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No commits in common. "c3e1ed07624433a6d4e156c4e5f61730e596b4b8" and "a07705c6835908c68ab4fc46d2c8c16ed0ecdbfa" have entirely different histories.

29 changed files with 9 additions and 64 deletions

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@ -2,7 +2,7 @@
"BuildId": "37670630", "BuildId": "37670630",
"Modules": "Modules":
{ {
"ProjectFish": "UnrealEditor-ProjectFish.dll", "ProjectFish": "UnrealEditor-ProjectFish-0001.dll",
"ProjectFishEditor": "UnrealEditor-ProjectFishEditor.dll" "ProjectFishEditor": "UnrealEditor-ProjectFishEditor-0001.dll"
} }
} }

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@ -2,6 +2,6 @@
"BuildId": "37670630", "BuildId": "37670630",
"Modules": "Modules":
{ {
"DeskMode": "UnrealEditor-DeskMode.dll" "DeskMode": "UnrealEditor-DeskMode-0001.dll"
} }
} }

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@ -40,7 +40,6 @@
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@ -49,12 +48,5 @@
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@ -14,12 +14,7 @@ UCLASS(BlueprintType)
class PROJECTFISH_API UFishInfoConfigAsset : public UDataAsset class PROJECTFISH_API UFishInfoConfigAsset : public UDataAsset
{ {
GENERATED_BODY() GENERATED_BODY()
//virtual void PostDuplicate(bool bDuplicateForPIE) override;
public: public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = fish, meta = (ToolTip = "鱼的ID"))
int32 FishID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的名称")) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = fish, meta = (ToolTip = "鱼的名称"))
FText FishName; FText FishName;

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@ -25,9 +25,6 @@ class PROJECTFISH_API UFishingRewardDataAsset : public UPrimaryDataAsset
public: public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获名称")) UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获名称"))
FText RewardName; FText RewardName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获描述"))
FText RewardDes;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获图片") ) UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获图片") )
UTexture2D* RewardTexture; UTexture2D* RewardTexture;
@ -43,7 +40,4 @@ public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获对应的任务信息")) UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "鱼获对应的任务信息"))
FQuestTargetInfo QuestTargetInfo; FQuestTargetInfo QuestTargetInfo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Fishing Reward Data" , meta = (ToolTip = "价格"))
float RewardPrice;
}; };

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@ -6,7 +6,6 @@
#include "GameplayTagContainer.h" #include "GameplayTagContainer.h"
#include "PawnWithSkill.h" #include "PawnWithSkill.h"
#include "DataAsset/ShapeAsset.h" #include "DataAsset/ShapeAsset.h"
#include "Quest/QuestTypes.h"
#include "UObject/Object.h" #include "UObject/Object.h"
#include "Definations.generated.h" #include "Definations.generated.h"
@ -463,20 +462,6 @@ struct FSimpleConnection
} }
}; };
USTRUCT(BlueprintType)
struct FMarketQuestDialogue: public FTableRowBase
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "任务对话"))
FText QuestTitle;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "任务对话"))
FText QuestDialogue;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ToolTip = "任务ID"))
int32 QuestID;
};

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@ -82,7 +82,7 @@ bool UQuestManager::AcceptQuest(UQuestAsset* QuestAsset, bool bSaveGameInfo )
ActiveQuestsMap.Add(QuestAsset->QuestID, RuntimeData); ActiveQuestsMap.Add(QuestAsset->QuestID, RuntimeData);
// 触发事件 // 触发事件
OnQuestStateChanged.Broadcast(QuestAsset->QuestID, EQuestState::InProgress); OnQuestStateChanged.Broadcast(QuestAsset->QuestID);
UE_LOG(LogTemp, Warning, TEXT("Quest %s Accepted"), *QuestAsset->QuestName.ToString()); UE_LOG(LogTemp, Warning, TEXT("Quest %s Accepted"), *QuestAsset->QuestName.ToString());
if (bSaveGameInfo) if (bSaveGameInfo)
@ -138,7 +138,7 @@ bool UQuestManager::CompleteQuest(int32 QuestID)
CompletedQuestIDs.Add(QuestID); CompletedQuestIDs.Add(QuestID);
// 触发事件 // 触发事件
OnQuestStateChanged.Broadcast(QuestID, EQuestState::Completed); 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);
@ -158,7 +158,7 @@ bool UQuestManager::AbandonQuest(int32 QuestID)
} }
ActiveQuestsMap.Remove(QuestID); ActiveQuestsMap.Remove(QuestID);
OnQuestStateChanged.Broadcast(QuestID, EQuestState::Failed); OnQuestStateChanged.Broadcast(QuestID);
return true; return true;
} }
@ -246,23 +246,6 @@ bool UQuestManager::IsQuestFollowing(int32 QuestID) const
return FollowingQuestIDs.Contains(QuestID); return FollowingQuestIDs.Contains(QuestID);
} }
TArray<FQuestTargetInfo> UQuestManager::GetQuestTargets(int32 QuestID) const
{
TArray<FQuestTargetInfo> Targets;
for (auto quest:QuestAssets)
{
if (quest->QuestID == QuestID)
{
for (auto TargetInfo: quest->Objectives)
{
Targets.Add(TargetInfo.TargetID);
}
return Targets;
}
}
return Targets;
}
TArray<UQuestAsset*> UQuestManager::GetActiveQuests() const TArray<UQuestAsset*> UQuestManager::GetActiveQuests() const
{ {
TArray<UQuestAsset*> Result; TArray<UQuestAsset*> Result;

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@ -31,7 +31,7 @@ struct FQuestRuntimeData
}; };
// 任务事件委托 // 任务事件委托
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnQuestStateChanged, int32, QuestID, EQuestState, QuestState); DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnQuestStateChanged, int32, QuestID);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnQuestObjectiveUpdated, int32, QuestID, int32, ObjectiveIndex); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnQuestObjectiveUpdated, int32, QuestID, int32, ObjectiveIndex);
/** /**
@ -74,7 +74,7 @@ public:
// ========== 任务进度 ========== // ========== 任务进度 ==========
/** 更新任务目标进度(收集物品、击败敌人、到达地点) */ /** 更新任务目标进度(收集物品、击败敌人、到达地点) */
//UFUNCTION(BlueprintCallable, Category = "Quest") UFUNCTION(BlueprintCallable, Category = "Quest")
void UpdateObjectiveProgress(int32 QuestID, int32 ObjectiveIndex, int32 Progress); void UpdateObjectiveProgress(int32 QuestID, int32 ObjectiveIndex, int32 Progress);
/** 通过目标ID更新进度自动查找对应目标 */ /** 通过目标ID更新进度自动查找对应目标 */
@ -91,10 +91,6 @@ public:
UFUNCTION(BlueprintPure, Category = "Quest") UFUNCTION(BlueprintPure, Category = "Quest")
bool IsQuestFollowing(int32 QuestID) const; bool IsQuestFollowing(int32 QuestID) const;
/** 获取指定任务的任务目标 */
UFUNCTION(BlueprintPure, Category = "Quest")
TArray<FQuestTargetInfo> GetQuestTargets(int32 QuestID) const;
/** 获取所有进行中的任务 */ /** 获取所有进行中的任务 */
UFUNCTION(BlueprintPure, Category = "Quest") UFUNCTION(BlueprintPure, Category = "Quest")
TArray<UQuestAsset*> GetActiveQuests() const; TArray<UQuestAsset*> GetActiveQuests() const;