File size: 4,501 Bytes
1e67697 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/GameFrameworkInitStateInterface.h"
#include "Components/PawnComponent.h"
#include "GameFeatures/GameFeatureAction_AddInputContextMapping.h"
#include "GameplayAbilitySpecHandle.h"
#include "LyraHeroComponent.generated.h"
#define UE_API LYRAGAME_API
namespace EEndPlayReason { enum Type : int; }
struct FLoadedMappableConfigPair;
struct FMappableConfigPair;
class UGameFrameworkComponentManager;
class UInputComponent;
class ULyraCameraMode;
class ULyraInputConfig;
class UObject;
struct FActorInitStateChangedParams;
struct FFrame;
struct FGameplayTag;
struct FInputActionValue;
/**
* Component that sets up input and camera handling for player controlled pawns (or bots that simulate players).
* This depends on a PawnExtensionComponent to coordinate initialization.
*/
UCLASS(MinimalAPI, Blueprintable, Meta=(BlueprintSpawnableComponent))
class ULyraHeroComponent : public UPawnComponent, public IGameFrameworkInitStateInterface
{
GENERATED_BODY()
public:
UE_API ULyraHeroComponent(const FObjectInitializer& ObjectInitializer);
/** Returns the hero component if one exists on the specified actor. */
UFUNCTION(BlueprintPure, Category = "Lyra|Hero")
static ULyraHeroComponent* FindHeroComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<ULyraHeroComponent>() : nullptr); }
/** Overrides the camera from an active gameplay ability */
UE_API void SetAbilityCameraMode(TSubclassOf<ULyraCameraMode> CameraMode, const FGameplayAbilitySpecHandle& OwningSpecHandle);
/** Clears the camera override if it is set */
UE_API void ClearAbilityCameraMode(const FGameplayAbilitySpecHandle& OwningSpecHandle);
/** Adds mode-specific input config */
UE_API void AddAdditionalInputConfig(const ULyraInputConfig* InputConfig);
/** Removes a mode-specific input config if it has been added */
UE_API void RemoveAdditionalInputConfig(const ULyraInputConfig* InputConfig);
/** True if this is controlled by a real player and has progressed far enough in initialization where additional input bindings can be added */
UE_API bool IsReadyToBindInputs() const;
/** The name of the extension event sent via UGameFrameworkComponentManager when ability inputs are ready to bind */
static UE_API const FName NAME_BindInputsNow;
/** The name of this component-implemented feature */
static UE_API const FName NAME_ActorFeatureName;
//~ Begin IGameFrameworkInitStateInterface interface
virtual FName GetFeatureName() const override { return NAME_ActorFeatureName; }
UE_API virtual bool CanChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) const override;
UE_API virtual void HandleChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) override;
UE_API virtual void OnActorInitStateChanged(const FActorInitStateChangedParams& Params) override;
UE_API virtual void CheckDefaultInitialization() override;
//~ End IGameFrameworkInitStateInterface interface
protected:
UE_API virtual void OnRegister() override;
UE_API virtual void BeginPlay() override;
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UE_API virtual void InitializePlayerInput(UInputComponent* PlayerInputComponent);
UE_API void Input_AbilityInputTagPressed(FGameplayTag InputTag);
UE_API void Input_AbilityInputTagReleased(FGameplayTag InputTag);
UE_API void Input_Move(const FInputActionValue& InputActionValue);
UE_API void Input_LookMouse(const FInputActionValue& InputActionValue);
UE_API void Input_LookStick(const FInputActionValue& InputActionValue);
UE_API void Input_Crouch(const FInputActionValue& InputActionValue);
UE_API void Input_AutoRun(const FInputActionValue& InputActionValue);
UE_API TSubclassOf<ULyraCameraMode> DetermineCameraMode() const;
protected:
UPROPERTY(EditAnywhere)
TArray<FInputMappingContextAndPriority> DefaultInputMappings;
/** Camera mode set by an ability. */
UPROPERTY()
TSubclassOf<ULyraCameraMode> AbilityCameraMode;
/** Spec handle for the last ability to set a camera mode. */
FGameplayAbilitySpecHandle AbilityCameraModeOwningSpecHandle;
/** True when player input bindings have been applied, will never be true for non - players */
bool bReadyToBindInputs;
};
#undef UE_API
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