更新任务的存档功能

This commit is contained in:
997146918 2025-10-28 15:29:36 +08:00
parent f07e298eb8
commit 1ccc1d8796
5 changed files with 34 additions and 23 deletions

View File

@ -19,8 +19,10 @@ void UGameInfoManager::Initialize(FSubsystemCollectionBase& Collection)
void UGameInfoManager::SaveGameInfo()
{
if (IsValid(PlayerInfo.Get()))
if (!IsValid(PlayerInfo.Get()))
{
PlayerInfo = NewObject<UPlayerInfoSaveGame>(this);
}
// 保存任务数据
if (UQuestManager* QuestManager = GetGameInstance()->GetSubsystem<UQuestManager>())
{
@ -36,11 +38,6 @@ void UGameInfoManager::SaveGameInfo()
UE_LOG(LogTemp, Warning, TEXT("存档保存失败"));
}
}
else
{
UE_LOG(LogTemp, Warning, TEXT("存档保存失败, PlayerInfo为空"));
}
}
bool UGameInfoManager::LoadGameInfo()
{

View File

@ -17,7 +17,7 @@ class PROJECTFISH_API UGameInfoManager : public UGameInstanceSubsystem
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
protected:
public:
UFUNCTION(BlueprintCallable)
void SaveGameInfo();
UFUNCTION(BlueprintCallable)

View File

@ -2,6 +2,7 @@
#include "QuestManager.h"
#include "GameInfoManager.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Engine/AssetManager.h"
#include "ProjectFish/DataAsset/QuestAsset.h"
@ -44,19 +45,19 @@ void UQuestManager::LoadAllQuests()
}
void UQuestManager::CheckAcceptableQuests()
void UQuestManager::CheckAcceptableQuests(bool bSaveGameInfo)
{
for (auto QuestAsset : QuestAssets)
{
if (!ActiveQuestsMap.Find(QuestAsset->QuestID) && !CompletedQuestIDs.Contains(QuestAsset->QuestID))
{
//任务不在当前已激活的任务 和 已完成的任务列表中
AcceptQuest(QuestAsset);
AcceptQuest(QuestAsset, bSaveGameInfo);
}
}
}
bool UQuestManager::AcceptQuest(UQuestAsset* QuestAsset)
bool UQuestManager::AcceptQuest(UQuestAsset* QuestAsset, bool bSaveGameInfo )
{
if (!QuestAsset)
{
@ -83,6 +84,13 @@ bool UQuestManager::AcceptQuest(UQuestAsset* QuestAsset)
// 触发事件
OnQuestStateChanged.Broadcast(QuestAsset->QuestID);
UE_LOG(LogTemp, Warning, TEXT("Quest %s Accepted"), *QuestAsset->QuestName.ToString());
if (bSaveGameInfo)
{
//更新存档数据
GetGameInstance()->GetSubsystem<UGameInfoManager>()->SaveGameInfo();
}
return true;
}
@ -102,6 +110,9 @@ bool UQuestManager::FollowQuest(int32 QuestID, bool Follow)
{
FollowingQuestIDs.Remove(QuestID);
}
//更新存档数据
GetGameInstance()->GetSubsystem<UGameInfoManager>()->SaveGameInfo();
return true;
}
@ -131,9 +142,12 @@ bool UQuestManager::CompleteQuest(int32 QuestID)
UE_LOG(LogTemp, Warning, TEXT("Quest id = %d Complete"), QuestID);
// 从活动任务中移除
ActiveQuestsMap.Remove(QuestID);
//更新存档数据
GetGameInstance()->GetSubsystem<UGameInfoManager>()->SaveGameInfo();
//检测是否有其他可接受的任务
CheckAcceptableQuests();
return true;
}
@ -360,7 +374,7 @@ void UQuestManager::LoadFromSaveData(const TArray<FQuestSaveData>& SaveData)
}
CheckAcceptableQuests();
CheckAcceptableQuests(true);
}
void UQuestManager::CheckQuestCompletion(int32 QuestID)

View File

@ -53,11 +53,11 @@ public:
/** 检测所有可接收的任务 */
UFUNCTION(BlueprintCallable, Category = "Quest")
void CheckAcceptableQuests();
void CheckAcceptableQuests(bool bSaveGameInfo = false);
/** 接受任务 */
UFUNCTION(BlueprintCallable, Category = "Quest")
bool AcceptQuest(UQuestAsset* QuestAsset);
bool AcceptQuest(UQuestAsset* QuestAsset, bool bSaveGameInfo = false);
/** 接受任务 */
UFUNCTION(BlueprintCallable, Category = "Quest")