第9章 插件解析

第9章 插件解析

9.1 开发属于您自己的插件

在游戏开发领域,插件系统是一种强大的机制,允许开发者扩展和自定义游戏功能,同时保持核心游戏代码的稳定性。虽然这一章原本针对魔兽世界插件开发,我们将这些概念应用到UE5.2中,探讨如何创建和管理游戏插件系统。

9.1.1 文件夹结构

在UE5.2中,插件拥有清晰的文件夹结构,这有助于组织代码和资源。理解这个结构对于创建自己的插件至关重要。

UE5.2中的插件文件夹结构:

ebnf

MyProject/
  Plugins/
    MyPlugin/
      Source/
        MyPlugin/
          Private/           # 私有源文件
          Public/            # 公共头文件
          Resources/         # 图标等资源
          MyPlugin.Build.cs  # 编译配置
      Content/               # 插件内容资源
      Config/                # 配置文件
      MyPlugin.uplugin       # 插件描述文件

创建插件的C++代码:

cpp

// MyPlugin.h
#pragma once

#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"

class FMyPluginModule : public IModuleInterface
{
public:
    // IModuleInterface接口实现
    virtual void StartupModule() override;
    virtual void ShutdownModule() override;
    
    // 插件功能
    void ExecutePluginFunction();
    
    // 获取单例实例
    static FMyPluginModule& Get()
    {
        return FModuleManager::LoadModuleChecked<FMyPluginModule>("MyPlugin");
    }
};

cpp

// MyPlugin.cpp
#include "MyPlugin.h"
#include "Misc/Paths.h"

#define LOCTEXT_NAMESPACE "FMyPluginModule"

void FMyPluginModule::StartupModule()
{
    // 插件启动代码
    UE_LOG(LogTemp, Log, TEXT("MyPlugin module has started!"));
    
    // 注册资源路径
    FString ContentDir = FPaths::Combine(FPaths::ProjectPluginsDir(), TEXT("MyPlugin"), TEXT("Content"));
    FString MountPoint = TEXT("/MyPlugin/");
    FPackageName::RegisterMountPoint(MountPoint, ContentDir);
}

void FMyPluginModule::ShutdownModule()
{
    // 插件关闭代码
    UE_LOG(LogTemp, Log, TEXT("MyPlugin module has shutdown."));
}

void FMyPluginModule::ExecutePluginFunction()
{
    // 示例插件功能
    UE_LOG(LogTemp, Log, TEXT("Plugin function executed!"));
}

#undef LOCTEXT_NAMESPACE
    
IMPLEMENT_MODULE(FMyPluginModule, MyPlugin)

在蓝图中使用插件功能:

在蓝图中使用插件功能

9.1.2 暴雪的插件

暴雪的插件系统提供了许多值得借鉴的设计理念,比如模块化设计、简洁的API和强大的用户界面框架。UE5.2中可以实现类似的功能。

UE5.2中的模块化插件设计:

cpp

// ModularPlugin.h
#pragma once

#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"

// 模块接口定义
class IPluginModule : public IModuleInterface
{
public:
    virtual ~IPluginModule() {}
    
    // 模块必须实现的核心功能
    virtual void Initialize() = 0;
    virtual FString GetModuleName() const = 0;
    virtual void RegisterCommands() = 0;
};

// 主插件模块
class FModularPluginModule : public IModuleInterface
{
public:
    virtual void StartupModule() override;
    virtual void ShutdownModule() override;
    
    // 注册子模块
    void RegisterSubmodule(TSharedPtr<IPluginModule> Submodule);
    
    // 获取子模块
    template<typename T>
    TSharedPtr<T> GetSubmodule(const FString& ModuleName);
    
private:
    // 存储子模块
    TMap<FString, TSharedPtr<IPluginModule>> Submodules;
};

cpp

// ModularPlugin.cpp
#include "ModularPlugin.h"

void FModularPluginModule::StartupModule()
{
    // 初始化所有子模块
    for (auto& Pair : Submodules)
    {
        Pair.Value->Initialize();
        Pair.Value->RegisterCommands();
    }
}

void FModularPluginModule::ShutdownModule()
{
    // 清理子模块
    Submodules.Empty();
}

void FModularPluginModule::RegisterSubmodule(TSharedPtr<IPluginModule> Submodule)
{
    if (Submodule.IsValid())
    {
        Submodules.Add(Submodule->GetModuleName(), Submodule);
    }
}

template<typename T>
TSharedPtr<T> FModularPluginModule::GetSubmodule(const FString& ModuleName)
{
    TSharedPtr<IPluginModule>* FoundModule = Submodules.Find(ModuleName);
    if (FoundModule && FoundModule->IsValid())
    {
        return StaticCastSharedPtr<T>(*FoundModule);
    }
    return nullptr;
}

IMPLEMENT_MODULE(FModularPluginModule, ModularPlugin)

9.1.3 自定义插件

自定义插件允许开发者创建特定于游戏的功能扩展。UE5.2提供了完整的框架支持自定义插件开发。

UE5.2中的自定义插件示例:

cpp

// CustomGameplayPlugin.h
#pragma once

#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "GameplayPlugin.generated.h"

// 自定义游戏功能结构体
USTRUCT(BlueprintType)
struct FCustomGameplayFeature
{
    GENERATED_BODY()
    
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay")
    FString FeatureName;
    
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay")
    float FeatureValue;
    
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay")
    bool bIsEnabled;
};

// 自定义游戏功能组件
UCLASS(Blueprintable, meta=(BlueprintSpawnableComponent))
class UCustomGameplayComponent : public UActorComponent
{
    GENERATED_BODY()
    
public:
    UCustomGameplayComponent();
    
    // 组件功能
    UFUNCTION(BlueprintCallable, Category = "Gameplay")
    void ActivateFeature(const FString& FeatureName);
    
    UFUNCTION(BlueprintCallable, Category = "Gameplay")
    void DeactivateFeature(const FString& FeatureName);
    
    UFUNCTION(BlueprintPure, Category = "Gameplay")
    bool IsFeatureActive(const FString& FeatureName) const;
    
private:
    // 存储游戏功能
    UPROPERTY()
    TMap<FString, FCustomGameplayFeature> GameplayFeatures;
};

// 插件主模块
class FCustomGameplayPluginModule : public IModuleInterface
{
public:
    virtual void StartupModule() override;
    virtual void ShutdownModule() override;
};

cpp

// CustomGameplayPlugin.cpp
#include "CustomGameplayPlugin.h"

UCustomGameplayComponent::UCustomGameplayComponent()
{
    PrimaryComponentTick.bCanEverTick = true;
    
    // 添加默认功能
    FCustomGameplayFeature DoubleJump;
    DoubleJump.FeatureName = "DoubleJump";
    DoubleJump.FeatureValue = 1.5f; // 跳跃高度倍数
    DoubleJump.bIsEnabled = false;
    GameplayFeatures.Add(DoubleJump.FeatureName, DoubleJump);
    
    FCustomGameplayFeature SpeedBoost;
    SpeedBoost.FeatureName = "SpeedBoost";
    SpeedBoost.FeatureValue = 2.0f; // 速度倍数
    SpeedBoost.bIsEnabled = false;
    GameplayFeatures.Add(SpeedBoost.FeatureName, SpeedBoost);
}

void UCustomGameplayComponent::ActivateFeature(const FString& FeatureName)
{
    if (GameplayFeatures.Contains(FeatureName))
    {
        GameplayFeatures[FeatureName].bIsEnabled = true;
        UE_LOG(LogTemp, Log, TEXT("Feature activated: %s"), *FeatureName);
    }
}

void UCustomGameplayComponent::DeactivateFeature(const FString& FeatureName)
{
    if (GameplayFeatures.Contains(FeatureName))
    {
        GameplayFeatures[FeatureName].bIsEnabled = false;
        UE_LOG(LogTemp, Log, TEXT("Feature deactivated: %s"), *FeatureName);
    }
}

bool UCustomGameplayComponent::IsFeatureActive(const FString& FeatureName) const
{
    if (GameplayFeatures.Contains(FeatureName))
    {
        return GameplayFeatures[FeatureName].bIsEnabled;
    }
    return false;
}

void FCustomGameplayPluginModule::StartupModule()
{
    UE_LOG(LogTemp, Log, TEXT("Custom Gameplay Plugin started"));
}

void FCustomGameplayPluginModule::ShutdownModule()
{
    UE_LOG(LogTemp, Log, TEXT("Custom Gameplay Plugin shutdown"));
}

IMPLEMENT_MODULE(FCustomGameplayPluginModule, CustomGameplayPlugin)

在蓝图中使用自定义游戏功能:

自定义游戏功能蓝图

9.2 插件组件和文件

每个UE5.2插件由多个组件和文件组成,包括插件描述文件、源代码、配置和资源。了解这些组件如何协同工作对于创建有效的插件至关重要。

9.2.1 内容表格文件(.uplugin)

UE5.2中,.uplugin文件是插件的描述文件,类似于暴雪插件中的.toc文件。它定义了插件的基本信息和依赖项。

插件描述文件示例:

json

{
    "FileVersion": 3,
    "Version": 1,
    "VersionName": "1.0",
    "FriendlyName": "My Game Plugin",
    "Description": "A plugin that adds custom gameplay features",
    "Category": "Gameplay",
    "CreatedBy": "Your Name",
    "CreatedByURL": "https://example.com",
    "DocsURL": "https://example.com/docs",
    "MarketplaceURL": "",
    "SupportURL": "https://example.com/support",
    "CanContainContent": true,
    "IsBetaVersion": false,
    "IsExperimentalVersion": false,
    "Installed": false,
    "Modules": [
        {
            "Name": "MyPlugin",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        },
        {
            "Name": "MyPluginEditor",
            "Type": "Editor",
            "LoadingPhase": "PostEngineInit"
        }
    ],
    "Plugins": [
        {
            "Name": "EnhancedInput",
            "Enabled": true
        }
    ]
}

C++中处理插件信息:

cpp

// PluginInfoUtility.h
#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "PluginInfoUtility.generated.h"

USTRUCT(BlueprintType)
struct FPluginInfo
{
    GENERATED_BODY()
    
    UPROPERTY(BlueprintReadOnly, Category = "Plugin Info")
    FString Name;
    
    UPROPERTY(BlueprintReadOnly, Category = "Plugin Info")
    FString Version;
    
    UPROPERTY(BlueprintReadOnly, Category = "Plugin Info")
    FString Description;
    
    UPROPERTY(BlueprintReadOnly, Category = "Plugin Info")
    FString Author;
    
    UPROPERTY(BlueprintReadOnly, Category = "Plugin Info")
    bool bEnabled;
};

UCLASS()
class UPluginInfoUtility : public UBlueprintFunctionLibrary
{
    GENERATED_BODY()
    
public:
    // 获取插件信息
    UFUNCTION(BlueprintCallable, Category = "Plugin Utility")
    static FPluginInfo GetPluginInfo(const FString& PluginName);
    
    // 检查插件是否已启用
    UFUNCTION(BlueprintPure, Category = "Plugin Utility")
    static bool IsPluginEnabled(const FString& PluginName);
    
    // 获取所有已安装的插件
    UFUNCTION(BlueprintCallable, Category = "Plugin Utility")
    static TArray<FPluginInfo> GetAllInstalledPlugins();
};

cpp

// PluginInfoUtility.cpp
#include "PluginInfoUtility.h"
#include "Interfaces/IPluginManager.h"

FPluginInfo UPluginInfoUtility::GetPluginInfo(const FString& PluginName)
{
    FPluginInfo Info;
    
    TSharedPtr<IPlugin> Plugin = IPluginManager::Get().FindPlugin(PluginName);
    if (Plugin.IsValid())
    {
        Info.Name = Plugin->GetName();
        Info.Version = Plugin->GetDescriptor().VersionName;
        Info.Description = Plugin->GetDescriptor().Description;
        Info.Author = Plugin->GetDescriptor().CreatedBy;
        Info.bEnabled = Plugin->IsEnabled();
    }
    
    return Info;
}

bool UPluginInfoUtility::IsPluginEnabled(const FString& PluginName)
{
    TSharedPtr<IPlugin> Plugin = IPluginManager::Get().FindPlugin(PluginName);
    return Plugin.IsValid() && Plugin->IsEnabled();
}

TArray<FPluginInfo> UPluginInfoUtility::GetAllInstalledPlugins()
{
    TArray<FPluginInfo> PluginInfos;
    
    TArray<TSharedRef<IPlugin>> Plugins = IPluginManager::Get().GetDiscoveredPlugins();
    for (const TSharedRef<IPlugin>& Plugin : Plugins)
    {
        FPluginInfo Info;
        Info.Name = Plugin->GetName();
        Info.Version = Plugin->GetDescriptor().VersionName;
        Info.Description = Plugin->GetDescriptor().Description;
        Info.Author = Plugin->GetDescriptor().CreatedBy;
        Info.bEnabled = Plugin->IsEnabled();
        
        PluginInfos.Add(Info);
    }
    
    return PluginInfos;
}

在蓝图中获取插件信息:

蓝图插件信息

9.2.2 Lua 脚本文件

虽然UE5.2默认不使用Lua,但我们可以集成Lua作为插件系统的一部分,允许开发者使用Lua脚本扩展游戏功能。

在UE5.2中集成Lua:

cpp

// LuaPlugin.h
#pragma once

#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "LuaState.h"

class FLuaPluginModule : public IModuleInterface
{
public:
    virtual void StartupModule() override;
    virtual void ShutdownModule() override;
    
    // 获取Lua状态
    TSharedPtr<FLuaState> GetLuaState() const { return LuaState; }
    
    // 执行Lua脚本文件
    bool ExecuteFile(const FString& FilePath);
    
    // 执行Lua字符串
    bool ExecuteString(const FString& LuaCode);
    
    // 注册C++函数到Lua
    template<typename FuncType>
    void RegisterFunction(const FString& Name, FuncType Function);
    
private:
    // Lua状态
    TSharedPtr<FLuaState> LuaState;
    
    // 初始化Lua环境
    void InitializeLua();
    
    // 注册核心API
    void RegisterAPI();
};

cpp

// LuaState.h
#pragma once

#include "CoreMinimal.h"

// Lua头文件(需要添加到构建系统)
extern "C" {
    #include "lua.h"
    #include "lualib.h"
    #include "lauxlib.h"
}

class FLuaState
{
public:
    FLuaState();
    ~FLuaState();
    
    // 获取原始Lua状态
    lua_State* GetState() const { return L; }
    
    // 执行文件
    bool DoFile(const FString& FilePath);
    
    // 执行字符串
    bool DoString(const FString& Code);
    
    // 调用Lua函数
    bool CallFunction(const FString& FunctionName, int NumArgs = 0, int NumResults = 0);
    
    // 压入值到栈
    void PushString(const FString& String);
    void PushNumber(double Number);
    void PushBoolean(bool Value);
    
    // 从栈读取值
    FString ToString(int Index);
    double ToNumber(int Index);
    bool ToBoolean(int Index);
    
private:
    lua_State* L;
};

cpp

// LuaState.cpp
#include "LuaState.h"
#include "HAL/FileManager.h"
#include "Misc/FileHelper.h"

FLuaState::FLuaState()
{
    // 创建Lua状态
    L = luaL_newstate();
    
    // 打开标准库
    luaL_openlibs(L);
}

FLuaState::~FLuaState()
{
    // 关闭Lua状态
    if (L)
    {
        lua_close(L);
        L = nullptr;
    }
}

bool FLuaState::DoFile(const FString& FilePath)
{
    if (!L) return false;
    
    // 读取文件内容
    FString Content;
    if (!FFileHelper::LoadFileToString(Content, *FilePath))
    {
        UE_LOG(LogTemp, Error, TEXT("Failed to load Lua file: %s"), *FilePath);
        return false;
    }
    
    // 执行内容
    return DoString(Content);
}

bool FLuaState::DoString(const FString& Code)
{
    if (!L) return false;
    
    // 执行Lua代码
    if (luaL_dostring(L, TCHAR_TO_UTF8(*Code)) != 0)
    {
        FString Error = FString(UTF8_TO_TCHAR(lua_tostring(L, -1)));
        UE_LOG(LogTemp, Error, TEXT("Lua error: %s"), *Error);
        lua_pop(L, 1);
        return false;
    }
    
    return true;
}

bool FLuaState::CallFunction(const FString& FunctionName, int NumArgs, int NumResults)
{
    if (!L) return false;
    
    // 获取函数
    lua_getglobal(L, TCHAR_TO_UTF8(*FunctionName));
    
    // 检查是否为函数
    if (!lua_isfunction(L, -1))
    {
        UE_LOG(LogTemp, Error, TEXT("Lua function not found: %s"), *FunctionName);
        lua_pop(L, 1);
        return false;
    }
    
    // 移动函数到参数之前
    lua_insert(L, -(NumArgs + 1));
    
    // 调用函数
    if (lua_pcall(L, NumArgs, NumResults, 0) != 0)
    {
        FString Error = FString(UTF8_TO_TCHAR(lua_tostring(L, -1)));
        UE_LOG(LogTemp, Error, TEXT("Lua error: %s"), *Error);
        lua_pop(L, 1);
        return false;
    }
    
    return true;
}

void FLuaState::PushString(const FString& String)
{
    lua_pushstring(L, TCHAR_TO_UTF8(*String));
}

void FLuaState::PushNumber(double Number)
{
    lua_pushnumber(L, Number);
}

void FLuaState::PushBoolean(bool Value)
{
    lua_pushboolean(L, Value ? 1 : 0);
}

FString FLuaState::ToString(int Index)
{
    const char* Str = lua_tostring(L, Index);
    return Str ? FString(UTF8_TO_TCHAR(Str)) : FString();
}

double FLuaState::ToNumber(int Index)
{
    return lua_tonumber(L, Index);
}

bool FLuaState::ToBoolean(int Index)
{
    return lua_toboolean(L, Index) != 0;
}

cpp

// LuaPlugin.cpp
#include "LuaPlugin.h"
#include "Misc/Paths.h"

void FLuaPluginModule::StartupModule()
{
    // 初始化Lua
    InitializeLua();
    
    // 注册API
    RegisterAPI();
    
    UE_LOG(LogTemp, Log, TEXT("Lua Plugin module started"));
}

void FLuaPluginModule::ShutdownModule()
{
    // 清理Lua状态
    LuaState.Reset();
    
    UE_LOG(LogTemp, Log, TEXT("Lua
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