1]->AsNumber();
tmpStruct.MeshScale.Z = scaleVal[2]->AsNumber();
}
tmpArray.Add(tmpStruct);
}
}
}
return tmpArray;
}
再从数组里,动态加载网格体模型。相当于加载上面三个模型,拼接他们的相对位置,大小,名字组件,到一个房屋类上。为什么暴露出来再JSON文件里,因为打包后的模型资源你是改不了的。但你可以通过改这个配置文件,对房屋里的组成部分进行微调。大小,位置,旋转。
void ABuildBase::LoadStaticMesh()
{
if (ConfigData.StaticMeshInfo.Num() <= 0) return;
//加载各个组件。。MeshName绝不能重名,否则NewObject和TMap结构都会出问题
for (auto& it : ConfigData.StaticMeshInfo)
{
//UClass* baseClass = FindObject<UClass>(ANY_PACKAGE, TEXT("StaticMeshComponent"));
UStaticMeshComponent* tmpComp = NewObject<UStaticMeshComponent>(Cast<UObject>(this), *it.NodeID);
if (m_childComponentMap.Contains(it.ParentName))
{
UStaticMeshComponent* tmpParent = Cast<UStaticMeshComponent>(m_childComponentMap[it.ParentName]);
if (tmpComp->AttachToComponent(tmpParent, FAttachmentTransformRules::KeepRelativeTransform))
{
UE_LOG(LogTemp, Warning, TEXT("AttachToComponent"));
}
}
else
tmpComp->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
tmpComp->RegisterComponent();
AddInstanceComponent(tmpComp);
tmpComp->SetRelativeLocation(it.MeshPos);
tmpComp->SetRelativeRotation(it.MeshRot);
UStaticMesh* tmpMesh = nullptr;
tmpMesh = GetStaticMeshAssets(it.MeshName);
tmpComp->SetStaticMesh(tmpMesh);
//FVector tmpscale = tmpComp->GetRelativeScale3D();
tmpComp->SetRelativeScale3D(it.MeshScale/*FVector(tmpscale.X * (it.ScaleX), tmpscale.Y * (it.ScaleY), tmpscale.Z * (it.ScaleZ))*/);
m_childComponentMap.Add(it.NodeID, tmpComp);
m_childComponentTypeMap.Add(it.NodeID, EComType::MESH_TYPE);
}
}
3.房屋管理者,使用UE的UGameInstanceSubsystem的单例方式。这样自己管理生命周期。
这里就有增删查,和管理的容器 TMap<int, ABuildBase*> m_TargetMap。本质管理者是对容器里的指针指向的在场景里的对象增删查。改留在UI里写。
UCLASS()
class LZJCORE_API UBuildManagerInstance : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
//最早的初始化
virtual void Initialize(FSubsystemCollectionBase& Collection);
//初始化加载 表里的建筑类
void InitialBuilds(TMap<int, FBuildTableStruct> tmp);
void setWorld(UWorld* world);
void ClearCtrlTarget();
public:
UFUNCTION()
void AddTarget(int targetID,ABuildBase* target);
UFUNCTION()
void RemoveTarget(ABuildBase* target);
void RemoveTarget(int targetID);
UFUNCTION()
void RemoveAllTarget();
UFUNCTION()
bool IsHasTarget(int targetID);
ABuildBase* GetTargetByID(int targetID);
UPROPERTY(EditAnywhere)
TMap<int, ABuildBase*> m_TargetMap;
UPROPERTY(EditAnywhere)
ULZJUserWidget* LZJUserWidget;
protected:
UPROPERTY()
ABuildBase* m_CtrlTarget;
UPROPERTY()
UWorld* m_World;
};
实现如下,正常的TMap操作,只是要判断空指针。这里Initialize初始化,将后续管理的UI界面初始化在主页界面上。
void UBuildManagerInstance::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
//!可能加载不了
if (UClass* MyWidgetClass = LoadClass<ULZJUserWidget>(NULL, TEXT("/Script/UMGEditor.WidgetBlueprint'/LZJCore/BP_LZJBuildManager.BP_LZJBuildManager_C'")))
{
if (APlayerController* PC = GetWorld()->GetFirstPlayerController())
{
LZJUserWidget = CreateWidget<ULZJUserWidget>(PC, MyWidgetClass);
if (LZJUserWidget)
{
LZJUserWidget->AddToViewport();
}
}
}
}
void UBuildManagerInstance::InitialBuilds(TMap<int, FBuildTableStruct> tmp)
{
//for (auto It = tmp.CreateIterator(); It; ++It) {
// int Key = It.Key(); // 获取ID 键
// FBuildTableStruct Value = It.Value(); // 获取值
// UE_LOG(LogTemp, Warning, TEXT("Key: %d"), Key);
//}
}
void UBuildManagerInstance::setWorld(UWorld* world)
{
m_World = world;
}
void UBuildManagerInstance::ClearCtrlTarget()
{
}
void UBuildManagerInstance::AddTarget(int targetID, ABuildBase* target) //增
{
if (target->IsValidLowLevel())
{
if(!m_TargetMap.Contains(target->m_targetID))
{
m_TargetMap.Add(targetID, target);
}
}
}
void UBuildManagerInstance::RemoveTarget(ABuildBase* target) //删
{
m_TargetMap.Remove(target->GetID());
if (target != nullptr)
{
target->Destroy();
//m_World->DestroyActor(target);
}
}
void UBuildManagerInstance::RemoveTarget(int targetID) //删
{
if (m_TargetMap.Contains(targetID))
{
ABuildBase* ab = *m_TargetMap.Find(targetID);
if (ab != nullptr && ab->IsValidLowLevel() && !ab->IsPendingKill())
{
ab->Destroy();
}
m_TargetMap.Remove(targetID);
}
}
void UBuildManagerInstance::RemoveAllTarget() //全删
{
//m_CtrlTarget = nullptr;
for (auto& it : m_TargetMap)
{
ABuildBase* ab = it.Value;
if (ab != nullptr)
{
ab->Destroy();
}
}
m_TargetMap.Reset();
}
bool UBuildManagerInstance::IsHasTarget(int targetID)
{
if (m_TargetMap.Contains(targetID))
{
return true;
}
return false;
}
ABuildBase* UBuildManagerInstance::GetTargetByID(int targetID) //查 ,改
{
if (m_TargetMap.Contains(targetID))
{
return *m_TargetMap.Find(targetID);
}
return nullptr;
}