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>
77 lines
2.8 KiB
C++
77 lines
2.8 KiB
C++
#pragma once
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#include "Blueprint/UserWidget.h"
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#include "CoreMinimal.h"
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#include "ZMMOAttributeTypes.h"
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#include "ZMMOHudHpSpWidget.generated.h"
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class UProgressBar;
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class UTextBlock;
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/**
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* Sub-widget do HUD: barras de HP/SP + label de level. Sem auto-bind no
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* AttributeComponent — o parent (`UZMMOHudWidget`) propaga snapshots via
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* `ApplySnapshot` / `ApplyHpSpDelta` quando o player local recebe updates.
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*
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* Composicao do HUD (ver `UZMMOHudWidget`):
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* WBP_HUD (UZMMOHudWidget root)
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* |-- HpSpBar (UZMMOHudHpSpWidget — este)
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* |-- PlayerInfo (futuro — nome/job/level)
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* |-- Minimap (futuro)
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* |-- QuickBar (futuro — hotkeys)
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* |-- Buffs (futuro — icones SC)
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* |-- Chat (futuro)
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* |-- TargetInfo (futuro — mob/player targetado)
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*
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* Cada sub-widget tem responsabilidade unica (SRP). O parent (UZMMOHudWidget)
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* faz binding com AttributeComponent e propaga deltas.
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*
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* Convencao `meta=(BindWidget)`: o WBP filho deve ter widgets com nomes
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* exatos (HpBar, SpBar). `BindWidgetOptional` permite omitir.
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*/
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UCLASS(Abstract, Blueprintable, BlueprintType)
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class ZMMOATTRIBUTES_API UZMMOHudHpSpWidget : public UUserWidget
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{
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GENERATED_BODY()
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public:
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/** Atualiza todos os campos a partir do snapshot. Chamado pelo UZMMOHudWidget. */
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UFUNCTION(BlueprintCallable, Category = "Zeus|HUD")
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void ApplySnapshot(const FZMMOAttributesSnapshot& Snapshot);
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/** Atualiza apenas HP/SP (sem mexer no level/text). Otimizacao do tick. */
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UFUNCTION(BlueprintCallable, Category = "Zeus|HUD")
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void ApplyHpSp(int32 Hp, int32 MaxHp, int32 Sp, int32 MaxSp);
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protected:
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/**
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* Hook BlueprintNativeEvent para skin visual reagir a um snapshot novo
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* (cores, animacao de level up, etc.). Impl default em C++ apenas
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* atualiza progress bars + textos via BindWidget/BindWidgetOptional.
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*/
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UFUNCTION(BlueprintNativeEvent, Category = "Zeus|HUD")
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void OnSnapshotApplied(const FZMMOAttributesSnapshot& Snapshot);
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virtual void OnSnapshotApplied_Implementation(const FZMMOAttributesSnapshot& Snapshot);
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// === BindWidget — devem existir no WBP com EXATAMENTE estes nomes ===
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UPROPERTY(BlueprintReadOnly, meta = (BindWidget), Category = "Zeus|HUD")
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UProgressBar* HpBar = nullptr;
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UPROPERTY(BlueprintReadOnly, meta = (BindWidget), Category = "Zeus|HUD")
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UProgressBar* SpBar = nullptr;
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UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
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UTextBlock* HpText = nullptr;
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UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
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UTextBlock* SpText = nullptr;
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UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional), Category = "Zeus|HUD")
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UTextBlock* LevelText = nullptr;
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private:
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/// Ultimo snapshot recebido (cache pra ApplyHpSp manter MaxHp/MaxSp). */
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UPROPERTY(Transient)
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FZMMOAttributesSnapshot LastSnapshot;
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};
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