2025-01-04 23:00:19 +08:00

101 lines
4.5 KiB
Lua

ObjectPath = {};
ObjectPath.ActorClassPath = {
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/UGCPlayerPawn.UGCPlayerPawn_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Start/BP_ActorStart.BP_ActorStart_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/PickUp/Recycle/BP_CustomItemBase.BP_CustomItemBase_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Resource/BP_ResourceBase.BP_ResourceBase_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Shape/BP_ShapeBase.BP_ShapeBase_C'),
'/Game/BluePrints/Environment/BP_radiation.BP_radiation_C',
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Range/BP_HoldPoint.BP_HoldPoint_C'),
};
if not UE_SERVER then
ObjectPath.ClientClassPath = {
-- 高位摄像机
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Camera/BP_GodCamera.BP_GodCamera_C'),
------------------------------------------UI类------------------------------------------
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Child/WB_PlayerInfoItem.WB_PlayerInfoItem_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Child/WB_PlayerInfoItem_Small.WB_PlayerInfoItem_Small_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/Child/WB_SelectPartItem.WB_SelectPartItem_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/Child/WB_SelectPartButton.WB_SelectPartButton_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/Child/WB_AllWeapon_Type.WB_AllWeapon_Type_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/Child/WB_AllWeapon_Item.WB_AllWeapon_Item_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/Child/WB_SelectWeaponItems.WB_SelectWeaponItems_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/Child/WB_SelectWeaponItem.WB_SelectWeaponItem_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectWeapons/Child/WB_SelectWeaponOtherItem.WB_SelectWeaponOtherItem_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectSoldier/WB_SelectSolider_Item.WB_SelectSolider_Item_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/Child/WB_PlayerSoldier_Item.WB_PlayerSoldier_Item_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectSoldier/WB_ShowPlayerSelectSoldier.WB_ShowPlayerSelectSoldier_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
'/Game/Arts_Player/Characters/Animation/Shared_Anim/Lobby_Anim/Dance/SS15/Effect/SaoLuoC/P_Implosive.P_Implosive', -- 冷冻特效
'/Game/Arts/UI/Atlas/BattleUI/Tmode/Frames/Armament_img_kuang2_50x50_png.Armament_img_kuang2_50x50_png',
--- 音效
'/Game/WwiseEvent/Weapon_Player/RPG/Play_RPG_Explosion.Play_RPG_Explosion',
};
end
function ObjectPath.LoadClass(Path)
local dot_num = string.find(Path, '%.');
local val = string.sub(Path, dot_num + 1, string.len(Path) - 2);
UE.AsyncLoadClass(Path, 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
function ObjectPath.LoadObject(Path)
local dot_num = string.find(Path, '%.');
local val = string.sub(Path, dot_num + 1, string.len(Path));
UE.AsyncLoadObject(Path, function(TargetObject)
ObjectPath[val] = TargetObject;
if ObjectPath.WaitFuncs[val] then
for c, d in pairs(ObjectPath.WaitFuncs[val]) do d(TargetObject); end
ObjectPath.WaitFuncs[val] = nil;
end
end);
end
function ObjectPath.Init()
for i, v in pairs(ObjectPath.ActorClassPath) do
ObjectPath.LoadClass(v);
end
if not UE_SERVER then
for i, v in pairs(ObjectPath.ClientClassPath) do
ObjectPath.LoadClass(v);
end
for i, v in pairs(ObjectPath.ActorObjectPath) do
ObjectPath.LoadObject(v);
end
end
end
ObjectPath.WaitFuncs = {};
---@param Func fun(Target: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)
UGCLogSystem.LogTree(string.format("[ObjectPath.AddFunc] ObjectPath ="), ObjectPath)
end
end
return ObjectPath;