Initial menu system by claude
This commit is contained in:
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
Content/Widgets/WB_Menu.uasset
LFS
Normal file
BIN
Content/Widgets/WB_Menu.uasset
LFS
Normal file
Binary file not shown.
BIN
Content/Widgets/WB_Menu_Item.uasset
LFS
Normal file
BIN
Content/Widgets/WB_Menu_Item.uasset
LFS
Normal file
Binary file not shown.
55
instructions.txt
Normal file
55
instructions.txt
Normal file
@@ -0,0 +1,55 @@
|
||||
|
||||
Currently, my demo game includes a hotkey system. You will use the
|
||||
existing hotkey system as inspiration to build a menu system.
|
||||
|
||||
In my lua code, I can create a class such as "sphere." Then
|
||||
I can create an instance of that class and make it appear in
|
||||
the world.
|
||||
|
||||
I can also define a lua function "sphere.lookhotkeys" which adds
|
||||
hotkeys to objects of class sphere. When I aim the crosshairs
|
||||
at a sphere, a widget WB_Hotkeys appears, and it shows me the
|
||||
hotkeys for spheres.
|
||||
|
||||
I can then press one of those hotkeys. The WB_Hotkeys widget
|
||||
handles the key event, displaying visual feedback, and it
|
||||
also invokes a lua function which eventually leads to the
|
||||
proper hotkey action being taken in lua.
|
||||
|
||||
I want you to study this mechanism, learning exactly how this
|
||||
process works. Then, I want you to implement a menu system
|
||||
that operates on exactly the same principles.
|
||||
|
||||
Currently, my demo game contains a sphere and a cube which
|
||||
both have hotkeys. I want you to reprogram the cube
|
||||
so that it has a menu instead of hotkeys.
|
||||
|
||||
The menu system will require me to write a lua function
|
||||
such as cube.lookmenu, which generates the contents of the
|
||||
menu. When I point the crosshairs at a cube, the menu
|
||||
widget WB_Menu will appear in minimized form. In minimized
|
||||
form, the WB_Menu widget will just look like a little
|
||||
circle or something. This is just enough of a clue to
|
||||
the user that a menu is there to be activated.
|
||||
|
||||
When the user clicks the left mouse button, WB_Menu will
|
||||
switch to active form: it will display the menu and put
|
||||
the mouse pointer on the first menu item. I can then
|
||||
drag the mouse and select a menu item, or I can drag off
|
||||
the menu to choose nothing. When I release the mouse
|
||||
button, if the mouse is over a menu item, there's some
|
||||
visual feedback, and the appropriate lua closure is
|
||||
invoked. Then, the menu goes back to minimized state.
|
||||
|
||||
You must implement all of this using a combination of lua
|
||||
and blueprint-language. No C++. You can use the UE
|
||||
Wingman plugin to edit blueprints.
|
||||
|
||||
Along the way, it is possible that the UE Wingman plugin may
|
||||
fail - it's still in beta. If so, please pause, notify me,
|
||||
and you and I will work together to get things up and
|
||||
running again.
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -33,10 +33,10 @@ function moveto(x, y)
|
||||
tangible.animate{tan=actor, anim={action="moveto", xyz={x, y, z}, facing=math.auto}}
|
||||
end
|
||||
|
||||
function cube.lookhotkeys(add)
|
||||
add("Z", "Cube Hi", function () dprint("Doing Cube Hi") end)
|
||||
add("X", "Cube Bye", function () dprint("Doing Cube Bye") end)
|
||||
add("C", "Cube Yo", function () dprint("Doing Cube Yo") end)
|
||||
function cube.lookmenu(add)
|
||||
add("Cube Hi", function () dprint("Doing Cube Hi") end)
|
||||
add("Cube Bye", function () dprint("Doing Cube Bye") end)
|
||||
add("Cube Yo", function () dprint("Doing Cube Yo") end)
|
||||
end
|
||||
|
||||
function sphere.lookhotkeys(add)
|
||||
@@ -60,6 +60,12 @@ function engio.getlookat()
|
||||
return "hotkeys"
|
||||
end
|
||||
|
||||
-- if the class has a function 'lookmenu', then the correct
|
||||
-- look-at widget is 'menu'.
|
||||
if class.lookmenu ~= nil then
|
||||
return "menu"
|
||||
end
|
||||
|
||||
-- otherwise, if the class has a function 'getlookat', use that.
|
||||
if class.getlookat ~= nil then
|
||||
return class.getlookat()
|
||||
|
||||
68
luprex/lua/menu.lua
Normal file
68
luprex/lua/menu.lua
Normal file
@@ -0,0 +1,68 @@
|
||||
----------------------------------------------------------------
|
||||
--
|
||||
-- To add a menu to an object (such as a Brick Oven), you will
|
||||
-- be adding a function 'lookmenu' to the appropriate class,
|
||||
-- like this:
|
||||
--
|
||||
-- function brickoven.lookmenu(add)
|
||||
-- add("Light Oven", function () ... end)
|
||||
-- add("Add Fuel", function () ... end)
|
||||
-- end
|
||||
--
|
||||
-- This function will get called twice: once in a 'probe' when
|
||||
-- Unreal wants to know what menu items exist, and a second time
|
||||
-- in an 'invoke' to find the right closure. The 'add' function
|
||||
-- which is passed in can therefore be one of two functions.
|
||||
--
|
||||
-- In probe mode, the goal is to build up an array that looks
|
||||
-- like this:
|
||||
--
|
||||
-- {"Light Oven", "Add Fuel"}
|
||||
--
|
||||
-- So therefore, in probe mode, the 'add' function is a closure
|
||||
-- that adds the label to the array.
|
||||
--
|
||||
-- In invoke mode, the goal is to find the right closure. So
|
||||
-- therefore, in invoke mode, the 'add' function is a closure
|
||||
-- that compares the label to the menu item which was already
|
||||
-- selected. If there's a match, it records the closure.
|
||||
--
|
||||
----------------------------------------------------------------
|
||||
|
||||
makeclass('engio')
|
||||
|
||||
function engio.getmenu()
|
||||
local class = tangible.getclass(place)
|
||||
|
||||
-- if the tangible doesn't have a 'lookmenu' function, do nothing
|
||||
if class == nil or class.lookmenu == nil then
|
||||
return {}
|
||||
end
|
||||
|
||||
local items = {}
|
||||
local add = function(label, closure)
|
||||
table.insert(items, label)
|
||||
end
|
||||
class.lookmenu(add)
|
||||
return items
|
||||
end
|
||||
|
||||
function engio.pressmenu(label)
|
||||
local class = tangible.getclass(place)
|
||||
|
||||
-- if the tangible doesn't have a 'lookmenu' function, do nothing
|
||||
if class == nil or class.lookmenu == nil then
|
||||
return
|
||||
end
|
||||
|
||||
local result = nil
|
||||
local add = function(lbl, closure)
|
||||
if (lbl == label) then
|
||||
result = closure
|
||||
end
|
||||
end
|
||||
class.lookmenu(add)
|
||||
if result ~= nil then
|
||||
result()
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user