UE5.3 C++ 房屋管理系统(一)
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 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; //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"));}}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"));}}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;
}