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2025-01-04 23:00:19 +08:00
ObjectPath = {};
-- 在前面加上工程名就是这个 /TrainingCamp/Asset/Blueprint/UGCPlayerPawn.UGCPlayerPawn_C
ObjectPath.ActorClassPath = {
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/UGCPlayerPawn.UGCPlayerPawn_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Machine/BP_Machine_Jump.BP_Machine_Jump_C'),
------------------------------------------UI类------------------------------------------
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_SelectPartItem.WB_SelectPartItem_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_SelectPartButton.WB_SelectPartButton_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/Child/WB_SelectWeaponItems.WB_SelectWeaponItems_C'),
};
--- 需要加载 Object 的类
ObjectPath.ActorObjectPath = {
'/Game/Arts_Effect/ParticleSystems/Share/P_AH6_baozha_01.P_AH6_baozha_01', -- 爆炸特效
};
function ObjectPath.Init()
for i, v in pairs(ObjectPath.ActorClassPath) do
local dot_num = string.find(v, '%.');
local val = string.sub(v, dot_num + 1, string.len(v) - 2);
UE.AsyncLoadClass(v, function(TargetClass)
ObjectPath[val] = TargetClass;
if ObjectPath.WaitFuncs[val] then
for c, d in pairs(ObjectPath.WaitFuncs[val]) do
d(TargetClass);
end
ObjectPath.WaitFuncs[val] = nil;
end
end);
end
for i, v in pairs(ObjectPath.ActorObjectPath) do
local dot_num = string.find(v, '%.');
local val = string.sub(v, dot_num + 1, string.len(v));
UE.AsyncLoadObject(v, function(TargetObject) ObjectPath[val] = TargetObject; end);
end
end
ObjectPath.WaitFuncs = {};
---@param Func fun(TargetClass:UClass)
function ObjectPath.AddFunc(InClassName, Func)
UGCLogSystem.Log("[ObjectPath.AddFunc] 开始添加 %s", InClassName);
if ObjectPath[InClassName] then
Func(ObjectPath[InClassName]);
else
if ObjectPath.WaitFuncs[InClassName] == nil then
ObjectPath.WaitFuncs[InClassName] = {};
end
table.insert(ObjectPath.WaitFuncs[InClassName], Func);
UGCLogSystem.LogTree(string.format("[ObjectPath.AddFunc] ObjectPath.WaitFuncs ="), ObjectPath.WaitFuncs)
end
end
return ObjectPath;