1 按上期设计创建数据结构(做了一些修改)
USTRUCT(BlueprintType)
struct ARPG_CPLUS_API FQuestNode
{GENERATED_USTRUCT_BODY()// 记录前置节点IDUPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestNode")TArray<int> PredecessorNodeIDs;// 区分检查前置条件类型(任意一个完成或全部完成)UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestNode")bool bRequireAllPredecessors;// 记录唯一后置节点IDUPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestNode")int SuccessorNodeID;// 记录当前节点IDUPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestNode")int NodeID;// 标记是否完成UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestNode")bool bIsCompleted;
};
// 任务条件检查结构
USTRUCT(BlueprintType)
struct ARPG_CPLUS_API FQuestCondition
{GENERATED_USTRUCT_BODY()// 当前值UPROPERTY(EditAnywhere, BlueprintReadWrite)float CurrentValue;// 需要达到的值UPROPERTY(EditAnywhere, BlueprintReadWrite)float NeededValue;// 物品ID,0表示空信息UPROPERTY(EditAnywhere, BlueprintReadWrite)int ItemID{0};// 描述文本(可以为空)UPROPERTY(EditAnywhere, BlueprintReadWrite)FString DescriptionText;
};
USTRUCT(BlueprintType)
struct ARPG_CPLUS_API FQuestNodeData : public FTableRowBase
{GENERATED_USTRUCT_BODY()// 当前节点IDUPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestNodeData")int NodeID;// 任务提示文本UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestNodeData")FString QuestHintText;// 任务条件检查类型UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestNodeData")EQuestType QuestType{EQuestType::None};// 任务条件检查结构数组UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestNodeData")TArray<FQuestCondition> Conditions;
};
USTRUCT(BlueprintType)
struct ARPG_CPLUS_API FQuestStructure : public FTableRowBase
{GENERATED_USTRUCT_BODY()// 任务IDUPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestStructure")int QuestID;// 当前正在执行的任务节点IDUPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestStructure")int CurrentNodeID;// 任务节点数组UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestStructure")TArray<FQuestNode> QuestNodes;// 结尾任务节点ID数组(任意一个完成即整个任务完成)UPROPERTY(EditAnywhere, BlueprintReadWrite,Category="QuestStructure")TArray<int> EndNodeIDs;
};
2 创建对应的DataTable
3 实现任务逻辑
3.1 创建变量记录任务
UPROPERTY(EditDefaultsOnly,BlueprintReadWrite,Category="QuestManagerComponent")
TArray<FQuestStructure> CurrentQuests{};UPROPERTY(EditDefaultsOnly,BlueprintReadWrite,Category="QuestManagerComponent")
TArray<FQuestNodeData> CurrentQuestNodes{};UPROPERTY(EditDefaultsOnly,BlueprintReadWrite,Category="QuestManagerComponent")
TArray<FQuestStructure> CompletedQuests{};
3.2 要用到的执行函数
。。太多了请看VCR
// Fill out your copyright notice in the Description page of Project Settings.#include "Quest/QuestManagerComponent.h"// Sets default values for this component's properties
UQuestManagerComponent::UQuestManagerComponent()
{// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features// off to improve performance if you don't need them.PrimaryComponentTick.bCanEverTick = true;// 加载 DataTablestatic ConstructorHelpers::FObjectFinder<UDataTable> QuestStructureDataTableFinder(TEXT("/Game/Data/DataTable/QuestStructureDataTable.QuestStructureDataTable"));if (QuestStructureDataTableFinder.Succeeded()){QuestStructureDataTable = QuestStructureDataTableFinder.Object;}// 加载 DataTablestatic ConstructorHelpers::FObjectFinder<UDataTable> QuestNodeDataTableFinder(TEXT("/Game/Data/DataTable/QuestNodeDataTable.QuestNodeDataTable"));if (QuestNodeDataTableFinder.Succeeded()){QuestNodeDataTable = QuestNodeDataTableFinder.Object;}// ...
}// Called when the game starts
void UQuestManagerComponent::BeginPlay()
{Super::BeginPlay();LogCurrentQuests();LogCurrentQuestNodesData();AcceptQuest(1);LogCurrentQuests();LogCurrentQuestNodesData();if(CurrentQuestNodesData.Num() >= 1){for(auto& t:CurrentQuestNodesData[0].Conditions){t.CurrentValue=t.NeededValue;}}UE_LOG(LogTemp,Warning,TEXT("CheckQuestNodeCompleted(1)==%d"),CheckQuestNodeCompleted(1));//CompleteQuest(1);LogCurrentQuests();LogCurrentQuestNodesData();// ...
}// Called every frame
void UQuestManagerComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{Super::TickComponent(DeltaTime, TickType, ThisTickFunction);// ...
}bool UQuestManagerComponent::AcceptQuest(int QuestId)
{if(!QuestStructureDataTable||!QuestNodeDataTable)return false;//DataTable无效返回falseTArray<FName> QuestStructureRowNames= QuestStructureDataTable->GetRowNames();for (const auto& RowName : QuestStructureRowNames){FQuestStructure* RowData = QuestStructureDataTable->FindRow<FQuestStructure>(RowName,FString(""),true);if(RowData->QuestID==QuestId)//找到对应的任务{AddToCurrentQuestsWithoutRepeat(*RowData);//添加到现有任务数组if(RowData->QuestNodes.Num()>0){TArray<FName> QuestNodeDataRowNames= QuestNodeDataTable->GetRowNames();for(FQuestNode QuestNode : RowData->QuestNodes)//遍历当前任务里的所有任务节点{for (const auto& QuestNodeDataRowName : QuestNodeDataRowNames){FQuestNodeData* QuestNodeDataRowData=QuestNodeDataTable->FindRow<FQuestNodeData>(QuestNodeDataRowName,FString(""),true);if(QuestNodeDataRowData&&QuestNodeDataRowData->NodeID==QuestNode.NodeID)//找到任务节点数据{AddToCurrentQuestNodesDataWithoutRepeat(*QuestNodeDataRowData);//添加到任务数据数组break;}}}}return true;}}return false;
}bool UQuestManagerComponent::AddToCurrentQuestsWithoutRepeat(FQuestStructure StructureToAdd)
{for(FQuestStructure QuestStructure:CurrentQuests){if(QuestStructure.QuestID==StructureToAdd.QuestID){return false;}}CurrentQuests.Add(StructureToAdd);return true;
}bool UQuestManagerComponent::AddToCurrentQuestNodesDataWithoutRepeat(FQuestNodeData NodeDataToAdd)
{for(FQuestNodeData QuestNodeData : CurrentQuestNodesData){if(QuestNodeData.NodeID==NodeDataToAdd.NodeID){return false;}}CurrentQuestNodesData.Add(NodeDataToAdd);return true;
}void UQuestManagerComponent::LogCurrentQuestNodesData()
{UE_LOG(LogTemp,Warning,TEXT("LogCurrentQuestNodesData-->Start,Num==%d"),CurrentQuestNodesData.Num());for(FQuestNodeData QuestNodeData:CurrentQuestNodesData){UE_LOG(LogTemp,Warning,TEXT("Quest Node Id: %d"),QuestNodeData.NodeID);UE_LOG(LogTemp,Warning,TEXT("Quest Node QuestHintText: %s"),*QuestNodeData.QuestHintText);UE_LOG(LogTemp,Warning,TEXT("Quest Node QuestType: %d"),QuestNodeData.QuestType);for(FQuestCondition QuestCondition:QuestNodeData.Conditions){UE_LOG(LogTemp,Warning,TEXT("Quest Node Condition:CurrentValue==%f NeededValue==%f itemID==%d DescriptionText==%s"),QuestCondition.CurrentValue,QuestCondition.NeededValue,QuestCondition.ItemID,*QuestCondition.DescriptionText);}}UE_LOG(LogTemp,Warning,TEXT("LogCurrentQuestNodesData-->End"));
}void UQuestManagerComponent::LogCurrentQuests()
{UE_LOG(LogTemp,Warning,TEXT("LogCurrentQuests-->Start,Num==%d"),CurrentQuests.Num());for(FQuestStructure QuestStructure:CurrentQuests){UE_LOG(LogTemp,Warning,TEXT("Quest Id: %d"),QuestStructure.QuestID);UE_LOG(LogTemp,Warning,TEXT("Quest CurrentNodeID: %d"),QuestStructure.CurrentNodeID);for(FQuestNode QuestNode:QuestStructure.QuestNodes){UE_LOG(LogTemp,Warning,TEXT("Quest NodeID:%d"),QuestNode.NodeID);}for(int endid:QuestStructure.EndNodeIDs){UE_LOG(LogTemp,Warning,TEXT("Quest EndNodeID:%d"),endid);}}UE_LOG(LogTemp,Warning,TEXT("LogCurrentQuests-->End"));
}bool UQuestManagerComponent::CompleteQuest(int QuestId)
{for(int index=0;index<CurrentQuests.Num();index++){if(CurrentQuests[index].QuestID==QuestId){CurrentQuests.RemoveAt(index);//暂时不移除QuestNodesDatareturn true;}}return false;
}bool UQuestManagerComponent::CheckQuestNodeCompleted(int QuestNodeID)
{for(const auto& QuestNodeData:CurrentQuestNodesData){if(QuestNodeData.NodeID==QuestNodeID){for(const auto& QuestCondition:QuestNodeData.Conditions){if(QuestCondition.CurrentValue<QuestCondition.NeededValue||QuestCondition.CurrentValue==0){return false;}}return true;//所有条件均CurrentValue>=NeededValue}}//没找到指定id返回falsereturn false;
}
4 测试
测试代码:
void UQuestManagerComponent::BeginPlay()
{Super::BeginPlay();LogCurrentQuests();LogCurrentQuestNodesData();AcceptQuest(1);LogCurrentQuests();LogCurrentQuestNodesData();if(CurrentQuestNodesData.Num() >= 1){for(auto& t:CurrentQuestNodesData[0].Conditions){t.CurrentValue=t.NeededValue;}}UE_LOG(LogTemp,Warning,TEXT("CheckQuestNodeCompleted(1)==%d"),CheckQuestNodeCompleted(1));CompleteQuest(1);LogCurrentQuests();LogCurrentQuestNodesData();// ...
}
读取前:
接受任务1后:
手动完成任务节点1的任务:
if(CurrentQuestNodesData.Num() >= 1){for(auto& t:CurrentQuestNodesData[0].Conditions){t.CurrentValue=t.NeededValue;}}
此时check任务节点1:
UE_LOG(LogTemp,Warning,TEXT("CheckQuestNodeCompleted(1)==%d"),CheckQuestNodeCompleted(1));
之后完成任务,看到已被清除:
这里写的完成任务是最终调用,不能直接调用,要包装条件检查
5 (补充)任务面板数据显示,提交任务测试
//TODO:
//1.任务数据持久化
//2.对外提供修改指定任务节点的Value的接口
//3.完成任务后加入已完成队列,记录所有完成任务信息
//4.按照任务类型细化UI显示,比如item类任务显示item图标等信息
//5.添加任务奖励,并在任务完成时获得物品或者执行其他逻辑
这里的UI设计的是动态的,全部绑定了任务系统的信息,更新信息写在了函数里,手动调用
测试的时候手动把完成条件全部满足了,大部分时间用来实现了,这里就不多写实现过程了,就是获取数据->显示数据。
提交函数:
若通过检查并且是EndNode里的任意一个,完成整个任务
若通过检查但不是EndNode里的,设置CurrentNodeID为后继节点ID
bool UQuestManagerComponent::TryCommitQuestCurrentNode(int QuestId)
{for(auto& Quest:CurrentQuests){if(Quest.QuestID==QuestId){if(CheckQuestNodeCompleted(Quest.CurrentNodeID)){if(Quest.EndNodeIDs.Contains(Quest.CurrentNodeID)){UE_LOG(LogTemp,Warning,TEXT("TryCommitQuestCurrentNode-->Success!CompletedId: %d,QuestId:%d Completed"),Quest.CurrentNodeID,QuestId);CompleteQuest(QuestId);return true;}UE_LOG(LogTemp,Warning,TEXT("TryCommitQuestCurrentNode-->Success!CompletedId: %d"),Quest.CurrentNodeID);Quest.CurrentNodeID=GetQuestNodeByNodeID(Quest,Quest.CurrentNodeID).SuccessorNodeID;UE_LOG(LogTemp,Warning,TEXT("NextId: %d"),Quest.CurrentNodeID);return true;}UE_LOG(LogTemp,Warning,TEXT("TryCommitQuestCurrentNode-->Failed Because Check is False."));return false;}}UE_LOG(LogTemp,Warning,TEXT("TryCommitQuestCurrentNode-->Failed Because QuestID is Not Found."));return false;
}
初始(代码里接取了任务1,按钮绑定了提交任务1函数):
提交一次后:
提交两次后,因为属于整个任务的结尾Node,因此任务完成:
输出: