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>
102 lines
2.9 KiB
C++
102 lines
2.9 KiB
C++
#include "ZMMOHudHpSpWidget.h"
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#include "Components/ProgressBar.h"
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#include "Components/TextBlock.h"
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#include "Internationalization/Text.h"
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#include "ZMMOAttributeComponent.h"
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void UZMMOHudHpSpWidget::BindToAttributeComponent(UZMMOAttributeComponent* InComponent)
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{
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if (UZMMOAttributeComponent* Old = BoundComponent.Get())
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{
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Old->OnAttributesChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleAttributesChanged);
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Old->OnHpSpChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleHpSpChanged);
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}
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BoundComponent = InComponent;
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if (InComponent)
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{
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InComponent->OnAttributesChanged.AddDynamic(this, &UZMMOHudHpSpWidget::HandleAttributesChanged);
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InComponent->OnHpSpChanged.AddDynamic(this, &UZMMOHudHpSpWidget::HandleHpSpChanged);
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// Refresh imediato — caso o primeiro snapshot tenha chegado antes
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// do widget existir.
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HandleAttributesChanged(InComponent->GetSnapshot());
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}
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}
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void UZMMOHudHpSpWidget::NativeDestruct()
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{
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if (UZMMOAttributeComponent* Old = BoundComponent.Get())
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{
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Old->OnAttributesChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleAttributesChanged);
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Old->OnHpSpChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleHpSpChanged);
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}
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BoundComponent.Reset();
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Super::NativeDestruct();
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}
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void UZMMOHudHpSpWidget::HandleAttributesChanged(const FZMMOAttributesSnapshot& Snapshot)
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{
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OnSnapshotApplied(Snapshot);
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}
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void UZMMOHudHpSpWidget::HandleHpSpChanged(int32 Hp, int32 Sp)
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{
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OnHpSpDelta(Hp, Sp);
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}
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void UZMMOHudHpSpWidget::OnSnapshotApplied_Implementation(const FZMMOAttributesSnapshot& Snapshot)
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{
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if (HpBar)
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{
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HpBar->SetPercent(Snapshot.MaxHp > 0
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? static_cast<float>(Snapshot.Hp) / static_cast<float>(Snapshot.MaxHp) : 0.f);
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}
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if (SpBar)
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{
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SpBar->SetPercent(Snapshot.MaxSp > 0
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? static_cast<float>(Snapshot.Sp) / static_cast<float>(Snapshot.MaxSp) : 0.f);
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}
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if (HpText)
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{
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HpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Snapshot.Hp, Snapshot.MaxHp)));
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}
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if (SpText)
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{
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SpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Snapshot.Sp, Snapshot.MaxSp)));
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}
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if (LevelText)
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{
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LevelText->SetText(FText::FromString(FString::Printf(TEXT("Lv %d"), Snapshot.BaseLevel)));
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}
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}
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void UZMMOHudHpSpWidget::OnHpSpDelta_Implementation(int32 Hp, int32 Sp)
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{
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// Atualiza apenas os campos vitais (evita refresh redundante de
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// stats/level que nao mudaram).
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if (UZMMOAttributeComponent* Comp = BoundComponent.Get())
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{
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const FZMMOAttributesSnapshot& Snap = Comp->GetSnapshot();
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if (HpBar)
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{
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HpBar->SetPercent(Snap.MaxHp > 0
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? static_cast<float>(Hp) / static_cast<float>(Snap.MaxHp) : 0.f);
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}
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if (SpBar)
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{
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SpBar->SetPercent(Snap.MaxSp > 0
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? static_cast<float>(Sp) / static_cast<float>(Snap.MaxSp) : 0.f);
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}
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if (HpText)
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{
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HpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Hp, Snap.MaxHp)));
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}
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if (SpText)
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{
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SpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Sp, Snap.MaxSp)));
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}
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}
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}
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