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#include "AbilitySystem/Phases/LyraGamePhaseSubsystem.h"
#include "AbilitySystem/LyraAbilitySystemComponent.h"
#include "Engine/World.h"
#include "GameFramework/GameStateBase.h"
#include "LyraGamePhaseAbility.h"
#include "LyraGamePhaseLog.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGamePhaseSubsystem)
class ULyraGameplayAbility;
class UObject;
DEFINE_LOG_CATEGORY(LogLyraGamePhase);
//////////////////////////////////////////////////////////////////////
// ULyraGamePhaseSubsystem
ULyraGamePhaseSubsystem::ULyraGamePhaseSubsystem()
{
}
void ULyraGamePhaseSubsystem::PostInitialize()
{
Super::PostInitialize();
}
bool ULyraGamePhaseSubsystem::ShouldCreateSubsystem(UObject* Outer) const
{
if (Super::ShouldCreateSubsystem(Outer))
{
//UWorld* World = Cast<UWorld>(Outer);
//check(World);
//return World->GetAuthGameMode() != nullptr;
//return nullptr;
return true;
}
return false;
}
bool ULyraGamePhaseSubsystem::DoesSupportWorldType(const EWorldType::Type WorldType) const
{
return WorldType == EWorldType::Game || WorldType == EWorldType::PIE;
}
void ULyraGamePhaseSubsystem::StartPhase(TSubclassOf<ULyraGamePhaseAbility> PhaseAbility, FLyraGamePhaseDelegate PhaseEndedCallback)
{
UWorld* World = GetWorld();
ULyraAbilitySystemComponent* GameState_ASC = World->GetGameState()->FindComponentByClass<ULyraAbilitySystemComponent>();
if (ensure(GameState_ASC))
{
FGameplayAbilitySpec PhaseSpec(PhaseAbility, 1, 0, this);
FGameplayAbilitySpecHandle SpecHandle = GameState_ASC->GiveAbilityAndActivateOnce(PhaseSpec);
FGameplayAbilitySpec* FoundSpec = GameState_ASC->FindAbilitySpecFromHandle(SpecHandle);
if (FoundSpec && FoundSpec->IsActive())
{
FLyraGamePhaseEntry& Entry = ActivePhaseMap.FindOrAdd(SpecHandle);
Entry.PhaseEndedCallback = PhaseEndedCallback;
}
else
{
PhaseEndedCallback.ExecuteIfBound(nullptr);
}
}
}
void ULyraGamePhaseSubsystem::K2_StartPhase(TSubclassOf<ULyraGamePhaseAbility> PhaseAbility, const FLyraGamePhaseDynamicDelegate& PhaseEndedDelegate)
{
const FLyraGamePhaseDelegate EndedDelegate = FLyraGamePhaseDelegate::CreateWeakLambda(const_cast<UObject*>(PhaseEndedDelegate.GetUObject()), [PhaseEndedDelegate](const ULyraGamePhaseAbility* PhaseAbility) {
PhaseEndedDelegate.ExecuteIfBound(PhaseAbility);
});
StartPhase(PhaseAbility, EndedDelegate);
}
void ULyraGamePhaseSubsystem::K2_WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseActive)
{
const FLyraGamePhaseTagDelegate ActiveDelegate = FLyraGamePhaseTagDelegate::CreateWeakLambda(WhenPhaseActive.GetUObject(), [WhenPhaseActive](const FGameplayTag& PhaseTag) {
WhenPhaseActive.ExecuteIfBound(PhaseTag);
});
WhenPhaseStartsOrIsActive(PhaseTag, MatchType, ActiveDelegate);
}
void ULyraGamePhaseSubsystem::K2_WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseEnd)
{
const FLyraGamePhaseTagDelegate EndedDelegate = FLyraGamePhaseTagDelegate::CreateWeakLambda(WhenPhaseEnd.GetUObject(), [WhenPhaseEnd](const FGameplayTag& PhaseTag) {
WhenPhaseEnd.ExecuteIfBound(PhaseTag);
});
WhenPhaseEnds(PhaseTag, MatchType, EndedDelegate);
}
void ULyraGamePhaseSubsystem::WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseActive)
{
FPhaseObserver Observer;
Observer.PhaseTag = PhaseTag;
Observer.MatchType = MatchType;
Observer.PhaseCallback = WhenPhaseActive;
PhaseStartObservers.Add(Observer);
if (IsPhaseActive(PhaseTag))
{
WhenPhaseActive.ExecuteIfBound(PhaseTag);
}
}
void ULyraGamePhaseSubsystem::WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseEnd)
{
FPhaseObserver Observer;
Observer.PhaseTag = PhaseTag;
Observer.MatchType = MatchType;
Observer.PhaseCallback = WhenPhaseEnd;
PhaseEndObservers.Add(Observer);
}
bool ULyraGamePhaseSubsystem::IsPhaseActive(const FGameplayTag& PhaseTag) const
{
for (const auto& KVP : ActivePhaseMap)
{
const FLyraGamePhaseEntry& PhaseEntry = KVP.Value;
if (PhaseEntry.PhaseTag.MatchesTag(PhaseTag))
{
return true;
}
}
return false;
}
void ULyraGamePhaseSubsystem::OnBeginPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle)
{
const FGameplayTag IncomingPhaseTag = PhaseAbility->GetGamePhaseTag();
UE_LOG(LogLyraGamePhase, Log, TEXT("Beginning Phase '%s' (%s)"), *IncomingPhaseTag.ToString(), *GetNameSafe(PhaseAbility));
const UWorld* World = GetWorld();
ULyraAbilitySystemComponent* GameState_ASC = World->GetGameState()->FindComponentByClass<ULyraAbilitySystemComponent>();
if (ensure(GameState_ASC))
{
TArray<FGameplayAbilitySpec*> ActivePhases;
for (const auto& KVP : ActivePhaseMap)
{
const FGameplayAbilitySpecHandle ActiveAbilityHandle = KVP.Key;
if (FGameplayAbilitySpec* Spec = GameState_ASC->FindAbilitySpecFromHandle(ActiveAbilityHandle))
{
ActivePhases.Add(Spec);
}
}
for (const FGameplayAbilitySpec* ActivePhase : ActivePhases)
{
const ULyraGamePhaseAbility* ActivePhaseAbility = CastChecked<ULyraGamePhaseAbility>(ActivePhase->Ability);
const FGameplayTag ActivePhaseTag = ActivePhaseAbility->GetGamePhaseTag();
// So if the active phase currently matches the incoming phase tag, we allow it.
// i.e. multiple gameplay abilities can all be associated with the same phase tag.
// For example,
// You can be in the, Game.Playing, phase, and then start a sub-phase, like Game.Playing.SuddenDeath
// Game.Playing phase will still be active, and if someone were to push another one, like,
// Game.Playing.ActualSuddenDeath, it would end Game.Playing.SuddenDeath phase, but Game.Playing would
// continue. Similarly if we activated Game.GameOver, all the Game.Playing* phases would end.
if (!IncomingPhaseTag.MatchesTag(ActivePhaseTag))
{
UE_LOG(LogLyraGamePhase, Log, TEXT("\tEnding Phase '%s' (%s)"), *ActivePhaseTag.ToString(), *GetNameSafe(ActivePhaseAbility));
FGameplayAbilitySpecHandle HandleToEnd = ActivePhase->Handle;
GameState_ASC->CancelAbilitiesByFunc([HandleToEnd](const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle) {
return Handle == HandleToEnd;
}, true);
}
}
FLyraGamePhaseEntry& Entry = ActivePhaseMap.FindOrAdd(PhaseAbilityHandle);
Entry.PhaseTag = IncomingPhaseTag;
// Notify all observers of this phase that it has started.
for (const FPhaseObserver& Observer : PhaseStartObservers)
{
if (Observer.IsMatch(IncomingPhaseTag))
{
Observer.PhaseCallback.ExecuteIfBound(IncomingPhaseTag);
}
}
}
}
void ULyraGamePhaseSubsystem::OnEndPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle)
{
const FGameplayTag EndedPhaseTag = PhaseAbility->GetGamePhaseTag();
UE_LOG(LogLyraGamePhase, Log, TEXT("Ended Phase '%s' (%s)"), *EndedPhaseTag.ToString(), *GetNameSafe(PhaseAbility));
const FLyraGamePhaseEntry& Entry = ActivePhaseMap.FindChecked(PhaseAbilityHandle);
Entry.PhaseEndedCallback.ExecuteIfBound(PhaseAbility);
ActivePhaseMap.Remove(PhaseAbilityHandle);
// Notify all observers of this phase that it has ended.
for (const FPhaseObserver& Observer : PhaseEndObservers)
{
if (Observer.IsMatch(EndedPhaseTag))
{
Observer.PhaseCallback.ExecuteIfBound(EndedPhaseTag);
}
}
}
bool ULyraGamePhaseSubsystem::FPhaseObserver::IsMatch(const FGameplayTag& ComparePhaseTag) const
{
switch(MatchType)
{
case EPhaseTagMatchType::ExactMatch:
return ComparePhaseTag == PhaseTag;
case EPhaseTagMatchType::PartialMatch:
return ComparePhaseTag.MatchesTag(PhaseTag);
}
return false;
}
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