feat(ui-ingame): UI in-game system + PlayerState + Component Registry + HUD composite

Espelho simétrico do front-end pattern (UUIFrontEndFlowSubsystem +
DA_FrontEndScreenSet + UUIPrimaryGameLayout_Base) para a UI in-game.
Pavimenta caminho pra Inventory, Skills, StatusWindow, EscapeMenu, etc.

## UI in-game system (Source/ZMMO/Game/UI/InGame/)

- EZMMOInGameUIState enum (None, Playing, StatusWindow, Inventory,
  SkillTree, EscapeMenu, Loading) em Data/UI/InGameTypes.h
- UUIInGameScreenSet DataAsset: TMap<EZMMOInGameUIState, TSoftClassPtr<...>>
- UUIInGameFlowSubsystem (GameInstanceSubsystem) com SetState/ToggleScreen
- DA_InGameScreenSet em Content/ZMMO/UI/InGame/ mapeia Playing->WBP_HUD
- Layer routing: Playing -> UI.Layer.Game | menus -> GameMenu | loading -> Modal

## AHUD pattern (idiomatic UE5)

- AZMMOHUD : AHUD em Source/ZMMO/Game/Modes/
- AZMMOGameMode::HUDClass = AZMMOHUD::StaticClass()
- AZMMOHUD::BeginPlay chama UIInGameFlowSubsystem::StartInGame
- Pawn não cria mais HUD (separação de responsabilidades)

## PlayerState + Component Registry (Open-Closed)

- AZMMOPlayerState : APlayerState em Source/ZMMO/Game/Modes/
- AZMMOGameMode::PlayerStateClass = AZMMOPlayerState::StaticClass()
- UPROPERTY Config TArray<TSubclassOf<UActorComponent>> ComponentClasses
- DefaultGame.ini: +ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
- Ctor lê via GConfig (mais robusto que UPROPERTY Config + parsing) e
  instancia cada componente como CreateDefaultSubobject

Por que componentes no PlayerState e não no Pawn:
- Sobrevive ao despawn (morte/respawn)
- Spectator-friendly
- 1:1 com player (Pawn pode trocar: vehicle, mount, possession)
- Padrão MMO clássico (rathena, TrinityCore)

Adicionar novo módulo (Inventory, Skills, Guild) = 1 linha no
DefaultGame.ini, sem editar AZMMOPlayerState.cpp.

## HUD composite

- UZMMOHudWidget : UCommonActivatableWidget em ZMMO core (UI/InGame/)
- WBP_HUD em Content/ZMMO/UI/HUD/ herda UZMMOHudWidget
- HpSpBar (UZMMOHudHpSpWidget — sub-modulo ZMMOAttributes) embedded via
  BindWidgetOptional. Sub-widgets futuros: PlayerInfo, Minimap, QuickBar,
  Buffs, Chat, TargetInfo
- UZMMOHudHpSpWidget volta a ser UUserWidget puro (sub-widget, não root)
- UZMMOHudWidget::NativeOnActivated:
  - SetVisibility(HitTestInvisible) — mouse passa direto pro Pawn
  - BindToLocalPlayer: busca AttributeComponent no PC->PlayerState
  - Subscreve OnAttributesChanged/OnHpSpChanged/OnLevelUp
  - Propaga snapshots pra sub-widgets via HpSpBar->ApplySnapshot
- GetDesiredInputConfig override: ECommonInputMode::Game (sem cursor,
  movimento livre). Menus override pra GameAndMenu/Menu.

## NetworkHandler refatorado (AttributeComponent agora no PlayerState)

- ZMMOAttributeNetworkHandler::FindComponentForEntity: busca via
  GameState->PlayerArray (O(N_players)), não TActorIterator (O(N_actors))
- ZMMOAttributes.Build.cs += CommonUI, CommonInput

## EnsureRootLayout (fix crítico)

- OpenLevel invalida widgets no viewport ("InvalidateAllWidgets")
- RootLayout (criado pelo FrontEndFlow no boot) sobrevive como UObject
  (LocalPlayerSubsystem) mas fica órfão fora do viewport
- Push do WBP_HUD no Stack_Game funcionava mas widget pai (RootLayout)
  estava fora do viewport → invisível
- UUIFrontEndFlowSubsystem::EnsureRootLayout (público) recria via
  UIManagerSubsystem (idempotente)
- UUIInGameFlowSubsystem::StartInGame chama EnsureRootLayout antes do push

## PlayerCharacter simplificado

- Removido AttributeComponent (vai pro PlayerState via Registry)
- Removido HudHpSpWidgetClass + spawn manual de HUD
- HandleLocalSpawnReady só faz seed do EntityId via PlayerState
- UI lifecycle agora é responsabilidade do AZMMOHUD::BeginPlay

## Verificação (smoke test)

PIE: Login -> CharSelect -> Lobby -> EnterWorld
  ↓
LogZMMO: AZMMOPlayerState ctor: 1 componente(s) no registry
LogZMMO: ZMMOPlayerState: componente registrado [0] ZMMOAttributeComponent
LogZMMO: FrontEndFlow::EnsureRootLayout: RootLayout recriado
LogZMMO: InGameFlow: state None -> Playing
LogZMMO: InGameFlow: tela Playing pushed em UI.Layer.Game (widget=WBP_HUD_C_0)
LogZMMO: ZMMOHudWidget activated (HpSpBar=WBP_HUD_HpSpBar_C_0)
  ↓
HUD aparece com Lv 5 / HP 10/200 / SP 5/20 (valores do DB)
Regen funciona (HP/SP enchem a cada 6s/8s)
Movimento normal (input flui pro Pawn)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-23 05:27:41 -03:00
parent 7d83dd800f
commit 396223e2a8
25 changed files with 1029 additions and 242 deletions

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@@ -34,3 +34,26 @@ ScreenSetAsset=/Game/ZMMO/UI/FrontEnd/DA_FrontEndScreenSet.DA_FrontEndScreenSet
; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o ; server (Server/ZeusServerEngine/Config/DataTables/maps_config.json) — o
; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows. ; cliente resolve `mapId -> ClientLevel/spawns` via FZMMOMapDef rows.
MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
; -----------------------------------------------------------------------------
; UI in-game (PR 19+). Espelho do front-end pattern:
; - ScreenSetAsset mapeia EZMMOInGameUIState -> WBP (Playing -> WBP_HUD,
; StatusWindow -> WBP_StatusWindow, etc.)
; - Subsystem orquestra: AZMMOHUD::BeginPlay chama StartInGame que vai pra
; Playing.
; Asset criado via MCP em /Game/ZMMO/UI/InGame/DA_InGameScreenSet.
; -----------------------------------------------------------------------------
[/Script/ZMMO.UIInGameFlowSubsystem]
ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
; -----------------------------------------------------------------------------
; PlayerState Component Registry (PR 19+). Cada módulo MMO registra seus
; UActorComponent aqui. O AZMMOPlayerState lê esta lista no construtor e
; instancia cada classe como subobject — pattern Open-Closed: adicionar
; Inventory/Skills/Guild = mais uma linha aqui, sem editar AZMMOPlayerState.
;
; Convenção: usa o path /Script/<Module>.<ClassName> (sem o "U" do prefixo
; C++; UClass resolve pelo nome curto).
; -----------------------------------------------------------------------------
[/Script/ZMMO.ZMMOPlayerState]
+ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent

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@@ -0,0 +1,34 @@
#pragma once
#include "CoreMinimal.h"
#include "InGameTypes.generated.h"
/**
* Estados da UI in-game. Dirigidos pelo UUIInGameFlowSubsystem; cada estado
* resolve uma tela (UCommonActivatableWidget) via DA_InGameScreenSet.
*
* Espelha simetricamente EZMMOFrontEndState (Data/UI/FrontEndTypes.h):
* - Front-end usa estados pra Login/ServerSelect/Lobby (UI.Layer.Menu)
* - In-game usa estados pra HUD/Status/Inventory/Skills (UI.Layer.Game + GameMenu)
*
* Convencao de camadas (resolvida pelo subsystem):
* - Playing -> UI.Layer.Game (HUD principal)
* - StatusWindow / Inventory /
* SkillTree / EscapeMenu -> UI.Layer.GameMenu (sobreposicoes)
* - Loading -> UI.Layer.Modal (overlay critico)
*
* `Playing` e' o estado base — quando in-game, sempre ha um HUD no
* Layer.Game. Abrir Status/Inventory NAO substitui o HUD; empilha em
* Layer.GameMenu por cima dele.
*/
UENUM(BlueprintType)
enum class EZMMOInGameUIState : uint8
{
None, ///< Antes do player local spawnar; UI in-game inativa.
Playing, ///< HUD principal visivel (HP/SP/level/etc).
StatusWindow, ///< Janela de atributos + botões de alocacao (Fase 4).
Inventory, ///< (futuro) Bag/equipamentos.
SkillTree, ///< (futuro) Arvore de skills.
EscapeMenu, ///< (futuro) Pausa, settings, logout.
Loading ///< Overlay de loading generico (transitorio).
};

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@@ -13,12 +13,11 @@
#include "GameFramework/SpringArmComponent.h" #include "GameFramework/SpringArmComponent.h"
#include "InputAction.h" #include "InputAction.h"
#include "InputActionValue.h" #include "InputActionValue.h"
#include "Blueprint/UserWidget.h" #include "GameFramework/PlayerState.h"
#include "Subsystems/WorldSubsystem.h" #include "Subsystems/WorldSubsystem.h"
#include "UObject/ConstructorHelpers.h" #include "UObject/ConstructorHelpers.h"
#include "ZMMO.h" #include "ZMMO.h"
#include "ZMMOAttributeComponent.h" #include "ZMMOAttributeComponent.h"
#include "ZMMOHudHpSpWidget.h"
#include "ZMMOWorldSubsystem.h" #include "ZMMOWorldSubsystem.h"
#include "ZeusNetworkSubsystem.h" #include "ZeusNetworkSubsystem.h"
#include "UI/FrontEnd/UIFrontEndFlowSubsystem.h" #include "UI/FrontEnd/UIFrontEndFlowSubsystem.h"
@@ -55,12 +54,8 @@ AZMMOPlayerCharacter::AZMMOPlayerCharacter()
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false; FollowCamera->bUsePawnControlRotation = false;
// AttributeSystem cliente (sub-modulo ZMMOAttributes). Estado authoritative // AttributeComponent migrou pro PlayerState (AZMMOPlayerState + Component
// vive no servidor (Game/MMO/Modules/AttributeSystem); este componente // Registry config-driven). Pawn fica leve — so' movement/input/camera.
// apenas armazena o ultimo snapshot recebido e expoe delegates pro HUD.
// Roteamento server -> componente via UZMMOAttributeNetworkHandler
// (UWorldSubsystem em ZMMOAttributes/Private/).
AttributeComponent = CreateDefaultSubobject<UZMMOAttributeComponent>(TEXT("AttributeComponent"));
// Defaults visuais (mesh + AnimBP) — alinhados ao ZClientMMO. Permitem ao // Defaults visuais (mesh + AnimBP) — alinhados ao ZClientMMO. Permitem ao
// motor spawnar AZMMOPlayerCharacter directamente como DefaultPawnClass do // motor spawnar AZMMOPlayerCharacter directamente como DefaultPawnClass do
@@ -111,20 +106,6 @@ AZMMOPlayerCharacter::AZMMOPlayerCharacter()
if (LookActionAsset.Succeeded()) { LookAction = LookActionAsset.Object; } if (LookActionAsset.Succeeded()) { LookAction = LookActionAsset.Object; }
if (MouseLookActionAsset.Succeeded()) { MouseLookAction = MouseLookActionAsset.Object; } if (MouseLookActionAsset.Succeeded()) { MouseLookAction = MouseLookActionAsset.Object; }
if (JumpActionAsset.Succeeded()) { JumpAction = JumpActionAsset.Object; } if (JumpActionAsset.Succeeded()) { JumpAction = JumpActionAsset.Object; }
// HUD default — WBP_HUD_HpSpBar herda de UZMMOHudHpSpWidget. BP filho do
// player character pode sobrescrever via EditAnywhere.
static ConstructorHelpers::FClassFinder<UZMMOHudHpSpWidget> HudClassFinder(
TEXT("/Game/ZMMO/UI/HUD/WBP_HUD_HpSpBar"));
if (HudClassFinder.Succeeded())
{
HudHpSpWidgetClass = HudClassFinder.Class;
}
else
{
UE_LOG(LogZMMOPlayer, Warning,
TEXT("WBP_HUD_HpSpBar not found at /Game/ZMMO/UI/HUD/ — HUD desactivado"));
}
} }
void AZMMOPlayerCharacter::BeginPlay() void AZMMOPlayerCharacter::BeginPlay()
@@ -164,11 +145,6 @@ void AZMMOPlayerCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{ {
UnbindZeusSpawnDelegate(); UnbindZeusSpawnDelegate();
ZeusNetwork = nullptr; ZeusNetwork = nullptr;
if (HudHpSpWidget)
{
HudHpSpWidget->RemoveFromParent();
HudHpSpWidget = nullptr;
}
Super::EndPlay(EndPlayReason); Super::EndPlay(EndPlayReason);
} }
@@ -373,49 +349,23 @@ void AZMMOPlayerCharacter::HandleLocalSpawnReady(const int32 InEntityId, const F
} }
} }
// Seed do EntityId no AttributeComponent: o S_ATTRIBUTE_SNAPSHOT_FULL ja // Seed do EntityId no AttributeComponent do PlayerState. O componente
// pode estar em transito (server envia logo apos S_SPAWN_PLAYER) — sem // vive no AZMMOPlayerState via Component Registry — busca via PlayerState
// este seed o NetworkHandler nao consegue achar o componente certo via // (sobrevive ao despawn do Pawn). S_ATTRIBUTE_SNAPSHOT_FULL chega via
// lookup por EntityId. // UDP e e' rouado pelo ZMMOAttributeNetworkHandler via lookup por
if (AttributeComponent) // EntityId no PlayerArray do GameState.
if (APlayerState* PS = GetPlayerState())
{ {
AttributeComponent->SeedEntityId(InEntityId); if (UZMMOAttributeComponent* AttrComp = PS->FindComponentByClass<UZMMOAttributeComponent>())
{
AttrComp->SeedEntityId(InEntityId);
}
} }
// Spawn do HUD de atributos (HP/SP/level). Apenas player local (este // UI in-game e' responsabilidade do AZMMOHUD (GameMode.HUDClass), nao do
// metodo so' roda quando bIsLocal=true em HandleZeusPlayerSpawned). // Pawn. AHUD::BeginPlay chama UUIInGameFlowSubsystem::StartInGame, que
UE_LOG(LogZMMOPlayer, Warning, // pushea WBP_HUD em UI.Layer.Game. UZMMOHudWidget::NativeOnActivated auto-binda
TEXT("HUD spawn check: HudClass=%s AttrComp=%s HudPrev=%s Controller=%s"), // no UZMMOAttributeComponent via PlayerState.
HudHpSpWidgetClass ? *HudHpSpWidgetClass->GetName() : TEXT("NULL"),
AttributeComponent ? TEXT("OK") : TEXT("NULL"),
HudHpSpWidget ? TEXT("ALREADY_EXISTS") : TEXT("none"),
GetController() ? *GetController()->GetName() : TEXT("NULL"));
if (HudHpSpWidgetClass && AttributeComponent && !HudHpSpWidget)
{
APlayerController* PC = Cast<APlayerController>(GetController());
if (!PC)
{
UE_LOG(LogZMMOPlayer, Warning, TEXT("HUD spawn: GetController() retornou null/nao-PC. Adiando."));
}
else
{
HudHpSpWidget = CreateWidget<UZMMOHudHpSpWidget>(PC, HudHpSpWidgetClass);
if (!HudHpSpWidget)
{
UE_LOG(LogZMMOPlayer, Error, TEXT("HUD spawn: CreateWidget retornou NULL para classe %s"),
*HudHpSpWidgetClass->GetName());
}
else
{
HudHpSpWidget->AddToViewport(/*ZOrder=*/10);
HudHpSpWidget->BindToAttributeComponent(AttributeComponent);
UE_LOG(LogZMMOPlayer, Warning,
TEXT("HUD spawn: widget criado e adicionado ao viewport (%s)"),
*HudHpSpWidget->GetName());
}
}
}
} }
void AZMMOPlayerCharacter::FlushInputAxisToServer(const float DeltaSeconds) void AZMMOPlayerCharacter::FlushInputAxisToServer(const float DeltaSeconds)

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@@ -11,8 +11,6 @@ class USpringArmComponent;
class UCameraComponent; class UCameraComponent;
class UInputAction; class UInputAction;
class UZeusNetworkSubsystem; class UZeusNetworkSubsystem;
class UZMMOAttributeComponent;
class UZMMOHudHpSpWidget;
struct FInputActionValue; struct FInputActionValue;
DECLARE_LOG_CATEGORY_EXTERN(LogZMMOPlayer, Log, All); DECLARE_LOG_CATEGORY_EXTERN(LogZMMOPlayer, Log, All);
@@ -49,10 +47,8 @@ class ZMMO_API AZMMOPlayerCharacter : public ACharacter, public IZMMOEntityInter
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true")) UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UCameraComponent* FollowCamera; UCameraComponent* FollowCamera;
/** Atributos do MMO (HP/SP/STR/etc). Estado authoritative no server; // AttributeComponent vive no PlayerState (AZMMOPlayerState + Component Registry).
* cliente apenas exibe via UI bindando em `OnAttributesChanged`. */ // Acesso: GetPlayerState<AZMMOPlayerState>()->GetZMMOComponent<UZMMOAttributeComponent>().
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UZMMOAttributeComponent* AttributeComponent;
protected: protected:
UPROPERTY(EditAnywhere, Category = "Input") UPROPERTY(EditAnywhere, Category = "Input")
@@ -80,12 +76,6 @@ protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ZMMO|Networking", meta = (ClampMin = "0.05", ClampMax = "5.0")) UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ZMMO|Networking", meta = (ClampMin = "0.05", ClampMax = "5.0"))
float HeartbeatIntervalSec = 0.2f; float HeartbeatIntervalSec = 0.2f;
/** Classe do HUD de HP/SP. Spawnada quando o pawn local recebe S_SPAWN_PLAYER.
* Default = WBP_HUD_HpSpBar que herda de UZMMOHudHpSpWidget (criado em Fase 1
* via MCP em /Game/ZMMO/UI/HUD/). Deixar null desativa o HUD. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "ZMMO|UI")
TSubclassOf<UZMMOHudHpSpWidget> HudHpSpWidgetClass;
public: public:
AZMMOPlayerCharacter(); AZMMOPlayerCharacter();
@@ -102,7 +92,6 @@ public:
FORCEINLINE USpringArmComponent* GetCameraBoom() const { return CameraBoom; } FORCEINLINE USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; } FORCEINLINE UCameraComponent* GetFollowCamera() const { return FollowCamera; }
FORCEINLINE UZMMOAttributeComponent* GetAttributeComponent() const { return AttributeComponent; }
protected: protected:
virtual void BeginPlay() override; virtual void BeginPlay() override;
@@ -173,9 +162,4 @@ private:
float SendAccumulatorSec = 0.0f; float SendAccumulatorSec = 0.0f;
float TimeSinceLastSendSec = 0.0f; float TimeSinceLastSendSec = 0.0f;
int32 InputSequence = 0; int32 InputSequence = 0;
/** Instancia do HUD spawnada no spawn local. nullptr ate o spawn ou se
* HudHpSpWidgetClass nao foi setado. */
UPROPERTY(Transient)
TObjectPtr<UZMMOHudHpSpWidget> HudHpSpWidget;
}; };

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@@ -1,10 +1,14 @@
#include "ZMMOGameMode.h" #include "ZMMOGameMode.h"
#include "ZMMOHUD.h"
#include "ZMMOPlayerCharacter.h" #include "ZMMOPlayerCharacter.h"
#include "ZMMOPlayerController.h" #include "ZMMOPlayerController.h"
#include "ZMMOPlayerState.h"
AZMMOGameMode::AZMMOGameMode() AZMMOGameMode::AZMMOGameMode()
{ {
DefaultPawnClass = AZMMOPlayerCharacter::StaticClass(); DefaultPawnClass = AZMMOPlayerCharacter::StaticClass();
PlayerControllerClass = AZMMOPlayerController::StaticClass(); PlayerControllerClass = AZMMOPlayerController::StaticClass();
PlayerStateClass = AZMMOPlayerState::StaticClass();
HUDClass = AZMMOHUD::StaticClass();
} }

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@@ -0,0 +1,40 @@
#include "ZMMOHUD.h"
#include "Engine/GameInstance.h"
#include "ZMMO.h"
#include "UI/InGame/UIInGameFlowSubsystem.h"
AZMMOHUD::AZMMOHUD()
{
// AHUD nao precisa tick — toda atualizacao vem via UMG (delegates +
// CommonUI). PrimaryActorTick default e' off; mantemos.
}
void AZMMOHUD::BeginPlay()
{
Super::BeginPlay();
// UI in-game assume responsabilidade aqui. Subsystem orquestra:
// resolve DA_InGameScreenSet[Playing] -> WBP_HUD, pushea em UI.Layer.Game.
if (const UGameInstance* GI = GetGameInstance())
{
if (UUIInGameFlowSubsystem* Flow = GI->GetSubsystem<UUIInGameFlowSubsystem>())
{
Flow->StartInGame();
}
else
{
UE_LOG(LogZMMO, Warning,
TEXT("AZMMOHUD: UUIInGameFlowSubsystem nao encontrado — HUD nao sera spawnado"));
}
}
}
void AZMMOHUD::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
// UUIInGameFlowSubsystem persiste no GameInstance entre OpenLevel — nao
// limpamos UI in-game aqui (o front-end flow vai tomar conta na proxima
// transicao de estado). Cleanup do widget atual acontece no
// NativeOnDeactivated quando o stack for esvaziado pelo flow.
Super::EndPlay(EndPlayReason);
}

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@@ -0,0 +1,36 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/HUD.h"
#include "ZMMOHUD.generated.h"
/**
* HUD do MMO. Pattern UE5 idiomatico: o GameMode atribui `HUDClass`, o
* engine cria 1 instancia por PlayerController automaticamente.
*
* Responsabilidade unica: orquestrar o lifecycle da UI in-game. Em
* BeginPlay, pede ao `UUIInGameFlowSubsystem` pra entrar em `Playing`
* (que pushea WBP_HUD em UI.Layer.Game). Em EndPlay/destrucao, o flow
* subsystem cuida do cleanup.
*
* Separacao de responsabilidades:
* - AZMMOPlayerCharacter (Pawn) — movimento, input, AttributeComponent
* - AZMMOPlayerController — input mapping, mouse
* - AZMMOHUD — UI lifecycle
* - AZMMOGameMode — wires tudo via class slots
*
* NAO desenha nada via canvas (AHUD::DrawHUD). UI inteira vive em UMG +
* CommonUI (UI.Layer.Game / GameMenu / Modal).
*/
UCLASS()
class ZMMO_API AZMMOHUD : public AHUD
{
GENERATED_BODY()
public:
AZMMOHUD();
protected:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
};

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@@ -0,0 +1,82 @@
#include "ZMMOPlayerState.h"
#include "Components/ActorComponent.h"
#include "Misc/ConfigCacheIni.h"
#include "ZMMO.h"
AZMMOPlayerState::AZMMOPlayerState()
{
// Component Registry: instancia cada classe declarada em
// DefaultGame.ini::[/Script/ZMMO.ZMMOPlayerState]+ComponentClasses=...
//
// Le manualmente via GConfig para evitar timing do UPROPERTY(Config),
// que requer LoadConfig() ja ter rodado no CDO antes da instance ser
// construida. Pra propriedades em arrays config com `+` syntax, lendo
// direto e mais previsivel.
if (ComponentClasses.Num() == 0 && GConfig)
{
TArray<FString> ClassPaths;
GConfig->GetArray(TEXT("/Script/ZMMO.ZMMOPlayerState"),
TEXT("ComponentClasses"),
ClassPaths,
GGameIni);
for (const FString& Path : ClassPaths)
{
if (UClass* C = LoadClass<UActorComponent>(nullptr, *Path))
{
ComponentClasses.Add(C);
}
else
{
UE_LOG(LogZMMO, Warning,
TEXT("ZMMOPlayerState: ComponentClasses path nao resolveu: %s"), *Path);
}
}
}
UE_LOG(LogZMMO, Log,
TEXT("AZMMOPlayerState ctor: %d componente(s) no registry (instance=%s)"),
ComponentClasses.Num(), *GetName());
int32 SubobjectIndex = 0;
for (const TSubclassOf<UActorComponent>& CompClassRef : ComponentClasses)
{
UClass* CompClass = CompClassRef.Get();
if (!CompClass)
{
UE_LOG(LogZMMO, Warning,
TEXT("ZMMOPlayerState: ComponentClass null em ComponentClasses[%d]"),
SubobjectIndex);
++SubobjectIndex;
continue;
}
const FName CompName = MakeUniqueObjectName(this, CompClass,
FName(*FString::Printf(TEXT("ZMMOComp_%d_%s"), SubobjectIndex, *CompClass->GetName())));
// Overload runtime de CreateDefaultSubobject retorna UObject* (sem template) —
// precisa cast para UActorComponent.
UActorComponent* Comp = Cast<UActorComponent>(CreateDefaultSubobject(CompName, CompClass, CompClass,
/*bIsRequired*/ false, /*bIsTransient*/ false));
if (Comp)
{
UE_LOG(LogZMMO, Log,
TEXT("ZMMOPlayerState: componente registrado [%d] %s"),
SubobjectIndex, *CompClass->GetName());
}
else
{
UE_LOG(LogZMMO, Warning,
TEXT("ZMMOPlayerState: CreateDefaultSubobject falhou para %s"),
*CompClass->GetName());
}
++SubobjectIndex;
}
}
void AZMMOPlayerState::SetPublicIdentity(int64 InEntityId, const FString& InCharId,
int32 InBaseLevel, int32 InClassId)
{
ZMMOEntityId = InEntityId;
CharId = InCharId;
BaseLevel = InBaseLevel;
ClassId = InClassId;
}

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@@ -0,0 +1,104 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerState.h"
#include "Templates/SubclassOf.h"
#include "ZMMOPlayerState.generated.h"
class UActorComponent;
/**
* PlayerState do MMO. Pattern UE5 idiomatico: o GameMode atribui
* `PlayerStateClass`, engine cria 1 instancia por PlayerController.
*
* Responsabilidade — estado **publico** do jogador (visivel pra outros):
* - Identidade: charId, entityId, name, guild
* - Progressao publica: baseLevel, classId
* - Estado: alive/dead, in-combat (futuro)
*
* Dados PRIVADOS (HP/SP atuais, stats brutos, inventory, hotbar) vivem
* em componentes anexados via Component Registry (vide abaixo).
*
* Por que componentes no PlayerState e nao no Pawn:
* - **Sobrevive ao despawn** (morte/respawn — Pawn destrui, PlayerState
* mantem). Padrao MMO classico (rathena, TrinityCore).
* - **Spectator-friendly**: dados acessiveis sem ter pawn.
* - **1:1 com player** (Pawn pode trocar — vehicle, mount, possession).
*
* ## Component Registry (Open-Closed)
*
* Cada modulo (ZMMOAttributes, ZMMOInventory, ZMMOSkills futuros) declara
* sua component class em DefaultGame.ini:
*
* [/Script/ZMMO.ZMMOPlayerState]
* +ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
* +ComponentClasses=/Script/ZMMOInventory.ZMMOInventoryComponent
* +ComponentClasses=/Script/ZMMOSkills.ZMMOSkillComponent
*
* O construtor de AZMMOPlayerState le essa lista (Config) e instancia
* cada classe como subobject. PlayerState fica fechado pra modificacao,
* modulos abertos pra extensao — adicionar Inventory NAO requer
* recompilar/editar AZMMOPlayerState.
*
* Acesso: `PlayerState->FindComponentByClass<UZMMOAttributeComponent>()`
* ou o helper `GetZMMOComponent<T>()`.
*/
UCLASS(Config = Game, BlueprintType)
class ZMMO_API AZMMOPlayerState : public APlayerState
{
GENERATED_BODY()
public:
AZMMOPlayerState();
// === Identidade publica ===
/** EntityId autoritativo do server. 0 ate o spawn local confirmar. */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Identity")
int64 ZMMOEntityId = 0;
/** CharId (BIGINT no DB; FString pra preservar 64 bits em Blueprint). */
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Identity")
FString CharId;
// === Progressao publica ===
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Progress")
int32 BaseLevel = 1;
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Progress")
int32 ClassId = 0;
// === Guild (futuro) ===
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category = "ZMMO|Guild")
FString GuildName;
// === Helpers ===
/// Atualizado quando S_ATTRIBUTE_SNAPSHOT_FULL chega — UZMMOHudWidget chama
/// isso pra refletir os dados publicos do snapshot no PlayerState.
UFUNCTION(BlueprintCallable, Category = "ZMMO|Identity")
void SetPublicIdentity(int64 InEntityId, const FString& InCharId,
int32 InBaseLevel, int32 InClassId);
/// Template helper: PS->GetZMMOComponent<UZMMOAttributeComponent>()
template <typename T>
T* GetZMMOComponent() const
{
return Cast<T>(FindComponentByClass(T::StaticClass()));
}
protected:
/**
* Component Registry — config-driven. Modulos registram suas classes
* via DefaultGame.ini com prefix `+`. Construtor instancia cada uma
* como CreateDefaultSubobject.
*
* TSubclassOf (nao TSoftClassPtr): config UE resolve classes nativas
* diretamente. Modulos C++ precisam estar carregados antes do CDO ser
* instanciado — garantido por LoadingPhase=PreDefault no .uproject.
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "ZMMO|Components")
TArray<TSubclassOf<UActorComponent>> ComponentClasses;
};

View File

@@ -41,18 +41,7 @@ void UUIFrontEndFlowSubsystem::Deinitialize()
void UUIFrontEndFlowSubsystem::StartFrontEnd() void UUIFrontEndFlowSubsystem::StartFrontEnd()
{ {
UUIFrontEndScreenSet* SS = GetScreenSet(); EnsureRootLayout();
if (UUIManagerSubsystem* Mgr = GetUIManager())
{
TSubclassOf<UUIPrimaryGameLayout_Base> LayoutClass;
if (SS && !SS->RootLayoutClass.IsNull())
{
LayoutClass = SS->RootLayoutClass.LoadSynchronous();
}
Mgr->CreateAndAddRootLayout(LayoutClass);
}
BindNetwork(); BindNetwork();
SetState(EZMMOFrontEndState::Boot); SetState(EZMMOFrontEndState::Boot);
@@ -69,6 +58,26 @@ void UUIFrontEndFlowSubsystem::StartFrontEnd()
} }
} }
void UUIFrontEndFlowSubsystem::EnsureRootLayout()
{
UUIManagerSubsystem* Mgr = GetUIManager();
if (!Mgr) { return; }
if (Mgr->IsRootLayoutReady())
{
return; // ja' no viewport
}
UUIFrontEndScreenSet* SS = GetScreenSet();
if (!SS || SS->RootLayoutClass.IsNull())
{
UE_LOG(LogZMMO, Warning,
TEXT("FrontEndFlow::EnsureRootLayout: RootLayoutClass ausente em ScreenSet"));
return;
}
TSubclassOf<UUIPrimaryGameLayout_Base> LayoutClass = SS->RootLayoutClass.LoadSynchronous();
Mgr->CreateAndAddRootLayout(LayoutClass);
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow::EnsureRootLayout: RootLayout recriado"));
}
void UUIFrontEndFlowSubsystem::SetState(EZMMOFrontEndState NewState) void UUIFrontEndFlowSubsystem::SetState(EZMMOFrontEndState NewState)
{ {
if (NewState == CurrentState) if (NewState == CurrentState)

View File

@@ -46,6 +46,18 @@ public:
UFUNCTION(BlueprintCallable, Category = "FrontEnd") UFUNCTION(BlueprintCallable, Category = "FrontEnd")
void StartFrontEnd(); void StartFrontEnd();
/**
* Garante que o root layout (UUIPrimaryGameLayout_Base) esta no viewport.
* Chamado pelo UIInGameFlowSubsystem::StartInGame apos OpenLevel — o
* `OpenLevel` invalida widgets no viewport ("InvalidateAllWidgets") e o
* RootLayout fica orfao. Idempotente: CreateAndAddRootLayout do
* UIManagerSubsystem checa `IsInViewport` antes de recriar.
*
* C++ puro (sem UFUNCTION) — Live Coding nao registra UFUNCTIONs novas;
* consumidores externos chamam direto via C++ (UIInGameFlowSubsystem).
*/
void EnsureRootLayout();
UFUNCTION(BlueprintCallable, Category = "FrontEnd") UFUNCTION(BlueprintCallable, Category = "FrontEnd")
void SetState(EZMMOFrontEndState NewState); void SetState(EZMMOFrontEndState NewState);

View File

@@ -0,0 +1,210 @@
#include "UIInGameFlowSubsystem.h"
#include "CommonActivatableWidget.h" // Necessario pra TSoftClassPtr<UCommonActivatableWidget>::Get()
#include "Engine/AssetManager.h"
#include "Engine/GameInstance.h"
#include "Engine/StreamableManager.h"
#include "GameFramework/PlayerController.h"
#include "GameplayTagContainer.h"
#include "ZMMO.h"
#include "Data/UI/UILayerTags.h"
#include "FrontEnd/UIFrontEndFlowSubsystem.h"
#include "FrontEnd/UIManagerSubsystem.h"
#include "InGame/UIInGameScreenSet.h"
void UUIInGameFlowSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
UE_LOG(LogZMMO, Log, TEXT("UIInGameFlowSubsystem initialized"));
}
void UUIInGameFlowSubsystem::Deinitialize()
{
ScreenSet = nullptr;
CurrentState = EZMMOInGameUIState::None;
Super::Deinitialize();
}
void UUIInGameFlowSubsystem::StartInGame()
{
if (CurrentState != EZMMOInGameUIState::None)
{
// Idempotente: chamadas extras (ex.: respawn) sao no-op se ja in-world.
UE_LOG(LogZMMO, Verbose,
TEXT("InGameFlow: StartInGame ignorado (ja em estado %s)"),
*UEnum::GetValueAsString(CurrentState));
return;
}
// CRITICAL: OpenLevel invalida widgets no viewport ("InvalidateAllWidgets"),
// orfanando o RootLayout (UUIPrimaryGameLayout_Base) que foi criado pelo
// FrontEndFlow no boot. Sem RootLayout no viewport, PushScreenToLayer
// silenciosamente adiciona widgets ao stack do RootLayout — mas o stack
// nao e' visivel porque o parent (RootLayout) nao esta no viewport.
//
// Re-cria via EnsureRootLayout (idempotente) ANTES de qualquer push.
if (UGameInstance* GI = GetGameInstance())
{
if (UUIFrontEndFlowSubsystem* FE = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
FE->EnsureRootLayout();
}
}
// Limpa qualquer residuo do front-end (Menu/Modal podem ter "Loading" ou
// dialogs orfaos do handoff). Layer.Game vai receber o HUD novo.
if (UUIManagerSubsystem* Mgr = GetUIManager())
{
Mgr->ClearLayer(ZMMOUITags::UI_Layer_Menu.GetTag());
Mgr->ClearLayer(ZMMOUITags::UI_Layer_Modal.GetTag());
Mgr->ClearLayer(ZMMOUITags::UI_Layer_GameMenu.GetTag());
}
SetState(EZMMOInGameUIState::Playing);
}
void UUIInGameFlowSubsystem::SetState(EZMMOInGameUIState NewState)
{
if (NewState == CurrentState)
{
return;
}
const EZMMOInGameUIState OldState = CurrentState;
CurrentState = NewState;
UE_LOG(LogZMMO, Log, TEXT("InGameFlow: state %s -> %s"),
*UEnum::GetValueAsString(OldState),
*UEnum::GetValueAsString(NewState));
// Decisao de stack: ao voltar pra `Playing`, fechamos quaisquer overlays
// (Status/Inventory/Menu) limpando o Layer.GameMenu — HUD em Layer.Game
// permanece. Para qualquer outro estado, mantemos HUD e empilhamos no
// layer correspondente.
if (UUIManagerSubsystem* Mgr = GetUIManager())
{
const bool bGoingToPlaying = (NewState == EZMMOInGameUIState::Playing);
if (bGoingToPlaying)
{
Mgr->ClearLayer(ZMMOUITags::UI_Layer_GameMenu.GetTag());
}
}
ResolveAndPushScreen(NewState);
OnStateChanged.Broadcast(NewState);
}
void UUIInGameFlowSubsystem::ToggleScreen(EZMMOInGameUIState Screen)
{
if (Screen == EZMMOInGameUIState::Playing || Screen == EZMMOInGameUIState::None)
{
// Toggle para Playing nao faz sentido (estado base). Use SetState direto.
return;
}
if (CurrentState == Screen)
{
SetState(EZMMOInGameUIState::Playing);
}
else
{
SetState(Screen);
}
}
UUIInGameScreenSet* UUIInGameFlowSubsystem::GetScreenSet()
{
if (ScreenSet) { return ScreenSet; }
if (ScreenSetAsset.IsNull())
{
UE_LOG(LogZMMO, Warning,
TEXT("InGameFlow: ScreenSetAsset nao configurado em DefaultGame.ini "
"[/Script/ZMMO.UIInGameFlowSubsystem] ScreenSetAsset=..."));
return nullptr;
}
// Sync load — DA e' pequeno (so' soft refs); PIE/dev OK.
ScreenSet = ScreenSetAsset.LoadSynchronous();
return ScreenSet;
}
UUIManagerSubsystem* UUIInGameFlowSubsystem::GetUIManager() const
{
if (const UGameInstance* GI = GetGameInstance())
{
if (ULocalPlayer* LP = GI->GetFirstGamePlayer())
{
return LP->GetSubsystem<UUIManagerSubsystem>();
}
}
return nullptr;
}
FGameplayTag UUIInGameFlowSubsystem::LayerForState(EZMMOInGameUIState State) const
{
switch (State)
{
case EZMMOInGameUIState::Playing:
return ZMMOUITags::UI_Layer_Game.GetTag();
case EZMMOInGameUIState::Loading:
return ZMMOUITags::UI_Layer_Modal.GetTag();
case EZMMOInGameUIState::StatusWindow:
case EZMMOInGameUIState::Inventory:
case EZMMOInGameUIState::SkillTree:
case EZMMOInGameUIState::EscapeMenu:
default:
return ZMMOUITags::UI_Layer_GameMenu.GetTag();
}
}
void UUIInGameFlowSubsystem::ResolveAndPushScreen(EZMMOInGameUIState State)
{
if (State == EZMMOInGameUIState::None) { return; }
UUIInGameScreenSet* SS = GetScreenSet();
if (!SS)
{
UE_LOG(LogZMMO, Warning,
TEXT("InGameFlow: ScreenSet ausente; tela de %s ignorada"),
*UEnum::GetValueAsString(State));
return;
}
const TSoftClassPtr<UCommonActivatableWidget> Soft = SS->GetScreenForState(State);
if (Soft.IsNull())
{
UE_LOG(LogZMMO, Warning,
TEXT("InGameFlow: Screen for state %s not configured em DA_InGameScreenSet (verificar StateScreens)"),
*UEnum::GetValueAsString(State));
return;
}
UUIManagerSubsystem* Mgr = GetUIManager();
if (!Mgr)
{
UE_LOG(LogZMMO, Warning, TEXT("InGameFlow: UIManagerSubsystem ausente"));
return;
}
const FGameplayTag Layer = LayerForState(State);
const FSoftObjectPath Path = Soft.ToSoftObjectPath();
UAssetManager::GetStreamableManager().RequestAsyncLoad(
Path,
FStreamableDelegate::CreateWeakLambda(this, [this, Soft, Layer, State]()
{
UUIManagerSubsystem* M = GetUIManager();
if (!M) { return; }
UClass* Cls = Soft.Get();
if (!Cls)
{
UE_LOG(LogZMMO, Warning,
TEXT("InGameFlow: async load falhou pra %s"),
*UEnum::GetValueAsString(State));
return;
}
UCommonActivatableWidget* W = M->PushScreenToLayer(Layer, Cls);
UE_LOG(LogZMMO, Log,
TEXT("InGameFlow: tela %s pushed em %s (widget=%s)"),
*UEnum::GetValueAsString(State), *Layer.ToString(),
W ? *W->GetName() : TEXT("null"));
}));
}

View File

@@ -0,0 +1,97 @@
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "UI/InGameTypes.h"
#include "UIInGameFlowSubsystem.generated.h"
class UUIInGameScreenSet;
class UUIManagerSubsystem;
class UCommonActivatableWidget;
struct FGameplayTag;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnZMMOInGameStateChanged, EZMMOInGameUIState, NewState);
/**
* Orquestrador da UI in-game. Espelho simetrico do UUIFrontEndFlowSubsystem
* (Game/UI/FrontEnd/UIFrontEndFlowSubsystem.h) — o front-end gerencia
* Boot/Login/ServerSelect/Lobby; este subsystem gerencia
* HUD/StatusWindow/Inventory/SkillTree/EscapeMenu in-world.
*
* UGameInstanceSubsystem pra persistir entre OpenLevel (futuro: trocar
* de mapa in-game preserva estado da UI). Inicializa em modo `None`;
* caller (`AZMMOPlayerCharacter::HandleLocalSpawnReady`) chama
* `StartInGame()` ao confirmar spawn local, que vai pra `Playing`.
*
* Convencao de layer (resolvida internamente):
* - Playing -> UI.Layer.Game
* - StatusWindow/Inventory/
* SkillTree/EscapeMenu -> UI.Layer.GameMenu
* - Loading -> UI.Layer.Modal
*
* Adicionar nova tela in-game = 3 passos:
* 1. Adicionar entry em `EZMMOInGameUIState`
* 2. Adicionar entry no DA_InGameScreenSet (estado -> WBP)
* 3. (se for em layer custom) adicionar caso em `LayerForState`
* Subsystem nao precisa de mudancas.
*/
UCLASS(Config = Game)
class ZMMO_API UUIInGameFlowSubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
/**
* Ativa a UI in-game. Chamado pelo `AZMMOPlayerCharacter::HandleLocalSpawnReady`
* quando o servidor confirma o spawn local. Garante root layout, limpa
* layers do front-end (Menu/Modal residuais), e vai pra `Playing` (HUD).
*/
UFUNCTION(BlueprintCallable, Category = "InGame|UI")
void StartInGame();
/** Define o estado top-level. Resolve a tela do DA + push no layer correto. */
UFUNCTION(BlueprintCallable, Category = "InGame|UI")
void SetState(EZMMOInGameUIState NewState);
UFUNCTION(BlueprintPure, Category = "InGame|UI")
EZMMOInGameUIState GetCurrentState() const { return CurrentState; }
/**
* Atalho UX: alterna entre `Playing` e a tela passada. Util pra teclas
* de toggle (Alt+A abre/fecha StatusWindow, I abre/fecha Inventory).
* Se ja' estiver em `Screen`, volta pra Playing; senao vai pra `Screen`.
*/
UFUNCTION(BlueprintCallable, Category = "InGame|UI")
void ToggleScreen(EZMMOInGameUIState Screen);
/** Disparado a cada SetState bem-sucedido. */
UPROPERTY(BlueprintAssignable, Category = "InGame|UI")
FOnZMMOInGameStateChanged OnStateChanged;
protected:
/** DA com o mapa estado->tela. Config em DefaultGame.ini:
* [/Script/ZMMO.UIInGameFlowSubsystem]
* ScreenSetAsset=/Game/ZMMO/UI/InGame/DA_InGameScreenSet.DA_InGameScreenSet
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "InGame|UI")
TSoftObjectPtr<UUIInGameScreenSet> ScreenSetAsset;
private:
UUIInGameScreenSet* GetScreenSet();
UUIManagerSubsystem* GetUIManager() const;
/** Retorna a layer tag onde a tela do estado deve ir. */
FGameplayTag LayerForState(EZMMOInGameUIState State) const;
/** Resolve a soft class + push no layer apropriado (async load). */
void ResolveAndPushScreen(EZMMOInGameUIState State);
UPROPERTY(Transient)
EZMMOInGameUIState CurrentState = EZMMOInGameUIState::None;
UPROPERTY(Transient)
TObjectPtr<UUIInGameScreenSet> ScreenSet;
};

View File

@@ -0,0 +1,7 @@
#include "UIInGameScreenSet.h"
TSoftClassPtr<UCommonActivatableWidget> UUIInGameScreenSet::GetScreenForState(EZMMOInGameUIState State) const
{
const TSoftClassPtr<UCommonActivatableWidget>* Found = StateScreens.Find(State);
return Found ? *Found : TSoftClassPtr<UCommonActivatableWidget>();
}

View File

@@ -0,0 +1,35 @@
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "Templates/SubclassOf.h"
#include "UI/InGameTypes.h"
#include "UIInGameScreenSet.generated.h"
class UCommonActivatableWidget;
/**
* Mapa data-driven estado -> tela in-game. Espelho de UUIFrontEndScreenSet
* (Game/UI/FrontEnd/UIFrontEndScreenSet.h) — mesma estrategia: as classes
* concretas das telas (WBP) vivem no DA, nao em codigo. Subsystem orquestra.
*
* Asset concreto: DA_InGameScreenSet em Content/ZMMO/UI/InGame/
* (criado via MCP no editor).
*
* Adicionar nova tela = adicionar entry em EZMMOInGameUIState + entry no DA
* + WBP herdando UCommonActivatableWidget. Subsystem nao muda.
*/
UCLASS(BlueprintType)
class ZMMO_API UUIInGameScreenSet : public UDataAsset
{
GENERATED_BODY()
public:
/** Tela por estado in-game. */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "InGame")
TMap<EZMMOInGameUIState, TSoftClassPtr<UCommonActivatableWidget>> StateScreens;
/** Soft class da tela do estado (vazio se nao configurado). */
UFUNCTION(BlueprintCallable, Category = "InGame")
TSoftClassPtr<UCommonActivatableWidget> GetScreenForState(EZMMOInGameUIState State) const;
};

View File

@@ -0,0 +1,122 @@
#include "ZMMOHudWidget.h"
#include "CommonInputTypeEnum.h" // ECommonInputMode
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/PlayerState.h"
#include "ZMMO.h"
#include "ZMMOAttributeComponent.h"
#include "ZMMOHudHpSpWidget.h"
UZMMOHudWidget::UZMMOHudWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// HUD nao bloqueia "back" (Esc / B no controller). Menus reais (StatusWindow,
// EscapeMenu) sim — eles setam bIsBackHandler=true.
bIsBackHandler = false;
// HUD nao reativa stack ao virar topo (e' sempre fundo). Garante que o
// UCommonActivatableWidgetStack do Layer.Game nao force activate/deactivate.
bAutoActivate = true;
}
TOptional<FUIInputConfig> UZMMOHudWidget::GetDesiredInputConfig() const
{
// Modo Game: input flui pro PlayerController/Pawn, mouse capturado (3a pessoa).
// Sem isso, CommonUI assume Menu config (mostra cursor + bloqueia movimento).
return FUIInputConfig(ECommonInputMode::Game, EMouseCaptureMode::CapturePermanently);
}
void UZMMOHudWidget::NativeOnActivated()
{
Super::NativeOnActivated();
// HUD nao intercepta cliques — mouse passa direto pro Pawn (camera, etc.).
// Sub-widgets que precisam de click (futuro: hotkeys) podem override.
SetVisibility(ESlateVisibility::HitTestInvisible);
BindToLocalPlayer();
UE_LOG(LogZMMO, Log, TEXT("ZMMOHudWidget activated (HpSpBar=%s)"),
HpSpBar ? *HpSpBar->GetName() : TEXT("none"));
}
void UZMMOHudWidget::NativeOnDeactivated()
{
UnbindFromComponent();
Super::NativeOnDeactivated();
}
void UZMMOHudWidget::NativeDestruct()
{
UnbindFromComponent();
Super::NativeDestruct();
}
void UZMMOHudWidget::BindToLocalPlayer()
{
UWorld* World = GetWorld();
if (!World) { return; }
APlayerController* PC = World->GetFirstPlayerController();
if (!PC) { return; }
APlayerState* PS = PC->PlayerState;
if (!PS)
{
// PlayerState pode nao existir ainda — race com GameMode setup.
// AZMMOPlayerCharacter::HandleLocalSpawnReady chama BindToAttributeComponent
// manualmente como fallback (seed do EntityId).
UE_LOG(LogZMMO, Log, TEXT("ZMMOHudWidget: PlayerState ausente no activate (race fix via HandleLocalSpawnReady esperado)"));
return;
}
UZMMOAttributeComponent* Comp = PS->FindComponentByClass<UZMMOAttributeComponent>();
if (!Comp) { return; }
if (Comp == BoundComponent.Get()) { return; } // idempotente
UnbindFromComponent();
BoundComponent = Comp;
Comp->OnAttributesChanged.AddDynamic(this, &UZMMOHudWidget::HandleAttributesChanged);
Comp->OnHpSpChanged.AddDynamic(this, &UZMMOHudWidget::HandleHpSpChanged);
Comp->OnLevelUp.AddDynamic(this, &UZMMOHudWidget::HandleLevelUp);
// Refresh imediato — caso o snapshot ja' tenha chegado.
HandleAttributesChanged(Comp->GetSnapshot());
}
void UZMMOHudWidget::UnbindFromComponent()
{
if (UZMMOAttributeComponent* Old = BoundComponent.Get())
{
Old->OnAttributesChanged.RemoveDynamic(this, &UZMMOHudWidget::HandleAttributesChanged);
Old->OnHpSpChanged.RemoveDynamic(this, &UZMMOHudWidget::HandleHpSpChanged);
Old->OnLevelUp.RemoveDynamic(this, &UZMMOHudWidget::HandleLevelUp);
}
BoundComponent.Reset();
}
void UZMMOHudWidget::HandleAttributesChanged(const FZMMOAttributesSnapshot& Snapshot)
{
// Propaga snapshot aos sub-widgets que ja existem. Em V1 so' HpSpBar.
if (HpSpBar)
{
HpSpBar->ApplySnapshot(Snapshot);
}
// Futuros: PlayerInfo->ApplySnapshot, Buffs->RefreshIcons, etc.
}
void UZMMOHudWidget::HandleHpSpChanged(int32 Hp, int32 Sp)
{
if (UZMMOAttributeComponent* Comp = BoundComponent.Get())
{
const FZMMOAttributesSnapshot& Snap = Comp->GetSnapshot();
if (HpSpBar)
{
HpSpBar->ApplyHpSp(Hp, Snap.MaxHp, Sp, Snap.MaxSp);
}
}
}
void UZMMOHudWidget::HandleLevelUp(int32 NewBaseLevel, int32 StatusPointDelta)
{
// Snapshot subsequente do AttributeSystem vai disparar HandleAttributesChanged
// e atualizar HpSpBar->LevelText. Aqui e' o ponto pra efeitos visuais
// instantaneos (toast "LEVEL UP", confetti, sound). V1 noop — UI pode
// hook via Blueprint depois.
}

View File

@@ -0,0 +1,102 @@
#pragma once
#include "CommonActivatableWidget.h"
#include "CoreMinimal.h"
#include "ZMMOAttributeTypes.h"
#include "ZMMOHudWidget.generated.h"
class UZMMOAttributeComponent;
class UZMMOHudHpSpWidget;
/**
* Root da HUD de gameplay. UCommonActivatableWidget pushed pelo
* UUIInGameFlowSubsystem em UI.Layer.Game quando o estado vira `Playing`.
*
* **Vive em ZMMO core** (UI/InGame/) porque o HUD root e' generico pra
* qualquer GameType — sub-widgets vem dos modulos especializados
* (HpSpBar do sub-modulo ZMMOAttributes, Minimap de ZMMOMap futuro,
* Chat de ZMMOChat futuro, etc.).
*
* Padrao **composite**: o WBP_HUD (filho) declara as PECAS visuais como
* sub-widgets BindWidgetOptional, e este C++ orquestra:
* 1. Em NativeOnActivated: auto-binda no UZMMOAttributeComponent do
* player local (vive no PlayerState via Component Registry)
* 2. Subscreve aos delegates do componente (OnAttributesChanged,
* OnHpSpChanged, OnLevelUp)
* 3. Propaga os deltas pros sub-widgets via metodos publicos
* (HpSpBar->ApplySnapshot, HpSpBar->ApplyHpSp, etc.)
*
* Composicao prevista (sub-widgets — todos `BindWidgetOptional` pra
* permitir GameTypes sem modulos opcionais — ex.: Survival sem stats RO):
* - HpSpBar (UZMMOHudHpSpWidget — sub-modulo ZMMOAttributes) — impl
* - PlayerInfo (futuro — nome/job/level/exp bar)
* - Minimap (futuro)
* - QuickBar (futuro — hotkeys de skills)
* - Buffs (futuro — icones SC ativos)
* - Chat (futuro)
* - TargetInfo (futuro — HP/SP/nome do mob/player targetado)
*
* Adicionar novo sub-widget = adicionar campo BindWidgetOptional aqui +
* setup no NativeOnActivated/handlers + adicionar no WBP_HUD.
*
* Pra mudar o LAYOUT visual ou skin do HUD: edita o WBP_HUD (filho)
* no Designer — sem tocar este C++.
*/
UCLASS(Abstract, Blueprintable, BlueprintType)
class ZMMO_API UZMMOHudWidget : public UCommonActivatableWidget
{
GENERATED_BODY()
public:
UZMMOHudWidget(const FObjectInitializer& ObjectInitializer);
protected:
virtual void NativeOnActivated() override;
virtual void NativeOnDeactivated() override;
virtual void NativeDestruct() override;
/**
* HUD passa input direto pro Pawn — sem capturar mouse/teclado. Override
* retorna `TOptional<FUIInputConfig>(unset)`. Sem isso, UCommonActivatableWidget
* default usa Menu config (`SetInputMode_GameAndUI` + mouse cursor), o que
* desativa input de gameplay.
*
* Menus (StatusWindow, Inventory, etc.) override e' diferente — eles
* retornam GameAndMenu/Menu pra mostrar cursor + bloquear movement.
*/
virtual TOptional<FUIInputConfig> GetDesiredInputConfig() const override;
/// Sub-widget HP/SP/level (sub-modulo ZMMOAttributes). BindWidgetOptional
/// — WBP_HUD pode omitir se o GameType nao usa Attributes (Survival, etc.).
UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
UZMMOHudHpSpWidget* HpSpBar = nullptr;
// === Futuros sub-widgets ===
// UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional)) UZMMOHudPlayerInfoWidget* PlayerInfo = nullptr;
// UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional)) UZMMOHudMinimapWidget* Minimap = nullptr;
// UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional)) UZMMOHudQuickBarWidget* QuickBar = nullptr;
// UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional)) UZMMOHudBuffsWidget* Buffs = nullptr;
// UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional)) UZMMOHudChatWidget* Chat = nullptr;
// UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional)) UZMMOHudTargetInfoWidget* TargetInfo = nullptr;
UFUNCTION(BlueprintPure, Category = "Zeus|HUD")
UZMMOAttributeComponent* GetBoundComponent() const { return BoundComponent.Get(); }
private:
/// Tenta achar o UZMMOAttributeComponent do player local + subscrever
/// nos delegates. Idempotente.
void BindToLocalPlayer();
void UnbindFromComponent();
UFUNCTION()
void HandleAttributesChanged(const FZMMOAttributesSnapshot& Snapshot);
UFUNCTION()
void HandleHpSpChanged(int32 Hp, int32 Sp);
UFUNCTION()
void HandleLevelUp(int32 NewBaseLevel, int32 StatusPointDelta);
UPROPERTY(Transient)
TWeakObjectPtr<UZMMOAttributeComponent> BoundComponent;
};

View File

@@ -2,8 +2,8 @@
#include "Engine/GameInstance.h" #include "Engine/GameInstance.h"
#include "Engine/World.h" #include "Engine/World.h"
#include "EngineUtils.h" // TActorIterator #include "GameFramework/GameStateBase.h"
#include "GameFramework/Actor.h" #include "GameFramework/PlayerState.h"
#include "ZMMOAttributeComponent.h" #include "ZMMOAttributeComponent.h"
#include "ZMMOAttributeTypes.h" #include "ZMMOAttributeTypes.h"
#include "ZeusNetworkSubsystem.h" #include "ZeusNetworkSubsystem.h"
@@ -45,25 +45,22 @@ namespace
return S; return S;
} }
// V1 — resolve por EntityId varrendo atores do mundo procurando um que // Resolve `EntityId -> UZMMOAttributeComponent` via PlayerArray do GameState.
// tenha `UZMMOAttributeComponent`. Funciona para PIE com 1-2 players + // AttributeComponent agora vive no PlayerState (vide AZMMOPlayerState +
// proxies. Otimizacao futura: usar `UZMMOWorldSubsystem::GetActorByEntityId` // Component Registry em DefaultGame.ini). Itera apenas players (1 por
// (precisa expor) ou cache local de `EntityId -> UAttributeComponent*`. // conexao), nao 1000+ atores — O(N_players).
// //
// Convencao: `IZMMOEntityInterface::GetZMMOEntityId()` retorna o EntityId // Cada UZMMOAttributeComponent carrega seu proprio EntityId (seed em
// autoritativo do servidor. Nao depender da interface aqui para manter // AZMMOPlayerCharacter::HandleLocalSpawnReady ou no primeiro snapshot).
// ZMMOAttributes sem `#include` do modulo ZMMO core — varremos `Tags`
// alternativamente, mas o caminho mais simples e' a propria component
// keys de `EntityId` no proprio componente (TODO Fase 2: armazenar
// EntityId no componente quando snapshot chega).
UZMMOAttributeComponent* FindComponentForEntity(UWorld* World, int32 EntityId) UZMMOAttributeComponent* FindComponentForEntity(UWorld* World, int32 EntityId)
{ {
if (!World || EntityId == 0) { return nullptr; } if (!World || EntityId == 0) { return nullptr; }
for (TActorIterator<AActor> It(World); It; ++It) const AGameStateBase* GS = World->GetGameState();
if (!GS) { return nullptr; }
for (APlayerState* PS : GS->PlayerArray)
{ {
AActor* Actor = *It; if (!PS) { continue; }
if (!Actor) { continue; } UZMMOAttributeComponent* Comp = PS->FindComponentByClass<UZMMOAttributeComponent>();
UZMMOAttributeComponent* Comp = Actor->FindComponentByClass<UZMMOAttributeComponent>();
if (!Comp) { continue; } if (!Comp) { continue; }
if (Comp->GetSnapshot().EntityId == EntityId) if (Comp->GetSnapshot().EntityId == EntityId)
{ {
@@ -136,21 +133,23 @@ void UZMMOAttributeNetworkHandler::HandleAttributeSnapshotFull(const FZeusAttrib
UZMMOAttributeComponent* Comp = FindComponentForEntity(World, Payload.EntityId); UZMMOAttributeComponent* Comp = FindComponentForEntity(World, Payload.EntityId);
if (!Comp) if (!Comp)
{ {
// V1 fallback: aplica ao primeiro UZMMOAttributeComponent encontrado // Fallback chicken-and-egg: primeiro snapshot chega antes do EntityId
// (player local). Isso resolve o caso do primeiro snapshot chegar // estar seeded no componente. Aplica ao primeiro componente do
// antes do `EntityId` estar registrado no componente (que so' acontece // PlayerArray que ainda tem EntityId=0. Apos o primeiro apply, o
// apos o primeiro snapshot — chicken-and-egg). Apos o primeiro apply, // caminho normal por lookup funciona.
// `Current.EntityId` ja' bate e o caminho normal funciona. const AGameStateBase* GS = World->GetGameState();
for (TActorIterator<AActor> It(World); It; ++It) if (GS)
{ {
AActor* Actor = *It; for (APlayerState* PS : GS->PlayerArray)
if (!Actor) { continue; }
Comp = Actor->FindComponentByClass<UZMMOAttributeComponent>();
if (Comp && Comp->GetSnapshot().EntityId == 0)
{ {
if (!PS) { continue; }
UZMMOAttributeComponent* Candidate = PS->FindComponentByClass<UZMMOAttributeComponent>();
if (Candidate && Candidate->GetSnapshot().EntityId == 0)
{
Comp = Candidate;
break; break;
} }
Comp = nullptr; }
} }
} }
if (Comp) if (Comp)

View File

@@ -3,99 +3,43 @@
#include "Components/ProgressBar.h" #include "Components/ProgressBar.h"
#include "Components/TextBlock.h" #include "Components/TextBlock.h"
#include "Internationalization/Text.h" #include "Internationalization/Text.h"
#include "ZMMOAttributeComponent.h"
void UZMMOHudHpSpWidget::BindToAttributeComponent(UZMMOAttributeComponent* InComponent) void UZMMOHudHpSpWidget::ApplySnapshot(const FZMMOAttributesSnapshot& Snapshot)
{
if (UZMMOAttributeComponent* Old = BoundComponent.Get())
{
Old->OnAttributesChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleAttributesChanged);
Old->OnHpSpChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleHpSpChanged);
}
BoundComponent = InComponent;
if (InComponent)
{
InComponent->OnAttributesChanged.AddDynamic(this, &UZMMOHudHpSpWidget::HandleAttributesChanged);
InComponent->OnHpSpChanged.AddDynamic(this, &UZMMOHudHpSpWidget::HandleHpSpChanged);
// Refresh imediato — caso o primeiro snapshot tenha chegado antes
// do widget existir.
HandleAttributesChanged(InComponent->GetSnapshot());
}
}
void UZMMOHudHpSpWidget::NativeDestruct()
{
if (UZMMOAttributeComponent* Old = BoundComponent.Get())
{
Old->OnAttributesChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleAttributesChanged);
Old->OnHpSpChanged.RemoveDynamic(this, &UZMMOHudHpSpWidget::HandleHpSpChanged);
}
BoundComponent.Reset();
Super::NativeDestruct();
}
void UZMMOHudHpSpWidget::HandleAttributesChanged(const FZMMOAttributesSnapshot& Snapshot)
{ {
LastSnapshot = Snapshot;
OnSnapshotApplied(Snapshot); OnSnapshotApplied(Snapshot);
} }
void UZMMOHudHpSpWidget::HandleHpSpChanged(int32 Hp, int32 Sp) void UZMMOHudHpSpWidget::ApplyHpSp(int32 Hp, int32 MaxHp, int32 Sp, int32 MaxSp)
{ {
OnHpSpDelta(Hp, Sp); LastSnapshot.Hp = Hp;
LastSnapshot.MaxHp = MaxHp;
LastSnapshot.Sp = Sp;
LastSnapshot.MaxSp = MaxSp;
if (HpBar)
{
HpBar->SetPercent(MaxHp > 0 ? static_cast<float>(Hp) / static_cast<float>(MaxHp) : 0.f);
}
if (SpBar)
{
SpBar->SetPercent(MaxSp > 0 ? static_cast<float>(Sp) / static_cast<float>(MaxSp) : 0.f);
}
if (HpText)
{
HpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Hp, MaxHp)));
}
if (SpText)
{
SpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Sp, MaxSp)));
}
} }
void UZMMOHudHpSpWidget::OnSnapshotApplied_Implementation(const FZMMOAttributesSnapshot& Snapshot) void UZMMOHudHpSpWidget::OnSnapshotApplied_Implementation(const FZMMOAttributesSnapshot& Snapshot)
{ {
if (HpBar) ApplyHpSp(Snapshot.Hp, Snapshot.MaxHp, Snapshot.Sp, Snapshot.MaxSp);
{
HpBar->SetPercent(Snapshot.MaxHp > 0
? static_cast<float>(Snapshot.Hp) / static_cast<float>(Snapshot.MaxHp) : 0.f);
}
if (SpBar)
{
SpBar->SetPercent(Snapshot.MaxSp > 0
? static_cast<float>(Snapshot.Sp) / static_cast<float>(Snapshot.MaxSp) : 0.f);
}
if (HpText)
{
HpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Snapshot.Hp, Snapshot.MaxHp)));
}
if (SpText)
{
SpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Snapshot.Sp, Snapshot.MaxSp)));
}
if (LevelText) if (LevelText)
{ {
LevelText->SetText(FText::FromString(FString::Printf(TEXT("Lv %d"), Snapshot.BaseLevel))); LevelText->SetText(FText::FromString(FString::Printf(TEXT("Lv %d"), Snapshot.BaseLevel)));
} }
} }
void UZMMOHudHpSpWidget::OnHpSpDelta_Implementation(int32 Hp, int32 Sp)
{
// Atualiza apenas os campos vitais (evita refresh redundante de
// stats/level que nao mudaram).
if (UZMMOAttributeComponent* Comp = BoundComponent.Get())
{
const FZMMOAttributesSnapshot& Snap = Comp->GetSnapshot();
if (HpBar)
{
HpBar->SetPercent(Snap.MaxHp > 0
? static_cast<float>(Hp) / static_cast<float>(Snap.MaxHp) : 0.f);
}
if (SpBar)
{
SpBar->SetPercent(Snap.MaxSp > 0
? static_cast<float>(Sp) / static_cast<float>(Snap.MaxSp) : 0.f);
}
if (HpText)
{
HpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Hp, Snap.MaxHp)));
}
if (SpText)
{
SpText->SetText(FText::FromString(FString::Printf(TEXT("%d / %d"), Sp, Snap.MaxSp)));
}
}
}

View File

@@ -7,21 +7,27 @@
class UProgressBar; class UProgressBar;
class UTextBlock; class UTextBlock;
class UZMMOAttributeComponent;
/** /**
* Widget base do HUD de atributos (HP/SP/level). Spawnada por * Sub-widget do HUD: barras de HP/SP + label de level. Sem auto-bind no
* `AZMMOPlayerCharacter::BeginPlay` quando o pawn local virou autoritativo. * AttributeComponent — o parent (`UZMMOHudWidget`) propaga snapshots via
* `ApplySnapshot` / `ApplyHpSpDelta` quando o player local recebe updates.
* *
* Layout (cor, textos, ancoras) vem do WBP filho via UMG. * Composicao do HUD (ver `UZMMOHudWidget`):
* Comportamento (binding com AttributeComponent + refresh on delegate) * WBP_HUD (UZMMOHudWidget root)
* vive aqui em C++ — permite que outros modulos consumam esta API * |-- HpSpBar (UZMMOHudHpSpWidget — este)
* sem precisar abrir o WBP. Sub-classe via Blueprint apenas para skin * |-- PlayerInfo (futuro — nome/job/level)
* visual e disposicao dos sub-widgets. * |-- Minimap (futuro)
* |-- QuickBar (futuro — hotkeys)
* |-- Buffs (futuro — icones SC)
* |-- Chat (futuro)
* |-- TargetInfo (futuro — mob/player targetado)
* *
* Convencao `meta=(BindWidget)`: o WBP filho DEVE ter widgets com os * Cada sub-widget tem responsabilidade unica (SRP). O parent (UZMMOHudWidget)
* mesmos nomes (HpBar, SpBar). `BindWidgetOptional` permite ao WBP * faz binding com AttributeComponent e propaga deltas.
* omitir o widget (ex.: HUD compacto sem texto numerico). *
* Convencao `meta=(BindWidget)`: o WBP filho deve ter widgets com nomes
* exatos (HpBar, SpBar). `BindWidgetOptional` permite omitir.
*/ */
UCLASS(Abstract, Blueprintable, BlueprintType) UCLASS(Abstract, Blueprintable, BlueprintType)
class ZMMOATTRIBUTES_API UZMMOHudHpSpWidget : public UUserWidget class ZMMOATTRIBUTES_API UZMMOHudHpSpWidget : public UUserWidget
@@ -29,34 +35,24 @@ class ZMMOATTRIBUTES_API UZMMOHudHpSpWidget : public UUserWidget
GENERATED_BODY() GENERATED_BODY()
public: public:
/** /** Atualiza todos os campos a partir do snapshot. Chamado pelo UZMMOHudWidget. */
* Liga o widget a um `UZMMOAttributeComponent`. Subscreve aos delegates
* e faz um refresh imediato com o snapshot corrente. Idempotente —
* chamar com outro componente desliga do anterior.
* Se `InComponent` for nullptr, desliga sem religar.
*/
UFUNCTION(BlueprintCallable, Category = "Zeus|HUD") UFUNCTION(BlueprintCallable, Category = "Zeus|HUD")
void BindToAttributeComponent(UZMMOAttributeComponent* InComponent); void ApplySnapshot(const FZMMOAttributesSnapshot& Snapshot);
UFUNCTION(BlueprintPure, Category = "Zeus|HUD") /** Atualiza apenas HP/SP (sem mexer no level/text). Otimizacao do tick. */
UZMMOAttributeComponent* GetBoundComponent() const { return BoundComponent.Get(); } UFUNCTION(BlueprintCallable, Category = "Zeus|HUD")
void ApplyHpSp(int32 Hp, int32 MaxHp, int32 Sp, int32 MaxSp);
protected: protected:
virtual void NativeDestruct() override;
/** /**
* Hook BlueprintNativeEvent para skin visual reagir a um snapshot novo * Hook BlueprintNativeEvent para skin visual reagir a um snapshot novo
* (cores, animacao de level up, etc.). Implementacao default em C++ * (cores, animacao de level up, etc.). Impl default em C++ apenas
* apenas atualiza progress bars + textos via `BindWidget`/`BindWidgetOptional`. * atualiza progress bars + textos via BindWidget/BindWidgetOptional.
*/ */
UFUNCTION(BlueprintNativeEvent, Category = "Zeus|HUD") UFUNCTION(BlueprintNativeEvent, Category = "Zeus|HUD")
void OnSnapshotApplied(const FZMMOAttributesSnapshot& Snapshot); void OnSnapshotApplied(const FZMMOAttributesSnapshot& Snapshot);
virtual void OnSnapshotApplied_Implementation(const FZMMOAttributesSnapshot& Snapshot); virtual void OnSnapshotApplied_Implementation(const FZMMOAttributesSnapshot& Snapshot);
UFUNCTION(BlueprintNativeEvent, Category = "Zeus|HUD")
void OnHpSpDelta(int32 Hp, int32 Sp);
virtual void OnHpSpDelta_Implementation(int32 Hp, int32 Sp);
// === BindWidget — devem existir no WBP com EXATAMENTE estes nomes === // === BindWidget — devem existir no WBP com EXATAMENTE estes nomes ===
UPROPERTY(BlueprintReadOnly, meta = (BindWidget), Category = "Zeus|HUD") UPROPERTY(BlueprintReadOnly, meta = (BindWidget), Category = "Zeus|HUD")
UProgressBar* HpBar = nullptr; UProgressBar* HpBar = nullptr;
@@ -74,12 +70,7 @@ protected:
UTextBlock* LevelText = nullptr; UTextBlock* LevelText = nullptr;
private: private:
UFUNCTION() /// Ultimo snapshot recebido (cache pra ApplyHpSp manter MaxHp/MaxSp). */
void HandleAttributesChanged(const FZMMOAttributesSnapshot& Snapshot); UPROPERTY(Transient)
FZMMOAttributesSnapshot LastSnapshot;
UFUNCTION()
void HandleHpSpChanged(int32 Hp, int32 Sp);
UPROPERTY()
TWeakObjectPtr<UZMMOAttributeComponent> BoundComponent;
}; };

View File

@@ -12,6 +12,8 @@ public class ZMMOAttributes : ModuleRules
"Engine", "Engine",
"UMG", "UMG",
"Slate", "Slate",
"CommonUI",
"CommonInput",
"ZeusNetwork" "ZeusNetwork"
}); });

View File

@@ -4,7 +4,7 @@
"version": "0.1.0", "version": "0.1.0",
"side": "client", "side": "client",
"dependencies": { "dependencies": {
"engine": ["Core", "CoreUObject", "Engine", "UMG", "Slate"], "engine": ["Core", "CoreUObject", "Engine", "UMG", "Slate", "CommonUI", "CommonInput"],
"plugins": ["ZeusNetwork"], "plugins": ["ZeusNetwork"],
"modules": [] "modules": []
}, },