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https://github.com/PushkinStudio/PsData

Flexible data model plugin for Unreal Engine 4
https://github.com/PushkinStudio/PsData

cpp14 datamodel magic ue4 ue4-plugin unreal-engine unreal-engine-4

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Flexible data model plugin for Unreal Engine 4

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README

        

# PsData

Flexible data model plugin for Unreal Engine 4

## Examples

Define PsData classes:

```cpp
// 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:

```cpp
// 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:

```cpp
void UFooDataController::Init()
{
// Create root node
RootData = NewObject();

// 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();
GameCharacter->SetCharacterProtoId(Proto->GetDataKey());
// Setup character...

// Add into the game state
RootData->GetGame()->GetCharacters().Add(GameCharacter);
}
//...
}
```