了游*赜侠斗僮诘谮*游戏程序系统方案
了游*赜侠斗僮诘谮*游戏程序系统方案
I. Core Design Philosophy: Dynamic Wuxia Ecosystem
一、核心设计理念:动态武侠生态系统
// Vision: "Everything interactive, every action consequential"
// 愿景:"所见即可互动,所行皆生因果"
class WuxiaEcosystem {
public:
void PlayerChoiceRippleEffect(PlayerAction action); // 玩家选择涟漪效应
void DynamicWorldEvolution(); // 动态世界演化
void PersonalLegendWeaving(); // 个人传奇编织
II. Technology Stack Selection (Wuxia Action-Oriented)
二、技术栈选型(武侠动作导向)
// Client-Side Technologies | 客户端技术
namespace ClientTech {
const FString Engine = TEXT("Unreal Engine 5");
// 引擎:Unreal Engine 5 - 顶尖动画系统、物理引擎和画面表现力
enum class CoreLanguages {
CPP = 0, // 高性能底层模块
Blueprint // 快速原型和玩法实现
struct KeyPlugins {
FString MotionWarping = TEXT("Animation Correction"); // 动画位移修正
FString ControlRig = TEXT("Procedural Animation"); // 程序化动画
FString Niagara = TEXT("Complex Effects"); // 复杂特效
FString Chaos = TEXT("Physics System"); // 物理系统
// Server-Side Architecture | 服务器端架构
namespace ServerArch {
const FString Architecture = TEXT("Actor Model Microservices");
// 架构:Actor模型微服务 - 万物有灵并发需求
const FString Language = TEXT("Golang");
// 语言:Golang - 高并发海量玩家交互
struct DatabaseSystem {
struct MySQL {
FString Purpose = TEXT("Structured Data Storage");
// 存储:账号、角色基础属性、物品配方
TArray<FString> DataTypes = {
TEXT("Accounts"),
TEXT("Character Attributes"),
TEXT("Item Recipes")
struct Redis {
FString Purpose = TEXT("Cache & Session Management");
// 缓存:玩家状态、江湖关系网、实时排行榜
TArray<FString> Functions = {
TEXT("Player State Caching"),
TEXT("Jianghu Relationship Network"),
TEXT("Real-time Leaderboards")
struct Neo4j {
FString Purpose = TEXT("CORE - Graph Data Management");
// 核心!复杂江湖关系网与武学传承树
TArray<FString> GraphNetworks = {
TEXT("Jianghu Relationship Network"),
TEXT("Martial Arts Inheritance Tree")
III. Core System Module Specifications
三、核心系统模块详解
1. Client Core Systems | 客户端核心系统
// Wuxia Action & Combat System | 武侠动作与战斗系统
class UWuxiaCombatSystem : public UGameInstanceSubsystem {
public:
// Martial Arts Skill Framework | 武学技能框架
struct FMartialArtsFramework {
// 三层架构:招式-心