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"PropName": "梦境楼梯",
"AssetPath": "/Game/Props/SceneProps/Items/BP_Steps.BP_Steps",
定义场景A与场景BA=>B。
1. 创建一个和A或者B相同的场景道具。使用LevelInstance。
2. 制作渐变效果在A或者B溶解完成后进行一次切换区域。
1. 或者使用一个其他模型做过度。
3. 物理问题可以使用 Ignore Component Transform 来解决。
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manager.LayerManager.EnterLevelArea(this.preset.LevelAreaPreset.UUID, manager.LevelSwitchType);
# 角色会隐藏问题解决
1. TsIdolControllerActor.ts中绑定了若干事件
```typescript
RegisterEventListener(): void
{
this.ListenerWrapper_SwitchLiveArea = (liveAreaUUID: UE.Guid) => { this.SwitchToLiveArea(liveAreaUUID) }
this.ListenerWrapper_OnFinishCreateTmpArea = (liveAreaUUID: UE.Guid) => { this.RequireSwitchToLiveArea(liveAreaUUID) }
this.ListenerWrapper_SceneChanged = (levelName:string)=>{this.OnSceneChanged() };
this.ListenerWrapper_BeforeSceneChanged = (levelName:string)=>{this.BeforeSceneChanged() };
DirectorEventSystem.RegisterEventListener(this, DirectorEvent.OnFinishSwitchLiveAreaLocal, this.ListenerWrapper_SwitchLiveArea)
DirectorEventSystem.RegisterEventListener(this, DirectorEvent.OnFinishSwitchSubLevelLocal,this.ListenerWrapper_SceneChanged)
DirectorEventSystem.RegisterEventListener(this, DirectorEvent.BeforeSwitchLevel,this.ListenerWrapper_BeforeSceneChanged)
DirectorEventSystem.RegisterEventListener(this, DirectorEvent.OnFinishCreateTmpLiveAreaLocal,this.ListenerWrapper_OnFinishCreateTmpArea)
}
```
- ListenerWrapper_SwitchLiveArea角色移动到其他LiveArea的核心逻辑。
- ListenerWrapper_OnFinishCreateTmpArea无逻辑。
- ListenerWrapper_SceneChanged卸载所有道具this.PropComp.OnSceneChanged()
- ListenerWrapper_BeforeSceneChanged将角色与衣服从LiveAreaDetach? this.DressModel.K2_DetachFromActor()
## ListenerWrapper_SwitchLiveArea
```c++
SwitchToLiveArea(TargetLiveAreaGUID: UE.Guid): void {
console.warn(this.Identity.RootTag.TagName.toString() + ' switch to live area ' + TargetLiveAreaGUID.ToString())
this.LiveAreaGIUD = TargetLiveAreaGUID
this.SetTransformToLiveArea()
if (this.PropComp.DressModel && this.PropComp.DressModel.MovementComp&&this.PropComp.DressModel.MovementComp.ManulMovement) {
console.warn(this.PropComp.DressModel.GetName() + ' is in free move mode, will not teleport to new area!')
return
}
var liveAreaMgr = LiveAreaUtils.GetLievAreaManagerInstance(this)
if (liveAreaMgr && liveAreaMgr.IsTmpLiveArea(TargetLiveAreaGUID)) {
// teleport to the target live area without fx
this.PropComp.Teleport(TargetLiveAreaGUID)
} else {
this.PropComp.DressModelTeleport(TargetLiveAreaGUID)
}
}
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```
## 相关事件
- BeforeSwitchArea_Multicast
## 笔记
- SwitchToLiveArea()
- 设置Idol的位置。
- this.OnSwitchLiveArea.Broadcast(oriUUID, uuid);
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        - DirectorEventSystem.Emit(this, DirectorEvent.OnFinishSwitchLiveAreaLocal, this.CurrentLiveAreaUUID) TsDirectorCamManagerActor.ts
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        - console.log('切换直播区域,area=[' + (liveArea as UE.LiveAreaActor).Title + ']')
        - DirectorCamUtil.EnsureWorkShopReady(this, placement.UUID, () => { this.SwitchWorkShopInAreaServer(0) }) ***TsDirectorCamManagerActor.ts***
        - SwitchWorkShopInAreaServer
        - this.HandlePreviewTaskDataMulticast(newPreviewTaskData);
        - this.RequestPVWTaskServer(newPVWTaskData);
```ts
    //推流
    E_StartCut(progress: number): void {
        this.camManagerCache = DirectorCamUtil.PushStreamOnServerAsync(this, UE.EPushStreamMethod.Cut, false, this.camManagerCache)
    }
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function PushStreamOnServerAsync(context:UE.Object, method:UE.EPushStreamMethod,bForce:boolean, camManagerCache? : TsDirectorCamManagerActor):TsDirectorCamManagerActor{
let camManager = GetCamManager(context, camManagerCache)
if(camManager){
camManager.PushStreamOnServerAsync(method, bForce)
}
return camManager
}
// Server端判断是否可以推流。存在网络延迟<E5BBB6>?
@ufunction.ufunction(ufunction.Reliable, ufunction.ServerAPI)
PushStreamOnServerAsync(method:UE.EPushStreamMethod, bForce : boolean):void{
let newPGMTaskData = DirectorCamUtil.CopyTaskData(this.prestreamTaskData)
this.RequestPGMTaskServer(newPGMTaskData, method, bForce)
}
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```
## TsMovableLiveAreaComponent
- TsMovableLiveAreaComponent
##
```ts
/** 使用cmd进入区域跳过加载等待 其他方法不可调用 */
@ufunction.ufunction(ufunction.ServerAPI, ufunction.Reliable)
EnterAreaByCMD(areaUUIDStr: string): void {
let areaManager = this.GetLevelAreaManager();
if (!areaManager) {
return;
}
let area: UE.LiveAreaActor = null;
if (areaUUIDStr != null || areaUUIDStr != "") {
let uuid = new UE.Guid();
if (UE.Guid.Parse(areaUUIDStr, $ref(uuid))) {
area = areaManager.GetLiveArea(uuid);
}
}
if (area == null) {
area = areaManager.GetAllLiveAreas().GetRef(0)
}
if (area == null) {
console.error("no area")
return
}
if (area.UUID.op_Equality(areaManager.CurrentLiveAreaUUID)) {
return
}
let bHasData = false;
let presetId:UE.Guid;
let manager = this.GetManager()
for (let index = 0; index < manager.Config.AreaPresets.Num(); index++) {
const element = manager.Config.AreaPresets.GetRef(index);
if (element.AreaGuid.op_Equality(area.UUID)) {
presetId = element.UUID;
bHasData = true;
break;
}
}
let levelName = UE.GameplayStatics.GetCurrentLevelName(this, true);
if (!bHasData) {
manager.AddAreaPreset( levelName, area.UUID, area.Title)
for (let index = 0; index < manager.Config.AreaPresets.Num(); index++) {
const element = manager.Config.AreaPresets.GetRef(index);
if (element.AreaGuid.op_Equality(area.UUID)) {
presetId = element.UUID;
break;
}
}
}
let viewTarget = areaManager.GetViewTarget(area.UUID)
if (!viewTarget) {
this.AddViewTarget(area.UUID, area.Title);
}
manager.AddConfigLevelSetting(levelName);
this.BeforeSwitchArea_Multicast(manager.CurPresetId);
manager.CurPresetId = presetId;
areaManager.SwitchToLiveArea(area.UUID);
}
}
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```