1010 lines
37 KiB
Markdown
1010 lines
37 KiB
Markdown
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---
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tags:
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- GAS
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- UE5
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- 重构
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- 技术文档
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- RPGGameplayAbility
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created: 2026-05-30
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status: draft
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project: MusicFighterGame
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---
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# RPGGameplayAbility GAS 插件重构文档
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> 基于 Lyra Starter Game、GASShooter、UE5 GAS Aura 深度研究的全面重构方案
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---
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## 执行摘要
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本文档基于对三个工业级 Unreal Engine 5 GAS 项目的深度代码研究,对现有 `RPGGameplayAbility` 插件进行全面评估,并提出系统性重构方案。
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### 核心发现
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| 维度 | 现状 | 目标 |
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|------|------|------|
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| 属性系统 | 1 个属性集 20 属性,混合三种游戏类型 | 三层属性体系,按职责拆分 |
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| 输入绑定 | 枚举 `EGSAbilityInputID` 硬编码游戏动作 | GameplayTag 驱动,数据资产配置 |
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| 能力激活策略 | 3 个布尔值分散控制 | 统一 `ActivationPolicy` + `ActivationGroup` 枚举 |
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| 命名规范 | GS/RPG 前缀混用,GASShooter 残留 | 统一 RPG 前缀,清理全部残留 |
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| Tag 管理 | 分散在5个 DataTable | 集中式原生 Tag 单例 |
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| UI 架构 | 直接调用 BlueprintImplementableEvent | WidgetController MVC 模式 |
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| Cost 系统 | 仅蓝图层 `RPGCheckCost/RPGApplyCost` | 可扩展 `ULyraAbilityCost` 模式 |
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### 优先级总结
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- **P0(立即修复)**:PURE_VIRTUAL 宏类名错误、GS 前缀残留清理
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- **P1(核心重构)**:属性集拆分、输入系统 Tag 化、Activation Policy 引入
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- **P2(架构升级)**:WidgetController MVC、Tag Relationship Mapping、Cost 系统扩展
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- **P3(新功能)**:连击系统、全局 Ability 分发、GamePhase 系统
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---
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## 一、现有插件深度分析
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### 1.1 插件概述
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| 字段 | 值 |
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|------|-----|
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| 名称 | RPGGameplayAbility |
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| 版本 | 1.0 |
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| 作者 | BlueRose |
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| 起源 | 基于 GASShooter 示例项目改编 |
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| 模块数 | 5 个(主模块 + LoadingScreen + GameplayMessage × 2) |
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**依赖插件**:GameplayAbilities、GameplayTagsEditor、EnhancedInput、CommonUI、ModelViewViewModel
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### 1.2 模块结构
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```
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Source/
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├── RPGGameplayAbility/ [主模块 - Runtime, PreLoadingScreen]
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│ ├── Public/Abilities/ 核心 GAS 类(ASC/Globals/Types/CueManager)
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│ ├── Public/AbilityTasks/ 10 个自定义 AbilityTask
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│ ├── Public/AttributeSets/ 1 个合并属性集(20 属性)
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│ ├── Public/GameplayEffects/ 伤害 ExecutionCalculation
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│ ├── Public/Target/ TargetType 策略 + Trace TargetActor
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│ ├── Public/Interfaces/ IRPGInteractable
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│ ├── Public/Actors/ ARPGActorBase/ARPGPickup/ARPGProjectile
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│ ├── Public/Characters/ 6 个角色类(Base + 3 游戏类型)
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│ └── Public/UI/ 4 个 UI 组件
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├── CommonLoadingScreen/
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├── CommonStartupLoadingScreen/
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├── GameplayMessageRuntime/
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└── GameplayMessageNodes/
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```
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### 1.3 类层次结构(当前)
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```
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[Ability 层]
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UGameplayAbility
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└── URPGGameplayAbility ← 核心基类(激活策略/EffectContainer/多Mesh动画)
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└── URPGGA_CharacterJump ← 跳跃能力
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[ASC 层]
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UAbilitySystemComponent
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└── URPGAbilitySystemComponent ← 多Mesh蒙太奇/RPC批处理/预测GE
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[属性集层]
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UAttributeSet
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└── URPGAttributeSetBase ← 20 属性合并(反模式)
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[计算层]
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UGameplayEffectExecutionCalculation
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└── URPGDamageExecutionCalc ← 护甲减伤 + 爆头 1.5x
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[全局配置]
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UAbilitySystemGlobals
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└── URPGAbilitySystemGlobals ← 自定义 EffectContext
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UGameplayCueManager
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└── URPGGameplayCueManager ← 按需加载
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UEngineSubsystem
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└── URPGEngineSubsystem ← 启动时 InitGlobalData
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[角色层]
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ACharacter
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└── ARPGCharacterBase ← GAS 角色基类
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├── AActionRPGCharacter ← ARPG(交互/复活)
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├── ARPGFighterCharacter ← 格斗(EnhancedInput)
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└── ARPGShooterCharacter ← 射击
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```
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### 1.4 现有功能清单
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| 功能域 | 功能点 | 状态 |
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|--------|--------|------|
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| **核心 GAS** | ASC/Globals/EffectContext/CueManager | ✅ 完成 |
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| **Ability 基类** | EffectContainerMap / 被动 / 武器绑定 / RPC 批处理 | ✅ 完成 |
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| **多 Mesh 蒙太奇** | 支持一个 Avatar 上多个 SkeletalMesh 同时播放并复制 | ✅ 完成 |
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| **AttributeSet** | 20 个属性(生命/法力/耐力/护盾/护甲/移速/等级/XP/金币) | ✅ 完成但粗糙 |
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| **伤害计算** | ExecutionCalculation(护甲减伤 + 爆头) | ✅ 完成 |
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| **Target 系统** | TargetType 策略 + 线/球追踪 TargetActor + 散布系统 | ✅ 完成 |
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| **AbilityTask** | 蒙太奇/目标等待/输入等待/交互扫描/延迟/移动 | ✅ 完成(10 个) |
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| **UI 异步工具** | 属性变化监听 / Tag 变化监听 | ✅ 完成 |
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| **交互系统** | IRPGInteractable(Pre/Post/Cancel + 同步策略) | ✅ 完成 |
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| **角色系统** | Base + 三种游戏类型子类 + 死亡/倒地 | ✅ 完成 |
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| **连击/输入缓冲** | 无 | ❌ 缺失 |
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| **Buff/Debuff 管理** | 无统一管理层 | ❌ 缺失 |
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| **Cooldown C++ 封装** | 完全依赖蓝图配置 | ❌ 缺失 |
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| **WidgetController MVC** | 直接 BlueprintImplementableEvent | ❌ 缺失 |
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| **技能升级系统** | 无 | ❌ 缺失 |
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### 1.5 代码质量问题(按严重性)
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#### P0:高优先级问题
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**1. PURE_VIRTUAL 宏类名错误**
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```cpp
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// RPGGATA_Trace.h - 错误的代码
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PURE_VIRTUAL(AGSGATA_Trace::DoTrace, ...); // ❌ 错误类名
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PURE_VIRTUAL(AGSGATA_Trace::ShowDebugTrace, ...); // ❌ 错误类名
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// 应该是:
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PURE_VIRTUAL(ARPGGATA_Trace::DoTrace, ...); // ✅
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```
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**2. GASShooter 原始项目名残留**
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- `EGSAbilityInputID`(GS 前缀来自 GASShooter)
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- `FGSPlayMontageForMeshAndWaitForEventDelegate`
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- 注释中大量 `AGSCharacterBase`、`GSAT_WaitTargetDataUsingActor` 引用
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- 头文件注释 `#include "GASShooter/GASShooter.h"` 残留
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#### P1:中优先级问题
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**3. 上帝属性集反模式**
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`URPGAttributeSetBase` 将 20 个属性塞入单个类:混合了射击游戏(Armor/弹药)、ARPG(XP/Gold)、格斗游戏(Stamina)的属性。职责不清,难以按游戏类型裁剪。
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**4. 枚举与游戏类型强耦合**
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```cpp
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UENUM(BlueprintType)
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enum class EGSAbilityInputID : uint8 {
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None,
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Confirm, Cancel,
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PrimaryFire, SecondaryFire, Reload, // 射击游戏专用
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NextWeapon, PrevWeapon, // 武器切换
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Sprint, Jump, Interact, // 通用动作
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Crouch // 但对格斗游戏无意义
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};
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```
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对于 FighterGame,`PrimaryFire/Reload/NextWeapon` 等枚举完全不适用,浪费枚举空间且产生误导。
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**5. 命名不一致**
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| 错误 | 位置 |
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|------|------|
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| `EGSAbilityInputID`(GS 前缀) | RPGAbilityTypes.h |
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| `FAbilityMeshMontage`(无前缀) | RPGAbilitySystemComponent.h |
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| `FGSPlayMontageForMeshAndWaitForEvent*`(GS 前缀) | RPGAT_PlayMontageForMeshAndWaitForEvent.h |
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#### P2:低优先级问题
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**6. 硬编码值**
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```cpp
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// RPGDamageExecutionCalc.cpp
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const float HeadShotMultiplier = 1.5f; // 不可配置
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const FName BoneName = "b_head"; // 硬编码骨骼名
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// 护甲减伤公式 100/(100+Armor) 硬编码
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```
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**7. 死代码**
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```cpp
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// RPGAbilityTypes.h 中 include 但未使用
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#include "Abilities/Tasks/AbilityTask_WaitGameplayEffectStackChange.h"
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#include "Abilities/Tasks/AbilityTask_WaitGameplayEffectRemoved.h"
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```
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---
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## 二、参考项目核心架构分析
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### 2.1 Lyra Starter Game — 企业级 GAS 架构
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Lyra 是 Epic Games 官方现代 GAS 最佳实践项目,代表了 UE5 时代的设计标准。
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#### 2.1.1 Activation Policy + Activation Group 双维控制
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```cpp
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// LyraGameplayAbility.h
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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ELyraAbilityActivationPolicy ActivationPolicy;
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// OnInputTriggered - 输入按下时激活一次
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// WhileInputActive - 按住期间持续尝试激活(自动武器/冲刺)
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// OnSpawn - Avatar 生成时自动激活(被动技能)
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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ELyraAbilityActivationGroup ActivationGroup;
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// Independent - 互不干扰
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// Exclusive_Replaceable - 激活时取消其他 Exclusive,可被替换
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// Exclusive_Blocking - 激活时取消所有 Replaceable,且不可被替换
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```
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这两个维度分别控制"何时激活"与"激活后如何处理其他技能",相比分散的布尔值更加清晰。
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#### 2.1.2 帧级输入缓冲机制
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```cpp
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// LyraAbilitySystemComponent.h
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TArray<FGameplayAbilitySpecHandle> InputPressedSpecHandles;
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TArray<FGameplayAbilitySpecHandle> InputReleasedSpecHandles;
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TArray<FGameplayAbilitySpecHandle> InputHeldSpecHandles;
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// ProcessAbilityInput() 每帧统一处理:
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// 1. 检查 InputBlocked Tag
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// 2. 收集所有待激活 Ability(Held/Pressed)
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// 3. 统一 TryActivateAbility(避免顺序竞争)
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// 4. 转发 InputReleased 事件
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// 5. 清空缓存
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```
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避免了逐 Ability 处理时的时间顺序竞争问题。
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#### 2.1.3 InputTag 三层解耦架构
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```
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UInputAction(EnhancedInput)
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→ ULyraInputConfig(DataAsset)
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→ InputTag(GameplayTag)
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→ DynamicSpecSourceTags(注入 AbilitySpec)
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→ ProcessAbilityInput(HasTagExact 匹配激活)
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```
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策划可在数据层完全重组输入映射,无需修改代码。
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#### 2.1.4 AbilitySet — 声明式模块化授权
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```cpp
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// 不可变 Data Asset,包含三种授予项
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UPROPERTY() TArray<FLyraAbilitySet_GameplayAbility> GrantedGameplayAbilities;
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UPROPERTY() TArray<FLyraAbilitySet_GameplayEffect> GrantedGameplayEffects;
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UPROPERTY() TArray<FLyraAbilitySet_AttributeSet> GrantedAttributes;
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// GiveToAbilitySystem 时将 InputTag 注入 DynamicSpecSourceTags
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AbilitySpec.GetDynamicSpecSourceTags().AddTag(AbilityToGrant.InputTag);
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```
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配合 `GameFeatureAction_AddAbilities` 实现 DLC/Mod 级别的能力热插拔。
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#### 2.1.5 Tag Relationship Mapping 数据驱动
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将 Ability Tag 之间的 Block/Cancel/Required 关系外部化为 Data Asset。策划修改技能互斥关系无需编译代码。
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```cpp
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// 激活 Ability 时动态扩展 Block/Cancel Tags
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void ApplyAbilityBlockAndCancelTags(...) override {
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if (TagRelationshipMapping) {
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TagRelationshipMapping->GetAbilityTagsToBlockAndCancel(
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AbilityTags, &ModifiedBlockTags, &ModifiedCancelTags);
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}
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|
|
Super::ApplyAbilityBlockAndCancelTags(...);
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 2.1.6 Meta Attribute 管线 + HideFromModifiers
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// LyraHealthSet.h
|
|||
|
|
UPROPERTY(meta=(HideFromModifiers)) FGameplayAttributeData Health; // 只有 ExecCalc 能改
|
|||
|
|
UPROPERTY() FGameplayAttributeData MaxHealth;
|
|||
|
|
UPROPERTY(meta=(HideFromModifiers)) FGameplayAttributeData Damage; // 临时元属性
|
|||
|
|
UPROPERTY() FGameplayAttributeData Healing; // 临时元属性
|
|||
|
|
|
|||
|
|
// PostGameplayEffectExecute 中:
|
|||
|
|
// Damage 元属性 -> 免疫检查 -> 转换为 Health 减少 -> 清零 Damage
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
`HideFromModifiers` 防止普通 GE Modifier 直接操纵 Health,所有伤害必须走 ExecutionCalculation 管线。
|
|||
|
|
|
|||
|
|
#### 2.1.7 GlobalAbilitySystem — 全局 Ability 分发
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// WorldSubsystem,管理全局 GE/Ability 分发
|
|||
|
|
void RegisterASC(ULyraAbilitySystemComponent* ASC) {
|
|||
|
|
// 自动将已有全局效果施加到新注册的 ASC
|
|||
|
|
// 支持角色重生后自动重新应用
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 2.1.8 AdditionalCosts 可扩展 Cost 系统
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
UPROPERTY(EditDefaultsOnly, Instanced, Category=Costs)
|
|||
|
|
TArray<TObjectPtr<ULyraAbilityCost>> AdditionalCosts;
|
|||
|
|
|
|||
|
|
// ShouldOnlyApplyCostOnHit - 远程武器未命中时不消耗弹药
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 2.1.9 VerbMessage 广播模式
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// PostGameplayEffectExecute 中通过 GameplayMessageSubsystem 广播
|
|||
|
|
UGameplayMessageSubsystem::BroadcastMessage(
|
|||
|
|
TAG_Lyra_Damage_Message,
|
|||
|
|
FLyraVerbMessage{Instigator, Target, Magnitude, Tags}
|
|||
|
|
);
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
非耦合的伤害事件分发,UI/音频/统计系统各自监听。
|
|||
|
|
|
|||
|
|
### 2.2 GASShooter — 射击类 GAS 最佳实践
|
|||
|
|
|
|||
|
|
#### 2.2.1 EffectContainer 系统
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// GSAbilityTypes.h - 声明式 GE 映射
|
|||
|
|
TMap<FGameplayTag, FGSGameplayEffectContainer> EffectContainerMap;
|
|||
|
|
|
|||
|
|
// 运行时应用流程:
|
|||
|
|
// MakeEffectContainerSpec(Tag) -> TargetType::GetTargets() -> MakeEffectSpec
|
|||
|
|
// ApplyEffectContainerSpec(Spec) -> K2_ApplyGameplayEffectSpecToTarget
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
将技能效果配置数据驱动化,蓝图设计师无需手动编写 GE 应用代码。
|
|||
|
|
|
|||
|
|
#### 2.2.2 武器作为能力授予者
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// AGSWeapon 实现 IAbilitySystemInterface
|
|||
|
|
// bSourceObjectMustEqualCurrentWeaponToActivate 确保武器绑定
|
|||
|
|
// 卸载武器时自动 ClearAbility
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 2.2.3 弹药作为独立属性集
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// GSAmmoAttributeSet.h - 独立弹药属性集
|
|||
|
|
UPROPERTY() FGameplayAttributeData RifleReserveAmmo;
|
|||
|
|
UPROPERTY() FGameplayAttributeData MaxRifleReserveAmmo;
|
|||
|
|
// GetReserveAmmoAttributeFromTag() - Tag 到属性的动态映射
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 2.2.4 PreReplication 网络优化
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// 开火时禁用弹夹复制,减少带宽消耗
|
|||
|
|
DOREPLIFETIME_ACTIVE_OVERRIDE(AGSWeapon, PrimaryClipAmmo, !bIsFiring);
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
### 2.3 UE5 GAS Aura — RPG 属性与 UI 设计
|
|||
|
|
|
|||
|
|
#### 2.3.1 三层属性体系
|
|||
|
|
|
|||
|
|
```
|
|||
|
|
Primary(基础属性)
|
|||
|
|
├── Strength → Physical Damage 加成
|
|||
|
|
├── Intelligence → Magical Damage / Max Mana 加成
|
|||
|
|
├── Resilience → Armor / ArmorPenetration 加成
|
|||
|
|
└── Vigor → Max Health 加成
|
|||
|
|
↓ (通过 MMC 公式派生)
|
|||
|
|
Secondary(战斗属性)
|
|||
|
|
├── Armor ← 防御
|
|||
|
|
├── ArmorPenetration← 穿透
|
|||
|
|
├── BlockChance ← 格挡
|
|||
|
|
├── CriticalHitChance ← 暴击率
|
|||
|
|
├── CriticalHitDamage ← 暴击伤害
|
|||
|
|
├── CriticalHitResistance
|
|||
|
|
└── MaxHealth / MaxMana (from Vital)
|
|||
|
|
↓ (最终状态)
|
|||
|
|
Vital(状态属性)
|
|||
|
|
├── Health (当前生命,不可直接修改)
|
|||
|
|
└── Mana (当前法力,不可直接修改)
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 2.3.2 MMC 公式化属性派生
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// MMC_MaxHealth.cpp
|
|||
|
|
float UAuraMMC_MaxHealth::CalculateBaseMagnitude_Implementation(...) const {
|
|||
|
|
// Capture Vigor from Target
|
|||
|
|
float Vigor = ...; float PlayerLevel = CombatInterface->GetPlayerLevel();
|
|||
|
|
return 80.0f + 2.5f * Vigor + 10.0f * PlayerLevel;
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
通过 `ICombatInterface::GetPlayerLevel()` 统一等级接口,公式参数可进一步配置为 CurveTable。
|
|||
|
|
|
|||
|
|
#### 2.3.3 WidgetController MVC 架构
|
|||
|
|
|
|||
|
|
```
|
|||
|
|
AuraHUD
|
|||
|
|
└── 管理 WidgetController 生命周期
|
|||
|
|
├── UOverlayWidgetController ← 战斗界面(血条/法力/消息)
|
|||
|
|
└── UAttributeMenuWidgetController ← 属性菜单
|
|||
|
|
|
|||
|
|
UAuraWidgetController(基类)
|
|||
|
|
├── FWidgetControllerParams(持有 ASC/AS/PC/PS)
|
|||
|
|
├── BroadcastInitialValues() ← 初始化时推送数据
|
|||
|
|
└── BindCallbacksToDependencies() ← 绑定属性变化回调
|
|||
|
|
|
|||
|
|
// BlueprintAssignable 委托驱动 Widget 更新
|
|||
|
|
UPROPERTY(BlueprintAssignable) FOnAttributeChangedSignature OnHealthChanged;
|
|||
|
|
UPROPERTY(BlueprintAssignable) FOnAttributeChangedSignature OnMaxHealthChanged;
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 2.3.4 声明式 EffectActor
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// AuraEffectActor.h - 策略枚举控制 GE 应用
|
|||
|
|
UPROPERTY(EditAnywhere) EEffectApplicationPolicy InstantEffectApplicationPolicy;
|
|||
|
|
// ApplyOnOverlap / ApplyOnEndOverlap / DoNotApply
|
|||
|
|
|
|||
|
|
UPROPERTY(EditAnywhere) EEffectRemovalPolicy InfiniteEffectRemovalPolicy;
|
|||
|
|
// RemoveOnEndOverlap / DoNotRemove
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
无需蓝图代码即可配置药水/Buff 区域/光环。
|
|||
|
|
|
|||
|
|
#### 2.3.5 集中式 Tag 管理
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// AuraGameplayTags.h - 单例原生 Tag 注册
|
|||
|
|
struct FAuraGameplayTags {
|
|||
|
|
static const FAuraGameplayTags& Get() { return GameplayTags; }
|
|||
|
|
static void InitializeNativeGameplayTags();
|
|||
|
|
FGameplayTag Attributes_Primary_Strength;
|
|||
|
|
FGameplayTag InputTag_LMB, InputTag_RMB;
|
|||
|
|
// ...所有 Tag 单点定义
|
|||
|
|
};
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
避免跨项目 Tag 名称不一致和拼写错误。
|
|||
|
|
|
|||
|
|
#### 2.3.6 Tag-to-Attribute 运行时映射
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// AuraAttributeSet.h
|
|||
|
|
TMap<FGameplayTag, TStaticFuncPtr<FGameplayAttribute()>> m_TagsToAttributes;
|
|||
|
|
|
|||
|
|
// 使用:根据 Tag 动态获取属性指针,O(1) 查找
|
|||
|
|
// 用于 UI 属性菜单遍历所有属性
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 三、技术方案对比与借鉴决策
|
|||
|
|
|
|||
|
|
### 3.1 属性系统设计决策
|
|||
|
|
|
|||
|
|
| 方案 | 来源 | 优势 | 劣势 |
|
|||
|
|
|------|------|------|------|
|
|||
|
|
| 单一属性集 20 属性 | 当前 | 简单 | 上帝对象、游戏类型耦合 |
|
|||
|
|
| 独立多属性集 | GASShooter | 职责清晰 | 需要 `GetAttributeSubobject` |
|
|||
|
|
| **三层属性体系** | **Aura(推荐)** | **RPG 语义清晰、公式派生** | **初期设计工作量大** |
|
|||
|
|
|
|||
|
|
**决策**:采用 Aura 的三层体系思路,将现有 20 属性重组为:
|
|||
|
|
- `URPGPrimaryAttributeSet`(基础属性:Strength/Intelligence/Vigor/Resilience)
|
|||
|
|
- `URPGCombatAttributeSet`(战斗属性:Armor/Crit/Block + Damage/Healing 元属性)
|
|||
|
|
- `URPGResourceAttributeSet`(资源:Health/Mana/Stamina/Shield + Max/Regen)
|
|||
|
|
- `URPGProgressionAttributeSet`(进度:Level/XP/Gold,可选)
|
|||
|
|
|
|||
|
|
### 3.2 输入绑定设计决策
|
|||
|
|
|
|||
|
|
| 方案 | 来源 | 优势 | 劣势 |
|
|||
|
|
|------|------|------|------|
|
|||
|
|
| `EGSAbilityInputID` 枚举 | 当前 | 简单直接 | 游戏类型耦合、扩展困难 |
|
|||
|
|
| **InputTag + DataAsset** | **Lyra(推荐)** | **完全解耦、数据驱动** | 需要 ProcessAbilityInput |
|
|||
|
|
|
|||
|
|
**决策**:
|
|||
|
|
1. 移除 `EGSAbilityInputID` 枚举
|
|||
|
|
2. 引入 `URPGInputConfig` DataAsset(`UInputAction` → `FGameplayTag` 映射)
|
|||
|
|
3. ASC 实现 `AbilityInputTagPressed/Released/Held`
|
|||
|
|
4. 实现帧级 `ProcessAbilityInput` 缓冲机制
|
|||
|
|
|
|||
|
|
### 3.3 UI 架构设计决策
|
|||
|
|
|
|||
|
|
| 方案 | 来源 | 特点 |
|
|||
|
|
|------|------|------|
|
|||
|
|
| BlueprintImplementableEvent | 当前 | 简单但耦合 |
|
|||
|
|
| AsyncTaskAttributeChanged | 当前(工具层) | 轻量,适合简单 UI |
|
|||
|
|
| **WidgetController MVC** | **Aura(推荐)** | **层次清晰,可测试** |
|
|||
|
|
|
|||
|
|
**决策**:引入 `URPGWidgetController` 基类体系,保留 `AsyncTaskAttributeChanged` 作为蓝图快速工具。
|
|||
|
|
|
|||
|
|
### 3.4 Cost 系统设计决策
|
|||
|
|
|
|||
|
|
**决策**:参考 Lyra 的 `ULyraAbilityCost` 模式,引入 `URPGAbilityCost` 抽象基类:
|
|||
|
|
- `URPGAbilityCost_GameplayEffect`(标准 GE 费用)
|
|||
|
|
- `URPGAbilityCost_Attribute`(直接扣属性)
|
|||
|
|
- `URPGAbilityCost_TagStack`(Tag 栈计数,用于弹药/特殊资源)
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 四、重构方案设计
|
|||
|
|
|
|||
|
|
### 4.1 重构目标与原则
|
|||
|
|
|
|||
|
|
**设计原则**:
|
|||
|
|
1. **向下兼容**:现有蓝图不应大规模失效,提供迁移路径
|
|||
|
|
2. **游戏类型无关**:插件对 Shooter/ARPG/Fighter 均适用
|
|||
|
|
3. **数据驱动**:策划可通过 DataAsset 配置,无需改代码
|
|||
|
|
4. **可扩展**:新增能力类型/属性/Cost 无需修改基类
|
|||
|
|
|
|||
|
|
### 4.2 重构后架构总览
|
|||
|
|
|
|||
|
|
```
|
|||
|
|
RPGGameplayAbility 插件(重构后)
|
|||
|
|
│
|
|||
|
|
├── Core/ [核心 GAS 基础设施]
|
|||
|
|
│ ├── RPGAbilitySystemComponent 扩展 ASC(帧级输入缓冲、ActivationGroup)
|
|||
|
|
│ ├── RPGAbilitySystemGlobals 全局配置(保留现有)
|
|||
|
|
│ ├── RPGGameplayCueManager 按需加载(保留现有)
|
|||
|
|
│ ├── RPGEngineSubsystem 启动初始化(保留现有)
|
|||
|
|
│ └── RPGGameplayEffectContext 扩展 EffectContext(保留现有)
|
|||
|
|
│
|
|||
|
|
├── Abilities/ [能力层]
|
|||
|
|
│ ├── RPGGameplayAbility 基类(ActivationPolicy/Group/AdditionalCosts)
|
|||
|
|
│ ├── RPGAbilitySet 声明式授权 DataAsset
|
|||
|
|
│ ├── RPGAbilityTagRelationshipMap Tag 互斥关系 DataAsset
|
|||
|
|
│ └── RPGGlobalAbilitySystem 全局 Ability/GE 分发 WorldSubsystem
|
|||
|
|
│
|
|||
|
|
├── Attributes/ [属性层 - 三层体系]
|
|||
|
|
│ ├── RPGAttributeSet 属性集基类(统一 Accessor 宏)
|
|||
|
|
│ ├── RPGPrimaryAttributeSet 基础属性(4个,驱动派生)
|
|||
|
|
│ ├── RPGCombatAttributeSet 战斗属性(含 Damage/Healing 元属性)
|
|||
|
|
│ └── RPGResourceAttributeSet 资源属性(Health/Mana/Stamina)
|
|||
|
|
│
|
|||
|
|
├── Calculations/ [计算层]
|
|||
|
|
│ ├── RPGDamageExecutionCalc 扩展(支持 CritHit/Block/Penetration)
|
|||
|
|
│ └── RPGMMCBase MMC 基类(统一等级接口)
|
|||
|
|
│
|
|||
|
|
├── Costs/ [费用层 - 新增]
|
|||
|
|
│ ├── RPGAbilityCost 抽象基类
|
|||
|
|
│ ├── RPGAbilityCost_GameplayEffect GE 费用
|
|||
|
|
│ └── RPGAbilityCost_TagStack Tag 栈费用(弹药)
|
|||
|
|
│
|
|||
|
|
├── Input/ [输入层 - 重构]
|
|||
|
|
│ ├── RPGInputConfig DataAsset(InputAction ↔ InputTag)
|
|||
|
|
│ └── RPGInputComponent EnhancedInputComponent 扩展
|
|||
|
|
│
|
|||
|
|
├── Tags/ [Tag 管理 - 新增]
|
|||
|
|
│ └── RPGGameplayTags 集中式原生 Tag 单例
|
|||
|
|
│
|
|||
|
|
├── Target/ [目标层 - 保留]
|
|||
|
|
│ ├── RPGTargetType 蓝图化目标策略
|
|||
|
|
│ └── RPGGATA_Trace 追踪 TargetActor 系列
|
|||
|
|
│
|
|||
|
|
├── Tasks/ [任务层 - 保留 + 扩展]
|
|||
|
|
│ └── (现有10个 Task + 新增连击Task)
|
|||
|
|
│
|
|||
|
|
├── UI/ [UI 层 - 扩展]
|
|||
|
|
│ ├── RPGWidgetController WidgetController 基类(新增)
|
|||
|
|
│ └── (现有 UI 组件保留)
|
|||
|
|
│
|
|||
|
|
└── Characters/ [角色层 - 整理]
|
|||
|
|
├── RPGCharacterBase 基类(保留)
|
|||
|
|
└── (游戏类型子类调整)
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
### 4.3 AttributeSet 拆分方案
|
|||
|
|
|
|||
|
|
#### 4.3.1 URPGAttributeSet(新基类)
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// 参考 Lyra:统一 Accessor 宏 + 统一委托
|
|||
|
|
#define RPG_ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
|
|||
|
|
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
|
|||
|
|
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
|
|||
|
|
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
|
|||
|
|
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
|
|||
|
|
|
|||
|
|
DECLARE_MULTICAST_DELEGATE_SixParams(FRPGAttributeEvent,
|
|||
|
|
AActor* EffectInstigator, AActor* EffectCauser,
|
|||
|
|
const FGameplayEffectSpec* EffectSpec,
|
|||
|
|
float EffectMagnitude, float OldValue, float NewValue);
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 4.3.2 URPGPrimaryAttributeSet
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// 4 个基础属性,驱动 Secondary 属性的 MMC 计算
|
|||
|
|
FGameplayAttributeData Strength; // 力量 → 物理伤害加成
|
|||
|
|
FGameplayAttributeData Intelligence; // 智力 → 法术伤害 / MaxMana
|
|||
|
|
FGameplayAttributeData Resilience; // 韧性 → 防御力 / 护甲穿透
|
|||
|
|
FGameplayAttributeData Vigor; // 活力 → 最大生命值
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 4.3.3 URPGCombatAttributeSet
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// 战斗属性(由 Primary 派生 + 元属性)
|
|||
|
|
FGameplayAttributeData Armor; // 防御
|
|||
|
|
FGameplayAttributeData ArmorPenetration; // 穿透
|
|||
|
|
FGameplayAttributeData BlockChance; // 格挡率
|
|||
|
|
FGameplayAttributeData CriticalHitChance; // 暴击率
|
|||
|
|
FGameplayAttributeData CriticalHitDamage; // 暴击伤害倍率
|
|||
|
|
FGameplayAttributeData CriticalHitResistance; // 暴击抵抗
|
|||
|
|
|
|||
|
|
// Meta 属性(不复制,仅服务器临时使用)
|
|||
|
|
FGameplayAttributeData Damage; // 临时伤害值
|
|||
|
|
FGameplayAttributeData Healing; // 临时治疗值
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 4.3.4 URPGResourceAttributeSet
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// 资源属性(当前值 + 上限 + 恢复速率)
|
|||
|
|
FGameplayAttributeData Health, MaxHealth, HealthRegenRate;
|
|||
|
|
FGameplayAttributeData Mana, MaxMana, ManaRegenRate;
|
|||
|
|
FGameplayAttributeData Stamina, MaxStamina, StaminaRegenRate;
|
|||
|
|
FGameplayAttributeData Shield, MaxShield, ShieldRegenRate;
|
|||
|
|
// Damage 元属性移至 CombatAttributeSet
|
|||
|
|
// MoveSpeed 保留在此或独立
|
|||
|
|
FGameplayAttributeData MoveSpeed;
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 4.3.5 迁移路径
|
|||
|
|
|
|||
|
|
现有代码中大量使用 `URPGAttributeSetBase::GetHealth()` 等接口。重构后:
|
|||
|
|
1. 保留 `URPGAttributeSetBase` 作为 `deprecated` 别名(临时)
|
|||
|
|
2. 在 `ARPGCharacterBase` 中同时注册旧属性集和新属性集
|
|||
|
|
3. 逐步将蓝图和 GE 引用迁移到新属性集
|
|||
|
|
|
|||
|
|
### 4.4 输入系统重构(Tag 驱动)
|
|||
|
|
|
|||
|
|
#### 4.4.1 移除 EGSAbilityInputID
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// 删除:EGSAbilityInputID 枚举
|
|||
|
|
// 保留 Deprecated 版本一个版本周期用于迁移
|
|||
|
|
|
|||
|
|
// 新增:URPGInputConfig DataAsset
|
|||
|
|
UCLASS()
|
|||
|
|
class URPGInputConfig : public UDataAsset {
|
|||
|
|
// InputAction -> InputTag 映射
|
|||
|
|
TArray<FRPGInputAction> AbilityInputActions;
|
|||
|
|
// 根据 InputAction 查找 InputTag
|
|||
|
|
FGameplayTag FindAbilityInputTagForAction(const UInputAction* InputAction) const;
|
|||
|
|
};
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 4.4.2 ASC 输入接口扩展
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// URPGAbilitySystemComponent 新增
|
|||
|
|
void AbilityInputTagPressed(const FGameplayTag& InputTag);
|
|||
|
|
void AbilityInputTagReleased(const FGameplayTag& InputTag);
|
|||
|
|
void AbilityInputTagHeld(const FGameplayTag& InputTag);
|
|||
|
|
void ProcessAbilityInput(float DeltaTime, bool bGamePaused);
|
|||
|
|
void ClearAbilityInput();
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
#### 4.4.3 帧级输入缓冲
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// 三个缓冲数组,每帧统一处理
|
|||
|
|
TArray<FGameplayAbilitySpecHandle> InputPressedSpecHandles;
|
|||
|
|
TArray<FGameplayAbilitySpecHandle> InputReleasedSpecHandles;
|
|||
|
|
TArray<FGameplayAbilitySpecHandle> InputHeldSpecHandles;
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
### 4.5 Activation Policy + Activation Group 系统
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// RPGGameplayAbility.h 替换现有布尔值
|
|||
|
|
UENUM(BlueprintType)
|
|||
|
|
enum class ERPGAbilityActivationPolicy : uint8 {
|
|||
|
|
OnInputTriggered, // 替代 bActivateOnInput
|
|||
|
|
WhileInputActive, // 新增(自动武器/冲刺)
|
|||
|
|
OnSpawn, // 替代 bActivateAbilityOnGranted(被动技能)
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
UENUM(BlueprintType)
|
|||
|
|
enum class ERPGAbilityActivationGroup : uint8 {
|
|||
|
|
Independent,
|
|||
|
|
Exclusive_Replaceable, // 激活时取消同组,可被替换
|
|||
|
|
Exclusive_Blocking, // 激活时取消同组,不可被替换
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
// 在 URPGGameplayAbility 中
|
|||
|
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Ability")
|
|||
|
|
ERPGAbilityActivationPolicy ActivationPolicy = ERPGAbilityActivationPolicy::OnInputTriggered;
|
|||
|
|
|
|||
|
|
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Ability")
|
|||
|
|
ERPGAbilityActivationGroup ActivationGroup = ERPGAbilityActivationGroup::Independent;
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**兼容性**:现有的 `bActivateAbilityOnGranted`、`bActivateOnInput` 保留为 `deprecated`,迁移完成后删除。
|
|||
|
|
|
|||
|
|
### 4.6 Tag Relationship Mapping 系统
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// URPGAbilityTagRelationshipMapping - DataAsset
|
|||
|
|
USTRUCT()
|
|||
|
|
struct FRPGAbilityTagRelationship {
|
|||
|
|
FGameplayTag AbilityTag; // 被测试的 Ability Tag
|
|||
|
|
FGameplayTagContainer AbilityTagsToBlock; // 阻断这些 Tag 的能力
|
|||
|
|
FGameplayTagContainer AbilityTagsToCancel; // 取消这些 Tag 的能力
|
|||
|
|
FGameplayTagContainer ActivationRequiredTags; // 需要这些 Tag 才能激活
|
|||
|
|
FGameplayTagContainer ActivationBlockedTags; // 有这些 Tag 时无法激活
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
// ASC 中使用
|
|||
|
|
UPROPERTY() TObjectPtr<URPGAbilityTagRelationshipMapping> TagRelationshipMapping;
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**实际应用示例**:
|
|||
|
|
- `Ability.Attack.Heavy` → `BlockTags: [Ability.Dodge]`(重击时无法翻滚)
|
|||
|
|
- `Ability.Interact` → `BlockTags: [Ability.Attack.*]`(交互时禁止攻击)
|
|||
|
|
- `Ability.Ultimate` → `RequiredTags: [Status.FullEnergy]`(蓄满才能放大招)
|
|||
|
|
|
|||
|
|
### 4.7 ExecCalc 扩展方案
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// RPGDamageExecutionCalc 扩展
|
|||
|
|
// 输入:Source.BaseDamage + CriticalHitChance/Damage
|
|||
|
|
// 输入:Target.Armor + ArmorPenetration + BlockChance + CritHitResistance
|
|||
|
|
// 计算流程:
|
|||
|
|
// 1. SetByCaller Damage 获取基础伤害
|
|||
|
|
// 2. 计算暴击:Rand < (CritHitChance - CritHitResistance) -> CritDamage 倍率
|
|||
|
|
// 3. 计算格挡:Rand < BlockChance -> 伤害减半
|
|||
|
|
// 4. 计算护甲减免:EffectiveArmor = Armor * (1 - ArmorPenetration)
|
|||
|
|
// MitigatedDamage = BaseDamage * (100 / (100 + EffectiveArmor))
|
|||
|
|
// 5. 通过 DynamicAssetTag 标记 Crit/Block 用于 UI/音效
|
|||
|
|
// 6. 写入 Target.Damage 元属性
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**可配置化**:将 `1.5f`(爆头倍率)、`"b_head"`(骨骼名)、护甲公式系数移至 `UGameplayTagsProjectSettings` 或 `URPGCombatSettings` DataAsset。
|
|||
|
|
|
|||
|
|
### 4.8 WidgetController MVC 架构
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// URPGWidgetController - 新基类
|
|||
|
|
UCLASS(BlueprintType, Blueprintable)
|
|||
|
|
class URPGWidgetController : public UObject {
|
|||
|
|
protected:
|
|||
|
|
UPROPERTY() TObjectPtr<APlayerController> PlayerController;
|
|||
|
|
UPROPERTY() TObjectPtr<APlayerState> PlayerState;
|
|||
|
|
UPROPERTY() TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
|
|||
|
|
UPROPERTY() TObjectPtr<UAttributeSet> AttributeSet;
|
|||
|
|
|
|||
|
|
public:
|
|||
|
|
virtual void BroadcastInitialValues() {}
|
|||
|
|
virtual void BindCallbacksToDependencies() {}
|
|||
|
|
void SetWidgetControllerParams(const FRPGWidgetControllerParams& Params);
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
// 具体子类(蓝图中配置委托绑定)
|
|||
|
|
UCLASS() class URPGHUDWidgetController : public URPGWidgetController {
|
|||
|
|
// OnHealthChanged / OnMaxHealthChanged / OnManaChanged / ...
|
|||
|
|
// VerbMessage 监听(伤害数字、击杀通知)
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
UCLASS() class URPGAttributeMenuWidgetController : public URPGWidgetController {
|
|||
|
|
// AttributeInfo DataAsset 驱动的属性菜单
|
|||
|
|
// BroadcastAttributeInfo() 推送所有属性数据
|
|||
|
|
};
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
### 4.9 集中式 Tag 管理
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// RPGGameplayTags.h
|
|||
|
|
namespace RPGGameplayTags {
|
|||
|
|
// Ability 激活失败原因
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_IsDead);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_Cooldown);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_Cost);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability_ActivateFail_TagsBlocked);
|
|||
|
|
|
|||
|
|
// 状态标签
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_Death);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_Death_Dying);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_Death_Dead);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_KnockedDown);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Status_Interacting);
|
|||
|
|
|
|||
|
|
// 输入标签(通用)
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_Jump);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_Sprint);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_Interact);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_PrimaryAction);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(InputTag_SecondaryAction);
|
|||
|
|
|
|||
|
|
// SetByCaller
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(SetByCaller_Damage);
|
|||
|
|
RPGGAMEPLAYABILITY_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(SetByCaller_Heal);
|
|||
|
|
}
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
替换现有的 DataTable Tag 注册机制(或作为补充)。现有5个 DataTable(AbilityTags/DataTags/EffectTags/ObjectTags/StateTags)可保留用于蓝图 Tag 注册,C++ 关键 Tag 改用原生定义。
|
|||
|
|
|
|||
|
|
### 4.10 GlobalAbilitySystem 引入
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// URPGGlobalAbilitySystem : UWorldSubsystem
|
|||
|
|
// 用途:全局 Buff/环境效果对所有角色生效
|
|||
|
|
// 重生后自动重新应用全局效果
|
|||
|
|
// 游戏模式可通过此系统广播全局技能/效果
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 五、新增功能建议
|
|||
|
|
|
|||
|
|
### 5.1 连击/输入缓冲系统(FighterGame 核心需求)
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// URPGComboManagerComponent - 新增组件
|
|||
|
|
// 管理连击状态机:
|
|||
|
|
// - 当前连击节点
|
|||
|
|
// - 输入缓冲窗口(帧数)
|
|||
|
|
// - 连击链定义(DataAsset)
|
|||
|
|
// 与 RPGAT_PlayMontageAndWaitForEvent 配合:
|
|||
|
|
// - 蒙太奇播放到"连击窗口"事件 → 检查输入缓冲 → 激活下一段
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
**设计参考**:UE5 的 `FInputBuffer` 或自定义 `TQueue<FGameplayTag>` 缓冲,配合 Activation Policy `Exclusive_Replaceable` 实现连击打断。
|
|||
|
|
|
|||
|
|
### 5.2 被动技能系统
|
|||
|
|
|
|||
|
|
已有 `bActivateAbilityOnGranted` 支持,重构后改为 `ActivationPolicy::OnSpawn`。扩展方向:
|
|||
|
|
- **光环型被动**:持续 Infinite GE,通过 `URPGGlobalAbilitySystem` 可广播
|
|||
|
|
- **触发型被动**:监听 GameplayEvent Tag 触发(如"受击时触发反伤")
|
|||
|
|
- **条件型被动**:基于 Tag 状态自动激活/失活
|
|||
|
|
|
|||
|
|
### 5.3 技能升级系统
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// URPGAbilityLevelComponent - 可选组件
|
|||
|
|
// 管理每个 AbilitySpec 的等级
|
|||
|
|
// AbilitySet 中声明 BaseLevel 和 MaxLevel
|
|||
|
|
// 升级时:RemoveAbility -> GiveAbility(Level+1) 或直接修改 Spec.Level
|
|||
|
|
|
|||
|
|
// 或使用 Aura 模式:
|
|||
|
|
// AbilitySpec.Level 直接与角色等级绑定(在 GiveAbility 时设置)
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
### 5.4 Buff/Debuff 可视化管理
|
|||
|
|
|
|||
|
|
```cpp
|
|||
|
|
// 当前问题:ActiveGameplayEffects 存在 ASC 但无统一管理层
|
|||
|
|
// 建议:URPGActiveEffectsComponent
|
|||
|
|
// 提供:
|
|||
|
|
// - GetActiveBuffs() / GetActiveDebuffs()(按 Tag 分类)
|
|||
|
|
// - 持续时间/层数的 UI 数据推送(通过 WidgetController)
|
|||
|
|
// - 效果到期/添加的 BlueprintAssignable 委托
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 六、重构实施计划
|
|||
|
|
|
|||
|
|
### 6.1 P0 — 立即修复(1-2 天)
|
|||
|
|
|
|||
|
|
| 任务 | 文件 | 操作 |
|
|||
|
|
|------|------|------|
|
|||
|
|
| 修复 PURE_VIRTUAL 类名错误 | `RPGGATA_Trace.h` | `AGSGATA_Trace` → `ARPGGATA_Trace` |
|
|||
|
|
| 清理 GS 前缀枚举 | `RPGAbilityTypes.h` | `EGSAbilityInputID` → `ERPGAbilityInputID`(或废弃) |
|
|||
|
|
| 清理 GS 前缀委托 | `RPGAT_PlayMontageForMeshAndWaitForEvent.h` | `FGS*` → `FRPG*` |
|
|||
|
|
| 清理注释中的 GASShooter 引用 | 多文件 | 全局搜索替换 |
|
|||
|
|
| 移除无用 include | `RPGAbilityTypes.h` | 删除未使用的 Task include |
|
|||
|
|
|
|||
|
|
### 6.2 P1 — 核心重构(1-2 周)
|
|||
|
|
|
|||
|
|
| 阶段 | 任务 | 优先级 |
|
|||
|
|
|------|------|--------|
|
|||
|
|
| 1.1 | 集中式 Tag 管理(`RPGGameplayTags.h`) | 高(其他重构依赖此) |
|
|||
|
|
| 1.2 | 属性集拆分(Primary/Combat/Resource) | 高 |
|
|||
|
|
| 1.3 | MMC 实现(MaxHealth/MaxMana 公式) | 中 |
|
|||
|
|
| 1.4 | ActivationPolicy/Group 枚举引入 | 高 |
|
|||
|
|
| 1.5 | ExecCalc 扩展(暴击/格挡/穿透) | 中 |
|
|||
|
|
|
|||
|
|
### 6.3 P2 — 架构升级(2-3 周)
|
|||
|
|
|
|||
|
|
| 阶段 | 任务 | 优先级 |
|
|||
|
|
|------|------|--------|
|
|||
|
|
| 2.1 | InputConfig DataAsset + Tag 驱动输入 | 高 |
|
|||
|
|
| 2.2 | ProcessAbilityInput 帧级缓冲 | 高 |
|
|||
|
|
| 2.3 | AbilitySet DataAsset | 中 |
|
|||
|
|
| 2.4 | Tag Relationship Mapping | 中 |
|
|||
|
|
| 2.5 | WidgetController MVC 基类 | 中 |
|
|||
|
|
| 2.6 | AdditionalCosts 可扩展 Cost 系统 | 低 |
|
|||
|
|
|
|||
|
|
### 6.4 P3 — 新功能(持续迭代)
|
|||
|
|
|
|||
|
|
| 功能 | 预估时间 |
|
|||
|
|
|------|---------|
|
|||
|
|
| GlobalAbilitySystem | 3 天 |
|
|||
|
|
| 连击/输入缓冲系统 | 1 周 |
|
|||
|
|
| 技能升级系统 | 1 周 |
|
|||
|
|
| Buff/Debuff 可视化管理 | 3 天 |
|
|||
|
|
|
|||
|
|
### 6.5 兼容性策略
|
|||
|
|
|
|||
|
|
1. **保留旧接口**:`bActivateAbilityOnGranted`、`bActivateOnInput` 保留 `UE_DEPRECATED` 一个版本
|
|||
|
|
2. **渐进迁移**:旧属性集 `URPGAttributeSetBase` 保留为 `DEPRECATED`,指向新属性集组合
|
|||
|
|
3. **单元测试**:重构每个子系统后立即编写 `.spec.cpp` 测试(至少覆盖 AttributeSet 的 Pre/PostGameplayEffectExecute)
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 七、命名规范
|
|||
|
|
|
|||
|
|
### 7.1 类命名
|
|||
|
|
|
|||
|
|
| 类型 | 规范 | 示例 |
|
|||
|
|
|------|------|------|
|
|||
|
|
| Ability 类 | `URPGGA_` | `URPGGA_PrimaryAttack`, `URPGGA_CharacterJump` |
|
|||
|
|
| AbilityTask | `URPGAT_` | `URPGAT_PlayMontageAndWaitForEvent` |
|
|||
|
|
| AttributeSet | `URPG` + 职责 + `AttributeSet` | `URPGResourceAttributeSet` |
|
|||
|
|
| ExecutionCalc | `URPG` + 功能 + `ExecCalc` | `URPGDamageExecCalc` |
|
|||
|
|
| MMC | `URPGMMC_` | `URPGMMC_MaxHealth` |
|
|||
|
|
| TargetActor | `URPGGATA_` | `URPGGATA_LineTrace` |
|
|||
|
|
| WidgetController | `URPG` + 用途 + `WidgetController` | `URPGHUDWidgetController` |
|
|||
|
|
| DataAsset | `URPG` + 内容 | `URPGAbilitySet`, `URPGInputConfig` |
|
|||
|
|
|
|||
|
|
### 7.2 GameplayTag 命名规范
|
|||
|
|
|
|||
|
|
```
|
|||
|
|
[Category].[SubCategory].[SpecificName]
|
|||
|
|
|
|||
|
|
# Ability 激活失败原因
|
|||
|
|
Ability.ActivateFail.IsDead
|
|||
|
|
Ability.ActivateFail.Cooldown
|
|||
|
|
|
|||
|
|
# 技能行为标记
|
|||
|
|
Ability.Behavior.SurvivesDeath
|
|||
|
|
Ability.Behavior.Passive
|
|||
|
|
|
|||
|
|
# 输入标签
|
|||
|
|
Input.Jump
|
|||
|
|
Input.Sprint
|
|||
|
|
Input.PrimaryAction
|
|||
|
|
Input.SecondaryAction
|
|||
|
|
|
|||
|
|
# 状态标签
|
|||
|
|
Status.Death.Dying
|
|||
|
|
Status.Death.Dead
|
|||
|
|
Status.KnockedDown
|
|||
|
|
Status.Interacting
|
|||
|
|
|
|||
|
|
# 效果类标签
|
|||
|
|
Effect.Damage.CanCrit
|
|||
|
|
Effect.Damage.Crit
|
|||
|
|
Effect.Damage.Blocked
|
|||
|
|
|
|||
|
|
# SetByCaller
|
|||
|
|
SetByCaller.Damage
|
|||
|
|
SetByCaller.Heal
|
|||
|
|
|
|||
|
|
# 属性标签(用于 Tag-to-Attribute 映射)
|
|||
|
|
Attribute.Primary.Strength
|
|||
|
|
Attribute.Combat.Armor
|
|||
|
|
Attribute.Resource.Health
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
### 7.3 文件组织
|
|||
|
|
|
|||
|
|
```
|
|||
|
|
Source/RPGGameplayAbility/
|
|||
|
|
├── Public/Core/ ASC/Globals/CueManager/EffectContext
|
|||
|
|
├── Public/Abilities/ Ability 基类 + AbilitySet + Policy
|
|||
|
|
├── Public/Attributes/ 三层属性集
|
|||
|
|
├── Public/Calculations/ ExecCalc + MMC
|
|||
|
|
├── Public/Costs/ Cost 基类 + 实现
|
|||
|
|
├── Public/Input/ InputConfig + InputComponent
|
|||
|
|
├── Public/Tags/ 集中式 Tag 定义
|
|||
|
|
├── Public/Target/ TargetType + TargetActor
|
|||
|
|
├── Public/Tasks/ AbilityTask
|
|||
|
|
├── Public/UI/ WidgetController
|
|||
|
|
├── Public/Characters/ 角色基类
|
|||
|
|
└── Public/Interfaces/ 接口(Interactable/Combat/AbilitySource)
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 八、参考资料
|
|||
|
|
|
|||
|
|
- [GASDocumentation by tranek](https://github.com/tranek/GASDocumentation) - GAS 最全面文档
|
|||
|
|
- [Lyra Starter Game Source](D:\MatrixTA\LyraStarterGame\Source) - Epic 官方最佳实践
|
|||
|
|
- [GASShooter](D:\MatrixTA\GASShooter) - 多武器/网络预测参考
|
|||
|
|
- [UE5 GAS Aura](D:\MatrixTA\UE5_GAS_Aura-main) - RPG 属性体系参考
|
|||
|
|
- [现有插件](D:\MatrixTA\MusicFighterGame\Project\Plugins\RPGGameplayAbility) - 重构对象
|