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

106 lines
4.4 KiB
Lua

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/Start/BP_ActorStart.BP_ActorStart_C'),
'/Game/BluePrints/Environment/BP_radiation.BP_radiation_C',
UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Start/BP_PlayerStartBase.BP_PlayerStartBase_C'),
'/Game/UGC/Skill/Skill_DetectPlayer/BP_DetectPlayerActor.BP_DetectPlayerActor_C',
};
if not UE_SERVER then
ObjectPath.ClientClassPath = {
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/WB_SelectPartItem.WB_SelectPartItem_C'),
UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/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_BoltItem.WB_BoltItem_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/UGC/Effect/particleSystems/model/particle/P_bonfire_01.P_bonfire_01', -- 燃烧特效
'/Game/Arts_Player/Characters/Animation/Shared_Anim/Lobby_Anim/Dance/SS15/Effect/SaoLuoC/P_Implosive.P_Implosive', -- 冷冻特效
'/Game/Arts_Timeliness/GameMode/InfectionTDM2/Arts_Effect/P_TDM2_Absorb_01.P_TDM2_Absorb_01', -- 冷冻特效
'/Game/Arts_Timeliness/GameMode/TeamCompetition/CG010/Arts_Effect/P_Speed.P_Speed', -- 加速
'/Game/Arts_Effect/ParticleSystems/Hero/P_MedicSoldier_djf01.P_MedicSoldier_djf01', -- 回血
UGCGameSystem.GetUGCResourcesFullPath('Asset/Art/FX/P_Fire.P_Fire'),
'/Game/Arts_Effect/ParticleSystems/FX_PVE/P_Zombie6_Skill_02.P_Zombie6_Skill_02', -- 毒伤
UGCGameSystem.GetUGCResourcesFullPath('Asset/Art/FX/P_TDM2_lnfectedMan_05.P_TDM2_lnfectedMan_05'),
'/Game/Arts_Effect/ParticleSystems/Share/P_Birthisland_hold_02.P_Birthisland_hold_02',
--- 音效
'/Game/WwiseEvent/Weapon_Player/RPG/Play_RPG_Explosion.Play_RPG_Explosion',
};
end
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
if UE_SERVER then
else
for i, v in pairs(ObjectPath.ClientClassPath) 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;
if ObjectPath.WaitFuncs[val] then
for c, d in pairs(ObjectPath.WaitFuncs[val]) do
d(TargetObject);
end
ObjectPath.WaitFuncs[val] = nil;
end
end);
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)
end
end
return ObjectPath;