File size: 2,860 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 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "GameModes/AsyncAction_ExperienceReady.h"
#include "Engine/Engine.h"
#include "Engine/World.h"
#include "GameModes/LyraExperienceManagerComponent.h"
#include "TimerManager.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncAction_ExperienceReady)
UAsyncAction_ExperienceReady::UAsyncAction_ExperienceReady(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
UAsyncAction_ExperienceReady* UAsyncAction_ExperienceReady::WaitForExperienceReady(UObject* InWorldContextObject)
{
UAsyncAction_ExperienceReady* Action = nullptr;
if (UWorld* World = GEngine->GetWorldFromContextObject(InWorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
Action = NewObject<UAsyncAction_ExperienceReady>();
Action->WorldPtr = World;
Action->RegisterWithGameInstance(World);
}
return Action;
}
void UAsyncAction_ExperienceReady::Activate()
{
if (UWorld* World = WorldPtr.Get())
{
if (AGameStateBase* GameState = World->GetGameState())
{
Step2_ListenToExperienceLoading(GameState);
}
else
{
World->GameStateSetEvent.AddUObject(this, &ThisClass::Step1_HandleGameStateSet);
}
}
else
{
// No world so we'll never finish naturally
SetReadyToDestroy();
}
}
void UAsyncAction_ExperienceReady::Step1_HandleGameStateSet(AGameStateBase* GameState)
{
if (UWorld* World = WorldPtr.Get())
{
World->GameStateSetEvent.RemoveAll(this);
}
Step2_ListenToExperienceLoading(GameState);
}
void UAsyncAction_ExperienceReady::Step2_ListenToExperienceLoading(AGameStateBase* GameState)
{
check(GameState);
ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass<ULyraExperienceManagerComponent>();
check(ExperienceComponent);
if (ExperienceComponent->IsExperienceLoaded())
{
UWorld* World = GameState->GetWorld();
check(World);
// The experience happened to be already loaded, but still delay a frame to
// make sure people don't write stuff that relies on this always being true
//@TODO: Consider not delaying for dynamically spawned stuff / any time after the loading screen has dropped?
//@TODO: Maybe just inject a random 0-1s delay in the experience load itself?
World->GetTimerManager().SetTimerForNextTick(FTimerDelegate::CreateUObject(this, &ThisClass::Step4_BroadcastReady));
}
else
{
ExperienceComponent->CallOrRegister_OnExperienceLoaded(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::Step3_HandleExperienceLoaded));
}
}
void UAsyncAction_ExperienceReady::Step3_HandleExperienceLoaded(const ULyraExperienceDefinition* CurrentExperience)
{
Step4_BroadcastReady();
}
void UAsyncAction_ExperienceReady::Step4_BroadcastReady()
{
OnReady.Broadcast();
SetReadyToDestroy();
}
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