更新获得鱼获后 完成任务

This commit is contained in:
997146918 2025-10-28 18:33:39 +08:00
parent 111f68fa10
commit 0f942b0b77
13 changed files with 30 additions and 4 deletions

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@ -10,5 +10,8 @@ InvalidTagCharacters="\"\',"
+GameplayTagRedirects=(OldTagName="Skill.PoserPull",NewTagName="Skill.PowerPull")
NumBitsForContainerSize=6
NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="FishReward",DevComment="鱼获")
+GameplayTagList=(Tag="FishReward.Fish1",DevComment="")
+GameplayTagList=(Tag="FishReward.Fish2",DevComment="")
+GameplayTagList=(Tag="Skill.PowerPull",DevComment="")

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@ -5,6 +5,7 @@
#include "CoreMinimal.h"
#include "ShapeAsset.h"
#include "Engine/DataAsset.h"
#include "ProjectFish/Quest/QuestTypes.h"
#include "FishingRewardDataAsset.generated.h"
UENUM(BlueprintType)
@ -36,4 +37,7 @@ public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获稀有度"))
ERewardRarityType RewardRarityType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获对应的任务信息"))
FQuestTargetInfo QuestTargetInfo;
};

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@ -198,7 +198,7 @@ void UQuestManager::UpdateObjectiveProgress(int32 QuestID, int32 ObjectiveIndex,
CheckQuestCompletion(QuestID);
}
void UQuestManager::UpdateObjectiveByTargetID(FName TargetID, int32 ProgressDelta)
void UQuestManager::UpdateObjectiveByTargetID(FGameplayTag TargetTag, int32 ProgressDelta)
{
// 遍历所有活动任务,查找匹配的目标
for (TPair<int32, FQuestRuntimeData>& Pair : ActiveQuestsMap)
@ -213,7 +213,7 @@ void UQuestManager::UpdateObjectiveByTargetID(FName TargetID, int32 ProgressDelt
for (int32 i = 0; i < RuntimeData.QuestAsset->Objectives.Num(); ++i)
{
const FQuestObjective& Objective = RuntimeData.QuestAsset->Objectives[i];
if (Objective.TargetID == TargetID)
if (Objective.TargetID.TargetTag == TargetTag)
{
// 增加进度
int32 NewProgress = RuntimeData.ObjectiveProgress[i].CurrentProgress + ProgressDelta;

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@ -79,7 +79,7 @@ public:
/** 通过目标ID更新进度自动查找对应目标 */
UFUNCTION(BlueprintCallable, Category = "Quest")
void UpdateObjectiveByTargetID(FName TargetID, int32 ProgressDelta = 1);
void UpdateObjectiveByTargetID(FGameplayTag TargetTag, int32 ProgressDelta = 1);
// ========== 任务查询 ==========

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@ -3,6 +3,7 @@
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "QuestTypes.generated.h"
/**
@ -49,6 +50,24 @@ struct FQuestReward
int32 GoldAmount = 0;
};
/**
*
*/
USTRUCT(BlueprintType)
struct FQuestTargetInfo
{
GENERATED_BODY()
/** 目标名称*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Quest")
FText QuestTargetName;
/** 目标ID */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Quest")
FGameplayTag TargetTag;
};
/**
*
*/
@ -67,7 +86,7 @@ struct FQuestObjective
/** 目标ID物品ID、敌人ID、地点Tag等 */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Quest")
FName TargetID;
FQuestTargetInfo TargetID;
/** 需要完成的数量 */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Quest")