목차
Introduction
In modern game development, life systems like cooking, gathering, mining, and farming have become essential features in many RPGs and sandbox games. Implementing such systems requires an understanding of data-driven design and practical programming techniques. This article will guide you through the creation of a modular, data-driven life system in Unreal Engine that encompasses these features.
By following this guide, you’ll learn how to structure your systems efficiently, ensuring they’re reusable, flexible, and ready for large-scale game projects. The examples provided will show you how to implement core mechanics and how you can expand or modify the system for your own needs.
Why Data-Driven Design?
A data-driven approach means that game content (like items, recipes, and actions) is stored externally, allowing easy updates without modifying the core game code. This methodology is useful for life systems because these systems are highly modular and content-rich, and making changes to the game’s design through code alone can quickly become inefficient. By storing key data in external files (such as JSON or XML), the game can reference this data to control gameplay dynamically.
Key Features of the Life System
In this article, we will implement:
- Cooking System – Allows players to cook recipes with ingredients.
- Gathering System – Allows players to collect resources like wood, herbs, and stones.
- Mining System – Allows players to mine ores and gems.
- Farming System – Allows players to plant seeds, grow crops, and harvest.
Step-by-Step Implementation
1. Creating the Core Data Structures
Before we start writing gameplay logic, let’s define the core data structures. These will be used across all systems to keep the data consistent and easy to manage.
// Item Structure: Used for any in-game item
USTRUCT(BlueprintType)
struct FItem
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 Quantity;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float Weight;
};
// Recipe Structure: Used for cooking recipes
USTRUCT(BlueprintType)
struct FRecipe
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString RecipeName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FItem> Ingredients; // List of required ingredients
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FItem> ResultItems; // Result of cooking
};
// Gatherable Resource: Can be gathered by players
USTRUCT(BlueprintType)
struct FGatherableResource
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString ResourceName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FItem ResourceItem;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float GatheringTime; // Time to gather this resource
};
2. Cooking System
Now that the data structures are set, we can start implementing the Cooking System. The Cooking System allows the player to combine ingredients to create an item. Let’s first create a basic function to handle cooking.
// Cooking System
UCLASS(Blueprintable)
class UCookingSystem : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Cooking")
bool CookRecipe(const FRecipe& Recipe, TArray<FItem>& PlayerInventory)
{
// Check if the player has all the ingredients
for (const FItem& Ingredient : Recipe.Ingredients)
{
bool bHasIngredient = false;
for (FItem& Item : PlayerInventory)
{
if (Item.Name == Ingredient.Name && Item.Quantity >= Ingredient.Quantity)
{
bHasIngredient = true;
break;
}
}
if (!bHasIngredient) return false;
}
// Deduct ingredients from player's inventory
for (const FItem& Ingredient : Recipe.Ingredients)
{
for (FItem& Item : PlayerInventory)
{
if (Item.Name == Ingredient.Name)
{
Item.Quantity -= Ingredient.Quantity;
break;
}
}
}
// Add result items to player's inventory
for (const FItem& Result : Recipe.ResultItems)
{
bool bFound = false;
for (FItem& Item : PlayerInventory)
{
if (Item.Name == Result.Name)
{
Item.Quantity += Result.Quantity;
bFound = true;
break;
}
}
if (!bFound)
{
PlayerInventory.Add(Result);
}
}
return true;
}
};
This function checks if the player has the required ingredients, deducts the ingredients, and adds the resulting items to the inventory.
3. Gathering System
The Gathering System is fairly simple. It allows players to interact with gatherable objects in the world, like trees or herbs, and collect resources.
// Gathering System
UCLASS(Blueprintable)
class UGatheringSystem : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Gathering")
void GatherResource(FGatherableResource& Resource, TArray<FItem>& PlayerInventory)
{
// Simulate gathering
FTimerHandle TimerHandle;
GetWorld()->GetTimerManager().SetTimer(TimerHandle, [this, &Resource, &PlayerInventory]()
{
// Add resource to player's inventory after gathering
bool bFound = false;
for (FItem& Item : PlayerInventory)
{
if (Item.Name == Resource.ResourceItem.Name)
{
Item.Quantity += Resource.ResourceItem.Quantity;
bFound = true;
break;
}
}
if (!bFound)
{
PlayerInventory.Add(Resource.ResourceItem);
}
}, Resource.GatheringTime, false);
}
};
Here, the player gathers resources after a certain amount of time, and the resource is then added to the inventory.
4. Mining System
The Mining System operates similarly to the Gathering System, but it’s used for mining ores or gems from mining nodes.
// Mining System
UCLASS(Blueprintable)
class UMiningSystem : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Mining")
void MineOre(FItem& Ore, TArray<FItem>& PlayerInventory)
{
// Simulate mining
bool bFound = false;
for (FItem& Item : PlayerInventory)
{
if (Item.Name == Ore.Name)
{
Item.Quantity += Ore.Quantity;
bFound = true;
break;
}
}
if (!bFound)
{
PlayerInventory.Add(Ore);
}
}
};
This simple system adds the mined ore to the player’s inventory.
5. Farming System
Finally, the Farming System allows players to plant seeds and grow crops over time.
// Farming System
UCLASS(Blueprintable)
class UFarmingSystem : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Farming")
void PlantSeed(FItem& SeedItem, TArray<FItem>& PlayerInventory)
{
// Add seed item to player's inventory
bool bFound = false;
for (FItem& Item : PlayerInventory)
{
if (Item.Name == SeedItem.Name)
{
Item.Quantity += SeedItem.Quantity;
bFound = true;
break;
}
}
if (!bFound)
{
PlayerInventory.Add(SeedItem);
}
}
UFUNCTION(BlueprintCallable, Category = "Farming")
void HarvestCrop(FItem& CropItem, TArray<FItem>& PlayerInventory)
{
// Simulate crop growth and harvesting
bool bFound = false;
for (FItem& Item : PlayerInventory)
{
if (Item.Name == CropItem.Name)
{
Item.Quantity += CropItem.Quantity;
bFound = true;
break;
}
}
if (!bFound)
{
PlayerInventory.Add(CropItem);
}
}
};
Advantages and Disadvantages of This Approach
Advantages:
- Modular Design: This system is modular, and each system (cooking, gathering, mining, farming) can be updated or expanded independently.
- Data-Driven: Game content can be updated through external data files like JSON without touching the game code.
- Scalable: This design works well in larger games as it supports a wide range of different life system features.
Disadvantages:
- Complexity in Setup: Setting up the data-driven structures and linking them to game logic can take time.
- Performance Considerations: If not properly optimized, managing large amounts of data (especially for items or recipes) can impact performance.
Conclusion
Building a robust life system for your game can significantly enhance the gameplay experience. Using a data-driven approach in Unreal Engine ensures that your system is flexible, scalable, and easy to maintain. By using the code and ideas presented here, you can easily expand your game’s life systems to include more activities and functionality, all while keeping the codebase manageable and efficient.
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