File size: 5,244 Bytes
7fd553e | 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraContextEffectsSubsystem.h"
#include "Feedback/ContextEffects/LyraContextEffectsLibrary.h"
#include "Feedback/ContextEffects/LyraContextEffectsSubsystem.h"
#include "Kismet/GameplayStatics.h"
#include "NiagaraFunctionLibrary.h"
#include "NiagaraSystem.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraContextEffectsSubsystem)
class AActor;
class UAudioComponent;
class UNiagaraSystem;
class USceneComponent;
class USoundBase;
void ULyraContextEffectsSubsystem::SpawnContextEffects(
const AActor* SpawningActor
, USceneComponent* AttachToComponent
, const FName AttachPoint
, const FVector LocationOffset
, const FRotator RotationOffset
, FGameplayTag Effect
, FGameplayTagContainer Contexts
, TArray<UAudioComponent*>& AudioOut
, TArray<UNiagaraComponent*>& NiagaraOut
, FVector VFXScale
, float AudioVolume
, float AudioPitch)
{
// First determine if this Actor has a matching Set of Libraries
if (TObjectPtr<ULyraContextEffectsSet>* EffectsLibrariesSetPtr = ActiveActorEffectsMap.Find(SpawningActor))
{
// Validate the pointers from the Map Find
if (ULyraContextEffectsSet* EffectsLibraries = *EffectsLibrariesSetPtr)
{
// Prepare Arrays for Sounds and Niagara Systems
TArray<USoundBase*> TotalSounds;
TArray<UNiagaraSystem*> TotalNiagaraSystems;
// Cycle through Effect Libraries
for (ULyraContextEffectsLibrary* EffectLibrary : EffectsLibraries->LyraContextEffectsLibraries)
{
// Check if the Effect Library is valid and data Loaded
if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EContextEffectsLibraryLoadState::Loaded)
{
// Set up local list of Sounds and Niagara Systems
TArray<USoundBase*> Sounds;
TArray<UNiagaraSystem*> NiagaraSystems;
// Get Sounds and Niagara Systems
EffectLibrary->GetEffects(Effect, Contexts, Sounds, NiagaraSystems);
// Append to accumulating array
TotalSounds.Append(Sounds);
TotalNiagaraSystems.Append(NiagaraSystems);
}
else if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EContextEffectsLibraryLoadState::Unloaded)
{
// Else load effects
EffectLibrary->LoadEffects();
}
}
// Cycle through found Sounds
for (USoundBase* Sound : TotalSounds)
{
// Spawn Sounds Attached, add Audio Component to List of ACs
UAudioComponent* AudioComponent = UGameplayStatics::SpawnSoundAttached(Sound, AttachToComponent, AttachPoint, LocationOffset, RotationOffset, EAttachLocation::KeepRelativeOffset,
false, AudioVolume, AudioPitch, 0.0f, nullptr, nullptr, true);
AudioOut.Add(AudioComponent);
}
// Cycle through found Niagara Systems
for (UNiagaraSystem* NiagaraSystem : TotalNiagaraSystems)
{
// Spawn Niagara Systems Attached, add Niagara Component to List of NCs
UNiagaraComponent* NiagaraComponent = UNiagaraFunctionLibrary::SpawnSystemAttached(NiagaraSystem, AttachToComponent, AttachPoint, LocationOffset,
RotationOffset, VFXScale, EAttachLocation::KeepRelativeOffset, true, ENCPoolMethod::None, true, true);
NiagaraOut.Add(NiagaraComponent);
}
}
}
}
bool ULyraContextEffectsSubsystem::GetContextFromSurfaceType(
TEnumAsByte<EPhysicalSurface> PhysicalSurface, FGameplayTag& Context)
{
// Get Project Settings
if (const ULyraContextEffectsSettings* ProjectSettings = GetDefault<ULyraContextEffectsSettings>())
{
// Find which Gameplay Tag the Surface Type is mapped to
if (const FGameplayTag* GameplayTagPtr = ProjectSettings->SurfaceTypeToContextMap.Find(PhysicalSurface))
{
Context = *GameplayTagPtr;
}
}
// Return true if Context is Valid
return Context.IsValid();
}
void ULyraContextEffectsSubsystem::LoadAndAddContextEffectsLibraries(AActor* OwningActor,
TSet<TSoftObjectPtr<ULyraContextEffectsLibrary>> ContextEffectsLibraries)
{
// Early out if Owning Actor is invalid or if the associated Libraries is 0 (or less)
if (OwningActor == nullptr || ContextEffectsLibraries.Num() <= 0)
{
return;
}
// Create new Context Effect Set
ULyraContextEffectsSet* EffectsLibrariesSet = NewObject<ULyraContextEffectsSet>(this);
// Cycle through Libraries getting Soft Obj Refs
for (const TSoftObjectPtr<ULyraContextEffectsLibrary>& ContextEffectSoftObj : ContextEffectsLibraries)
{
// Load Library Assets from Soft Obj refs
// TODO Support Async Loading of Asset Data
if (ULyraContextEffectsLibrary* EffectsLibrary = ContextEffectSoftObj.LoadSynchronous())
{
// Call load on valid Libraries
EffectsLibrary->LoadEffects();
// Add new library to Set
EffectsLibrariesSet->LyraContextEffectsLibraries.Add(EffectsLibrary);
}
}
// Update Active Actor Effects Map
ActiveActorEffectsMap.Emplace(OwningActor, EffectsLibrariesSet);
}
void ULyraContextEffectsSubsystem::UnloadAndRemoveContextEffectsLibraries(AActor* OwningActor)
{
// Early out if Owning Actor is invalid
if (OwningActor == nullptr)
{
return;
}
// Remove ref from Active Actor/Effects Set Map
ActiveActorEffectsMap.Remove(OwningActor);
}
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