Flexible data model plugin for Unreal Engine 4
Define PsData classes:
// Assume that you project called 'Foo'
#include "PsDataAPI.h"
// Enum
UENUM(BlueprintType)
enum class EFooDamageType : uint8
{
None = 0,
Pure = 1,
Physical = 2,
Psi = 3,
Pierce = 4
};
DESCRIBE_ENUM(EFooDamageType);
// Character data class
UCLASS()
class UFooCharacterData : public UPsData
{
GENERATED_BODY()
/** Weapon damage type */
DPROP(EFooDamageType, DamageType);
/** Current health value */
/** DMETA(Event) means that this property can fire events when it will changed */
DMETA(Event)
DPROP(int32, Health);
/** Equipmented weapon */
/** This is property with other PsData class type */
DPROP(UFooWeaponData*, EquipmentedWeapon);
/** Current location on the battlefield */
/** DMETA(Strict) means that this property was be constructed by default and cannot be null or be reset */
DMETA(Strict)
DPROP(UFooPointData*, Location);
/** Abilities */
/** This is array property */
DARRAY(UFooBattleAbilityData*, BattleAbilities);
/** Link to the character prototype */
DPROP(FString, CharacterProtoId);
DLINK(UFooCharacterProtoData, CharacterProtoId, Prototypes.Characters);
/** Link to the current battle target */
/** DMETA(Nullable) means that this link can be null */
DPROP(FString, TargetId);
DMETA(Nullable)
DLINK(UFooCharacterData, TargetId, Game.Battle.Characters);
protected:
/** Some kind of constructor */
void InitProperties() override
{
SetDamageType(EFooDamageType::Physical);
}
};
UCLASS()
class UFooPointData : public UPsData
{
GENERATED_BODY()
DMETA(Event, Bubbles)
DPROP(int32, X);
DMETA(Event, Bubbles)
DPROP(int32, Y);
public:
FIntPoint GetIntPoint() const
{
return FIntPoint{GetX(), GetY()};
}
};
Root of the model:
// Root of the data model
UCLASS(Blueprintable, BlueprintType)
class UFooRootData : public UPsData
{
/** Game state */
DMETA(Strict)
DPROP(UFooGameData*, Game);
/** Static world data */
DMETA(Strict)
DPROP_CONST(UFooPrototypesData*, Prototypes, FFooPrototypesDataAccessor);
};
////////////////////////////////////////////////////////
// Accessors for mutation of root data const members
class FFooPrototypesDataAccessor
{
private:
// Only classes that need modifying static world data
friend UFooDataController;
static UFooPrototypesData* GetMutablePrototypes(UFooRootData* RootData)
{
return RootData->GetMutablePrototypes();
}
};
Work with the model:
void UFooDataController::Init()
{
// Create root node
RootData = NewObject<UFooRootData>();
// Get pointer to the mutable data
auto PrototypesData = FFooPrototypesDataAccessor::GetMutablePrototypes(RootData);
// Deserialize from UDataTable asset PrototypesDataTableAsset
auto Deserializer = FPsDataTableDeserializer(PrototypesDataTableAsset, PrototypesData->GetCharacters());
PrototypesData->DataDeserialize(&Deserializer);
auto Characters = PrototypesData->GetCharacters();
for (auto const Proto : Characters) {
auto GameCharacter = NewObject<UFooCharacterData>();
GameCharacter->SetCharacterProtoId(Proto->GetDataKey());
// Setup character...
// Add into the game state
RootData->GetGame()->GetCharacters().Add(GameCharacter);
}
//...
}