Add placed actor persistence foundation
This commit is contained in:
@@ -1,7 +1,10 @@
|
||||
// Copyright Pacificao. All Rights Reserved.
|
||||
|
||||
#include "AgrarianPersistenceSubsystem.h"
|
||||
#include "AgrarianPersistentActorComponent.h"
|
||||
#include "AgrarianSaveGame.h"
|
||||
#include "EngineUtils.h"
|
||||
#include "Engine/World.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
UAgrarianSaveGame* UAgrarianPersistenceSubsystem::CreateEmptySave() const
|
||||
@@ -31,3 +34,121 @@ bool UAgrarianPersistenceSubsystem::DoesSaveExist() const
|
||||
{
|
||||
return UGameplayStatics::DoesSaveGameExist(DefaultSlotName, UserIndex);
|
||||
}
|
||||
|
||||
void UAgrarianPersistenceSubsystem::RegisterWorldActorClass(FName ActorTypeId, TSubclassOf<AActor> ActorClass)
|
||||
{
|
||||
if (ActorTypeId != NAME_None && ActorClass)
|
||||
{
|
||||
WorldActorClassRegistry.Add(ActorTypeId, ActorClass);
|
||||
}
|
||||
}
|
||||
|
||||
int32 UAgrarianPersistenceSubsystem::CaptureWorldActors(UAgrarianSaveGame* SaveGame) const
|
||||
{
|
||||
if (!SaveGame)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
TArray<UAgrarianPersistentActorComponent*> PersistentComponents;
|
||||
FindPersistentComponents(PersistentComponents);
|
||||
|
||||
SaveGame->WorldActors.Reset();
|
||||
for (const UAgrarianPersistentActorComponent* Component : PersistentComponents)
|
||||
{
|
||||
if (Component && Component->IsSaveable())
|
||||
{
|
||||
SaveGame->WorldActors.Add(Component->CaptureSaveState());
|
||||
}
|
||||
}
|
||||
|
||||
return SaveGame->WorldActors.Num();
|
||||
}
|
||||
|
||||
int32 UAgrarianPersistenceSubsystem::RestoreWorldActors(const UAgrarianSaveGame* SaveGame, bool bClearExistingActors) const
|
||||
{
|
||||
UWorld* World = GetWorld();
|
||||
if (!World || !SaveGame)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (bClearExistingActors)
|
||||
{
|
||||
TArray<UAgrarianPersistentActorComponent*> ExistingComponents;
|
||||
FindPersistentComponents(ExistingComponents);
|
||||
|
||||
for (UAgrarianPersistentActorComponent* Component : ExistingComponents)
|
||||
{
|
||||
if (AActor* Owner = Component ? Component->GetOwner() : nullptr)
|
||||
{
|
||||
Owner->Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int32 RestoredCount = 0;
|
||||
for (const FAgrarianSavedWorldActor& SavedActor : SaveGame->WorldActors)
|
||||
{
|
||||
const TSubclassOf<AActor>* ActorClass = WorldActorClassRegistry.Find(SavedActor.ActorTypeId);
|
||||
if (!ActorClass || !(*ActorClass))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
FActorSpawnParameters SpawnParams;
|
||||
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
|
||||
|
||||
AActor* SpawnedActor = World->SpawnActor<AActor>(*ActorClass, SavedActor.Transform, SpawnParams);
|
||||
if (!SpawnedActor)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (UAgrarianPersistentActorComponent* Component = SpawnedActor->FindComponentByClass<UAgrarianPersistentActorComponent>())
|
||||
{
|
||||
Component->ApplySaveState(SavedActor);
|
||||
}
|
||||
|
||||
RestoredCount++;
|
||||
}
|
||||
|
||||
return RestoredCount;
|
||||
}
|
||||
|
||||
bool UAgrarianPersistenceSubsystem::SaveCurrentWorld() const
|
||||
{
|
||||
UAgrarianSaveGame* SaveGame = LoadOrCreateSave();
|
||||
if (!SaveGame)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
CaptureWorldActors(SaveGame);
|
||||
return WriteSave(SaveGame);
|
||||
}
|
||||
|
||||
void UAgrarianPersistenceSubsystem::FindPersistentComponents(TArray<UAgrarianPersistentActorComponent*>& OutComponents) const
|
||||
{
|
||||
OutComponents.Reset();
|
||||
|
||||
UWorld* World = GetWorld();
|
||||
if (!World)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (TActorIterator<AActor> ActorIt(World); ActorIt; ++ActorIt)
|
||||
{
|
||||
AActor* Actor = *ActorIt;
|
||||
if (!Actor || Actor->IsPendingKillPending())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (UAgrarianPersistentActorComponent* Component = Actor->FindComponentByClass<UAgrarianPersistentActorComponent>())
|
||||
{
|
||||
OutComponents.Add(Component);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "AgrarianPersistenceSubsystem.generated.h"
|
||||
|
||||
class UAgrarianSaveGame;
|
||||
class UAgrarianPersistentActorComponent;
|
||||
|
||||
UCLASS()
|
||||
class UAgrarianPersistenceSubsystem : public UGameInstanceSubsystem
|
||||
@@ -20,6 +21,9 @@ public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Persistence")
|
||||
int32 UserIndex = 0;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Persistence")
|
||||
TMap<FName, TSubclassOf<AActor>> WorldActorClassRegistry;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
UAgrarianSaveGame* CreateEmptySave() const;
|
||||
|
||||
@@ -31,4 +35,19 @@ public:
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
bool DoesSaveExist() const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
void RegisterWorldActorClass(FName ActorTypeId, TSubclassOf<AActor> ActorClass);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
int32 CaptureWorldActors(UAgrarianSaveGame* SaveGame) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
int32 RestoreWorldActors(const UAgrarianSaveGame* SaveGame, bool bClearExistingActors = true) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
bool SaveCurrentWorld() const;
|
||||
|
||||
protected:
|
||||
void FindPersistentComponents(TArray<UAgrarianPersistentActorComponent*>& OutComponents) const;
|
||||
};
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
// Copyright Pacificao. All Rights Reserved.
|
||||
|
||||
#include "AgrarianPersistentActorComponent.h"
|
||||
|
||||
UAgrarianPersistentActorComponent::UAgrarianPersistentActorComponent()
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = false;
|
||||
}
|
||||
|
||||
bool UAgrarianPersistentActorComponent::IsSaveable() const
|
||||
{
|
||||
return ActorTypeId != NAME_None && GetOwner() != nullptr;
|
||||
}
|
||||
|
||||
FAgrarianSavedWorldActor UAgrarianPersistentActorComponent::CaptureSaveState() const
|
||||
{
|
||||
FAgrarianSavedWorldActor SavedActor;
|
||||
SavedActor.ActorTypeId = ActorTypeId;
|
||||
SavedActor.StringState = StringState;
|
||||
SavedActor.NumberState = NumberState;
|
||||
|
||||
if (bSaveTransform && GetOwner())
|
||||
{
|
||||
SavedActor.Transform = GetOwner()->GetActorTransform();
|
||||
}
|
||||
|
||||
return SavedActor;
|
||||
}
|
||||
|
||||
void UAgrarianPersistentActorComponent::ApplySaveState(const FAgrarianSavedWorldActor& SavedActor)
|
||||
{
|
||||
StringState = SavedActor.StringState;
|
||||
NumberState = SavedActor.NumberState;
|
||||
|
||||
if (ActorTypeId == NAME_None)
|
||||
{
|
||||
ActorTypeId = SavedActor.ActorTypeId;
|
||||
}
|
||||
|
||||
if (bSaveTransform && GetOwner())
|
||||
{
|
||||
GetOwner()->SetActorTransform(SavedActor.Transform);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
// Copyright Pacificao. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "AgrarianSaveGame.h"
|
||||
#include "AgrarianPersistentActorComponent.generated.h"
|
||||
|
||||
UCLASS(ClassGroup = (Agrarian), BlueprintType, Blueprintable, meta = (BlueprintSpawnableComponent))
|
||||
class UAgrarianPersistentActorComponent : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UAgrarianPersistentActorComponent();
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Persistence")
|
||||
FName ActorTypeId = NAME_None;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Persistence")
|
||||
bool bSaveTransform = true;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Persistence")
|
||||
TMap<FName, FString> StringState;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Persistence")
|
||||
TMap<FName, float> NumberState;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
bool IsSaveable() const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
FAgrarianSavedWorldActor CaptureSaveState() const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
void ApplySaveState(const FAgrarianSavedWorldActor& SavedActor);
|
||||
};
|
||||
@@ -1,6 +1,7 @@
|
||||
// Copyright Pacificao. All Rights Reserved.
|
||||
|
||||
#include "AgrarianShelterActor.h"
|
||||
#include "AgrarianPersistentActorComponent.h"
|
||||
#include "Components/BoxComponent.h"
|
||||
#include "Components/StaticMeshComponent.h"
|
||||
|
||||
@@ -15,4 +16,7 @@ AAgrarianShelterActor::AAgrarianShelterActor()
|
||||
ProtectionVolume->SetupAttachment(RootComponent);
|
||||
ProtectionVolume->SetBoxExtent(FVector(250.0f, 250.0f, 180.0f));
|
||||
ProtectionVolume->SetCollisionProfileName(TEXT("OverlapAllDynamic"));
|
||||
|
||||
PersistentActorComponent = CreateDefaultSubobject<UAgrarianPersistentActorComponent>(TEXT("PersistentActorComponent"));
|
||||
PersistentActorComponent->ActorTypeId = TEXT("primitive_shelter");
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "AgrarianShelterActor.generated.h"
|
||||
|
||||
class UBoxComponent;
|
||||
class UAgrarianPersistentActorComponent;
|
||||
class UStaticMeshComponent;
|
||||
|
||||
UCLASS(Blueprintable)
|
||||
@@ -23,6 +24,9 @@ public:
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Shelter")
|
||||
TObjectPtr<UBoxComponent> ProtectionVolume;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Shelter")
|
||||
TObjectPtr<UAgrarianPersistentActorComponent> PersistentActorComponent;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Shelter", meta = (ClampMin = "0", ClampMax = "1"))
|
||||
float WeatherProtection = 0.65f;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user