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2 Commits

Author SHA1 Message Date
4821d206c0 修改任务资源复制时 id自动增加 2025-10-28 19:50:58 +08:00
0f942b0b77 更新获得鱼获后 完成任务 2025-10-28 18:33:39 +08:00
24 changed files with 70 additions and 9 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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@ -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

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

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@ -140,13 +140,12 @@ bool UQuestManager::CompleteQuest(int32 QuestID)
// 触发事件
OnQuestStateChanged.Broadcast(QuestID);
UE_LOG(LogTemp, Warning, TEXT("Quest id = %d Complete"), QuestID);
// 从活动任务中移除
ActiveQuestsMap.Remove(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;
}
@ -198,7 +197,7 @@ 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 +212,7 @@ 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;
@ -221,6 +220,9 @@ void UQuestManager::UpdateObjectiveByTargetID(FName TargetID, int32 ProgressDelt
}
}
}
//检测是否有其他可接受的任务
CheckAcceptableQuests();
}
EQuestState UQuestManager::GetQuestState(int32 QuestID) const
@ -327,7 +329,7 @@ bool UQuestManager::CanAcceptQuest(UQuestAsset* QuestAsset) const
TArray<FQuestSaveData> UQuestManager::GetQuestSaveData() const
{
TArray<FQuestSaveData> SaveDataArray;
for (const TPair<int32, FQuestRuntimeData>& Pair : ActiveQuestsMap)
{
FQuestSaveData SaveData;
@ -352,6 +354,7 @@ TArray<FQuestSaveData> UQuestManager::GetQuestSaveData() const
SaveDataArray.Add(SaveData);
}
return SaveDataArray;
}

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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")