修改任务资源复制时 id自动增加

This commit is contained in:
997146918 2025-10-28 19:50:58 +08:00
parent 0f942b0b77
commit 4821d206c0
15 changed files with 40 additions and 5 deletions

View File

@ -54,5 +54,35 @@ void UQuestAsset::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedE
} }
} }
} }
void UQuestAsset::PostDuplicate(bool bDuplicateForPIE)
{
Super::PostDuplicate(bDuplicateForPIE);
if (!bDuplicateForPIE)
{
int32 MaxQuestID = 0;
// 获取资产注册表模块
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
// 查找所有 QuestAsset 资产
TArray<FAssetData> AssetDataList;
AssetRegistry.GetAssetsByClass(UQuestAsset::StaticClass()->GetClassPathName(), AssetDataList, true);
// 遍历所有已存在的任务资产,找到最大的 QuestID
for (const FAssetData& AssetData : AssetDataList)
{
if (UQuestAsset* QuestAsset = Cast<UQuestAsset>(AssetData.GetAsset()))
{
if (QuestAsset->QuestID > MaxQuestID)
{
MaxQuestID = QuestAsset->QuestID;
}
}
}
QuestID += 1;
}
}
#endif #endif

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@ -20,6 +20,8 @@ public:
#if WITH_EDITOR #if WITH_EDITOR
// 编辑器中属性修改后的回调 // 编辑器中属性修改后的回调
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
virtual void PostDuplicate(bool bDuplicateForPIE) override;
#endif #endif
/** 任务编号ID */ /** 任务编号ID */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Quest|Basic") UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Quest|Basic")

View File

@ -140,13 +140,12 @@ bool UQuestManager::CompleteQuest(int32 QuestID)
// 触发事件 // 触发事件
OnQuestStateChanged.Broadcast(QuestID); OnQuestStateChanged.Broadcast(QuestID);
UE_LOG(LogTemp, Warning, TEXT("Quest id = %d Complete"), QuestID); UE_LOG(LogTemp, Warning, TEXT("Quest id = %d Complete"), QuestID);
// 从活动任务中移除 // // 从活动任务中移除
ActiveQuestsMap.Remove(QuestID); // ActiveQuestsMap.Remove(QuestID);
//更新存档数据 //更新存档数据
GetGameInstance()->GetSubsystem<UGameInfoManager>()->SaveGameInfo(); GetGameInstance()->GetSubsystem<UGameInfoManager>()->SaveGameInfo();
//检测是否有其他可接受的任务
CheckAcceptableQuests();
return true; return true;
} }
@ -221,6 +220,9 @@ void UQuestManager::UpdateObjectiveByTargetID(FGameplayTag TargetTag, int32 Prog
} }
} }
} }
//检测是否有其他可接受的任务
CheckAcceptableQuests();
} }
EQuestState UQuestManager::GetQuestState(int32 QuestID) const EQuestState UQuestManager::GetQuestState(int32 QuestID) const
@ -352,6 +354,7 @@ TArray<FQuestSaveData> UQuestManager::GetQuestSaveData() const
SaveDataArray.Add(SaveData); SaveDataArray.Add(SaveData);
} }
return SaveDataArray; return SaveDataArray;
} }