一.框架思路
1.如何加載。房屋管理,既然管理。就存在動態加載,和靜態加載的考慮。如果是靜態加載,就是在編輯器情況下放置,但這樣方便了擺放,但管理就需要在開始是將所有的房屋找到加到管理者里。你無法決定拖入場景的類符不符合房屋管理者的要求限制,如果屬性不對,可能會有Bug。動態加載,在運行時,才可以生成設置。這個生成就是一定滿足管理者,不然不生成,相反無論怎么寫都不太可能,寫的運行時和編輯器一樣方便擺放設置。各有優缺點,所以這里我使用的動態加載,原因只是因為動態加載我寫過。
2.采用哪個容器存儲,使用TMap。因為頻繁的訪問,用鍵值隊可以快速找到值也就是房屋類。并且刪除,和修改。不會是大量的數據同時刪除和增加。TMap的建,就使用房屋的ID屬性。保證它的唯一性,和不重復性。
UPROPERTY(EditAnywhere)TMap<int, ABuildBase*> m_TargetMap;
3.設計模型,采用單例模式。這里用房屋管理者是單例 UBuildManagerInstance,全局訪問,負責增刪改查。房屋工廠類是單例 UBuildFactory,動態組裝房屋,并設置ID等屬性。
4. 多態,管理不同類型的房屋,這里主要是提高可擴展性,被沒有一定要分很多類型。每個類型,都繼承自房屋基本類ABuildBase。管理TMap里也是存儲 BuildBase。如果有拓展的功能,就用Cast,將對于指向基類指針轉換為,多態的子類。擴展的屬性和功能就能訪問到。
二.框架搭建
1.先把基類和管理者寫好
基類本質繼承自Actor。里面有通用屬性注釋里都有。動態加載 模型后,也是存儲在它自己的,m_childComponentMap組件字典里,這個用在自己讀取JSON文件動態加載,組裝后加入到這個Map。相當于每個房屋,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 propertiesABuildBase();protected:// Called when the game starts or when spawnedvirtual 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 framevirtual 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; //組件字典TMap<FString, EComType> m_childComponentTypeMap;//組件類型字典UPROPERTY(VisibleAnywhere)FString m_ResourcesPath; //加載模型的路徑UPROPERTY(VisibleAnywhere)FString m_BuildName; //房屋對于的名字,加載文件夾UPROPERTY(VisibleAnywhere, BlueprintReadWrite)int m_targetID = 0;//唯一標識//通用//面積//藍圖可訪問通信UPROPERTY(VisibleAnywhere,BlueprintReadWrite)int m_Area = 100;//通用//面積//藍圖可訪問通信UPROPERTY(VisibleAnywhere, BlueprintReadWrite)FString m_Type = "";//居住人口//藍圖可訪問通信UPROPERTY(VisibleAnywhere,BlueprintReadWrite)int m_ResidentPopulation = 100;//價值//藍圖可訪問通信UPROPERTY(VisibleAnywhere, BlueprintReadWrite)int m_Price = 100;//位置//藍圖可訪問通信UPROPERTY(VisibleAnywhere,BlueprintReadWrite)FVector m_Position = FVector::Zero();//方位//藍圖可訪問通信UPROPERTY(VisibleAnywhere, BlueprintReadWrite)FRotator m_Rotation = FRotator::ZeroRotator;// 大小//藍圖可訪問通信UPROPERTY(VisibleAnywhere, BlueprintReadWrite)FVector m_Scale = FVector(1, 1, 1);
};
實現如下,一開始把文件共有路徑設置,Constitution讀取自己對于類型的JSON文件,并進行解析。解析JSON后,獲取配置文件,存到ConfigData結構體里。LoadStaticMesh,加載模型。就是從ConfigData里,讀取數據動態加載,并拼接位置信息,組裝成一個完整房屋。
#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;}//獲取配置數據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;//加載各個組件。。MeshName絕不能重名,否則NewObject和TMap結構都會出問題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"));}}elsetmpComp->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函數,是讀取JSON配置文件,利用JSONReaderHelp類。來解析,里面JSONObject,和Reader,FJsonSerializer都是UE自帶的常用的反序列化解析的指針和函數。將JOSN文件里,StaticMesh域下的 各個屬性,解析出來存到結構體數組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;
}
再從數組里,動態加載網格體模型。相當于加載上面三個模型,拼接他們的相對位置,大小,名字組件,到一個房屋類上。為什么暴露出來再JSON文件里,因為打包后的模型資源你是改不了的。但你可以通過改這個配置文件,對房屋里的組成部分進行微調。大小,位置,旋轉。
void ABuildBase::LoadStaticMesh()
{if (ConfigData.StaticMeshInfo.Num() <= 0) return;//加載各個組件。。MeshName絕不能重名,否則NewObject和TMap結構都會出問題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"));}}elsetmpComp->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的單例方式。這樣自己管理生命周期。
這里就有增刪查,和管理的容器?? TMap<int, ABuildBase*>?? ?m_TargetMap。本質管理者是對容器里的指針指向的在場景里的對象增刪查。改留在UI里寫。
UCLASS()
class LZJCORE_API UBuildManagerInstance : public UGameInstanceSubsystem
{GENERATED_BODY()
public://最早的初始化virtual void Initialize(FSubsystemCollectionBase& Collection);//初始化加載 表里的建筑類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;
};
實現如下,正常的TMap操作,只是要判斷空指針。這里Initialize初始化,將后續管理的UI界面初始化在主頁界面上。
void UBuildManagerInstance::Initialize(FSubsystemCollectionBase& Collection)
{Super::Initialize(Collection);//!可能加載不了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(); // 獲取ID 鍵// FBuildTableStruct Value = It.Value(); // 獲取值// 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) //刪
{m_TargetMap.Remove(target->GetID());if (target != nullptr){target->Destroy();//m_World->DestroyActor(target);}
}void UBuildManagerInstance::RemoveTarget(int targetID) //刪
{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() //全刪
{//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;
}