Espelho do AttributeSystem do servidor (Game/MMO/Modules/AttributeSystem).
Sub-modulo C++ Source/ZMMOAttributes/ (Runtime, LoadingPhase=PreDefault)
isolando o cliente do AttributeSystem em pasta propria — pavimentando o
caminho para futuros Inventory/Skills/Combat virem como sub-modulos peer.
Componentes:
- FZMMOAttributesSnapshot (USTRUCT Blueprint, espelha
FZeusAttributesPayload do plugin ZeusNetwork)
- UZMMOAttributeComponent (UActorComponent ligado ao player):
ApplySnapshot / ApplyHpSpUpdate / NotifyLevelUp + 3 delegates
dinamicos (OnAttributesChanged / OnHpSpChanged / OnLevelUp) +
helpers GetHpRatio / GetSpRatio
- UZMMOAttributeNetworkHandler (UWorldSubsystem): ponte
UZeusNetworkSubsystem -> componente via lookup por EntityId
- UZMMOHudHpSpWidget (UUserWidget base): BindWidget (HpBar, SpBar) +
BindWidgetOptional (HpText, SpText, LevelText). NativeConstruct
binda nos delegates do componente; NativeDestruct desliga.
OnSnapshotApplied / OnHpSpDelta (BlueprintNativeEvent) com impl
C++ atualizando progress bars e textos.
Integracao no PlayerCharacter:
- CreateDefaultSubobject<UZMMOAttributeComponent> no ctor
- HudHpSpWidgetClass (TSubclassOf) resolvido via
ConstructorHelpers::FClassFinder em /Game/ZMMO/UI/HUD/WBP_HUD_HpSpBar
- HandleLocalSpawnReady seed do EntityId no componente + spawn do HUD
(CreateWidget + AddToViewport + BindToAttributeComponent)
- EndPlay remove widget do parent
WBP_HUD_HpSpBar (UMG, criado via MCP):
- Overlay root + SizeBox (320x120) + VerticalBox
- 5 widgets BindWidget: LevelText, HpBar (vermelho), HpText,
SpBar (azul), SpText
- Herda de UZMMOHudHpSpWidget
Verificacao (smoke test):
- PIE login -> server envia S_ATTRIBUTE_SNAPSHOT_FULL
- Cliente recebe via OnAttributeSnapshotFull -> handler roteia pra
componente do entity -> ApplySnapshot dispara OnAttributesChanged ->
widget atualiza ProgressBars + TextBlocks
- HUD aparece no canto inferior esquerdo da tela com valores
correspondentes ao DB
Refs:
- Plano: C:/Users/mateu/.claude/plans/temos-uma-lab-input-nested-diffie.md
- Server companion commit: feat(attributes): AttributeSystem modular
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
37 lines
989 B
C++
37 lines
989 B
C++
#include "ZMMOAttributeComponent.h"
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UZMMOAttributeComponent::UZMMOAttributeComponent()
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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void UZMMOAttributeComponent::ApplySnapshot(const FZMMOAttributesSnapshot& InSnapshot)
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{
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const int32 OldHp = Current.Hp;
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const int32 OldSp = Current.Sp;
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Current = InSnapshot;
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OnAttributesChanged.Broadcast(Current);
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if (OldHp != Current.Hp || OldSp != Current.Sp)
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{
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OnHpSpChanged.Broadcast(Current.Hp, Current.Sp);
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}
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}
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void UZMMOAttributeComponent::ApplyHpSpUpdate(int32 NewHp, int32 NewSp)
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{
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if (Current.Hp == NewHp && Current.Sp == NewSp)
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{
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return;
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}
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Current.Hp = NewHp;
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Current.Sp = NewSp;
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OnHpSpChanged.Broadcast(Current.Hp, Current.Sp);
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}
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void UZMMOAttributeComponent::NotifyLevelUp(int32 NewBaseLevel, int32 StatusPointDelta)
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{
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// O snapshot subsequente vai trazer todos os outros campos atualizados —
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// aqui apenas dispara o delegate para efeitos visuais imediatos.
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OnLevelUp.Broadcast(NewBaseLevel, StatusPointDelta);
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}
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