Compare commits

...

2 Commits

Author SHA1 Message Date
111f68fa10 完善追踪任务UI 2025-10-28 17:43:28 +08:00
1ccc1d8796 更新任务的存档功能 2025-10-28 15:29:36 +08:00
10 changed files with 68 additions and 25 deletions

View File

@ -19,26 +19,23 @@ void UGameInfoManager::Initialize(FSubsystemCollectionBase& Collection)
void UGameInfoManager::SaveGameInfo() void UGameInfoManager::SaveGameInfo()
{ {
if (IsValid(PlayerInfo.Get())) if (!IsValid(PlayerInfo.Get()))
{ {
// 保存任务数据 PlayerInfo = NewObject<UPlayerInfoSaveGame>(this);
if (UQuestManager* QuestManager = GetGameInstance()->GetSubsystem<UQuestManager>()) }
{ // 保存任务数据
PlayerInfo->QuestSaveData = QuestManager->GetQuestSaveData(); if (UQuestManager* QuestManager = GetGameInstance()->GetSubsystem<UQuestManager>())
} {
PlayerInfo->QuestSaveData = QuestManager->GetQuestSaveData();
}
if (UGameplayStatics::SaveGameToSlot(PlayerInfo.Get(), SaveGameSlotName, 0)) if (UGameplayStatics::SaveGameToSlot(PlayerInfo.Get(), SaveGameSlotName, 0))
{ {
UE_LOG(LogTemp, Warning, TEXT("存档保存成功")); UE_LOG(LogTemp, Warning, TEXT("存档保存成功"));
}
else
{
UE_LOG(LogTemp, Warning, TEXT("存档保存失败"));
}
} }
else else
{ {
UE_LOG(LogTemp, Warning, TEXT("存档保存失败 PlayerInfo为空")); UE_LOG(LogTemp, Warning, TEXT("存档保存失败"));
} }
} }

View File

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

View File

@ -2,6 +2,7 @@
#include "QuestManager.h" #include "QuestManager.h"
#include "GameInfoManager.h"
#include "AssetRegistry/AssetRegistryModule.h" #include "AssetRegistry/AssetRegistryModule.h"
#include "Engine/AssetManager.h" #include "Engine/AssetManager.h"
#include "ProjectFish/DataAsset/QuestAsset.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) for (auto QuestAsset : QuestAssets)
{ {
if (!ActiveQuestsMap.Find(QuestAsset->QuestID) && !CompletedQuestIDs.Contains(QuestAsset->QuestID)) 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 //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) if (!QuestAsset)
{ {
@ -83,6 +84,13 @@ bool UQuestManager::AcceptQuest(UQuestAsset* QuestAsset)
// 触发事件 // 触发事件
OnQuestStateChanged.Broadcast(QuestAsset->QuestID); 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)
{
//更新存档数据
GetGameInstance()->GetSubsystem<UGameInfoManager>()->SaveGameInfo();
}
return true; return true;
} }
@ -102,6 +110,9 @@ bool UQuestManager::FollowQuest(int32 QuestID, bool Follow)
{ {
FollowingQuestIDs.Remove(QuestID); FollowingQuestIDs.Remove(QuestID);
} }
//更新存档数据
GetGameInstance()->GetSubsystem<UGameInfoManager>()->SaveGameInfo();
return true; return true;
} }
@ -131,9 +142,12 @@ bool UQuestManager::CompleteQuest(int32 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
GetGameInstance()->GetSubsystem<UGameInfoManager>()->SaveGameInfo();
//检测是否有其他可接受的任务 //检测是否有其他可接受的任务
CheckAcceptableQuests(); CheckAcceptableQuests();
return true; return true;
} }
@ -243,6 +257,19 @@ TArray<UQuestAsset*> UQuestManager::GetActiveQuests() const
return Result; return Result;
} }
TArray<UQuestAsset*> UQuestManager::GetFollowingQuests() const
{
TArray<UQuestAsset*> Result;
for (const TPair<int32, FQuestRuntimeData>& Pair : ActiveQuestsMap)
{
if (FollowingQuestIDs.Contains(Pair.Key))
{
Result.Add(Pair.Value.QuestAsset);
}
}
return Result;
}
TArray<UQuestAsset*> UQuestManager::GetCompletedQuests() const TArray<UQuestAsset*> UQuestManager::GetCompletedQuests() const
{ {
TArray<UQuestAsset*> Result; TArray<UQuestAsset*> Result;
@ -267,6 +294,17 @@ bool UQuestManager::GetQuestProgress(int32 QuestID, TArray<FQuestProgress>& OutP
return false; return false;
} }
bool UQuestManager::GetQuestRuntimeData(int32 QuestID, FQuestRuntimeData& OutData) const
{
const FQuestRuntimeData* RuntimeData = ActiveQuestsMap.Find(QuestID);
if (RuntimeData)
{
OutData = *RuntimeData;
return true;
}
return false;
}
bool UQuestManager::CanAcceptQuest(UQuestAsset* QuestAsset) const bool UQuestManager::CanAcceptQuest(UQuestAsset* QuestAsset) const
{ {
if (!QuestAsset) if (!QuestAsset)
@ -339,7 +377,7 @@ void UQuestManager::LoadFromSaveData(const TArray<FQuestSaveData>& SaveData)
if (questAsset->QuestID == Data.QuestID) if (questAsset->QuestID == Data.QuestID)
{ {
FQuestRuntimeData RuntimeData = CreateRuntimeData(questAsset); FQuestRuntimeData RuntimeData = CreateRuntimeData(questAsset);
for (int i =0; i < RuntimeData.ObjectiveProgress.Num(); i++) for (int i =0; i < Data.ObjectiveProgress.Num(); i++)
{ {
RuntimeData.ObjectiveProgress[i].CurrentProgress = Data.ObjectiveProgress[i]; RuntimeData.ObjectiveProgress[i].CurrentProgress = Data.ObjectiveProgress[i];
RuntimeData.ObjectiveProgress[i].bCompleted = Data.ObjectiveCompleted[i]; RuntimeData.ObjectiveProgress[i].bCompleted = Data.ObjectiveCompleted[i];
@ -360,7 +398,7 @@ void UQuestManager::LoadFromSaveData(const TArray<FQuestSaveData>& SaveData)
} }
CheckAcceptableQuests(); CheckAcceptableQuests(true);
} }
void UQuestManager::CheckQuestCompletion(int32 QuestID) void UQuestManager::CheckQuestCompletion(int32 QuestID)

View File

@ -53,11 +53,11 @@ public:
/** 检测所有可接收的任务 */ /** 检测所有可接收的任务 */
UFUNCTION(BlueprintCallable, Category = "Quest") UFUNCTION(BlueprintCallable, Category = "Quest")
void CheckAcceptableQuests(); void CheckAcceptableQuests(bool bSaveGameInfo = false);
/** 接受任务 */ /** 接受任务 */
UFUNCTION(BlueprintCallable, Category = "Quest") UFUNCTION(BlueprintCallable, Category = "Quest")
bool AcceptQuest(UQuestAsset* QuestAsset); bool AcceptQuest(UQuestAsset* QuestAsset, bool bSaveGameInfo = false);
/** 接受任务 */ /** 接受任务 */
UFUNCTION(BlueprintCallable, Category = "Quest") UFUNCTION(BlueprintCallable, Category = "Quest")
@ -95,6 +95,10 @@ public:
UFUNCTION(BlueprintPure, Category = "Quest") UFUNCTION(BlueprintPure, Category = "Quest")
TArray<UQuestAsset*> GetActiveQuests() const; TArray<UQuestAsset*> GetActiveQuests() const;
/** 获取所有追踪的任务 */
UFUNCTION(BlueprintPure, Category = "Quest")
TArray<UQuestAsset*> GetFollowingQuests() const;
/** 获取所有已完成的任务 */ /** 获取所有已完成的任务 */
UFUNCTION(BlueprintPure, Category = "Quest") UFUNCTION(BlueprintPure, Category = "Quest")
TArray<UQuestAsset*> GetCompletedQuests() const; TArray<UQuestAsset*> GetCompletedQuests() const;
@ -103,6 +107,10 @@ public:
UFUNCTION(BlueprintPure, Category = "Quest") UFUNCTION(BlueprintPure, Category = "Quest")
bool GetQuestProgress(int32 QuestID, TArray<FQuestProgress>& OutProgress) const; bool GetQuestProgress(int32 QuestID, TArray<FQuestProgress>& OutProgress) const;
/** 获取任务进度 */
UFUNCTION(BlueprintPure, Category = "Quest")
bool GetQuestRuntimeData(int32 QuestID, FQuestRuntimeData& OutData) const;
/** 检查是否可以接受任务(前置任务检查) */ /** 检查是否可以接受任务(前置任务检查) */
UFUNCTION(BlueprintPure, Category = "Quest") UFUNCTION(BlueprintPure, Category = "Quest")
bool CanAcceptQuest(UQuestAsset* QuestAsset) const; bool CanAcceptQuest(UQuestAsset* QuestAsset) const;
@ -140,7 +148,7 @@ private:
TMap<int32, FQuestRuntimeData> ActiveQuestsMap; TMap<int32, FQuestRuntimeData> ActiveQuestsMap;
/** 正在追踪的任务列表 */ /** 正在追踪的任务列表 */
UPROPERTY() UPROPERTY(BlueprintReadOnly, meta = (AllowPrivateAccess = true))
TSet<int32> FollowingQuestIDs; TSet<int32> FollowingQuestIDs;
/** 已完成的任务ID列表 */ /** 已完成的任务ID列表 */