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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 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "InputModifiers.h"
#include "UObject/UnrealType.h"
#include "LyraInputModifiers.generated.h"
struct FInputActionValue;
class FProperty;
class UEnhancedPlayerInput;
class ULyraAimSensitivityData;
class UObject;
/**
* Scales input basedon a double property in the SharedUserSettings
*/
UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Setting Based Scalar"))
class ULyraSettingBasedScalar : public UInputModifier
{
GENERATED_BODY()
public:
/** Name of the property that will be used to clamp the X Axis of this value */
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings)
FName XAxisScalarSettingName = NAME_None;
/** Name of the property that will be used to clamp the Y Axis of this value */
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings)
FName YAxisScalarSettingName = NAME_None;
/** Name of the property that will be used to clamp the Z Axis of this value */
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings)
FName ZAxisScalarSettingName = NAME_None;
/** Set the maximium value of this setting on each axis. */
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings)
FVector MaxValueClamp = FVector(10.0, 10.0, 10.0);
/** Set the minimum value of this setting on each axis. */
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings)
FVector MinValueClamp = FVector::ZeroVector;
protected:
virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override;
/** FProperty Cache that will be populated with any found FProperty's on the settings class so that we don't need to look them up each frame */
TArray<const FProperty*> PropertyCache;
};
/** Represents which stick that this deadzone is for, either the move or the look stick */
UENUM()
enum class EDeadzoneStick : uint8
{
/** Deadzone for the movement stick */
MoveStick = 0,
/** Deadzone for the looking stick */
LookStick = 1,
};
/**
* This is a deadzone input modifier that will have it's thresholds driven by what is in the Lyra Shared game settings.
*/
UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Lyra Settings Driven Dead Zone"))
class ULyraInputModifierDeadZone : public UInputModifier
{
GENERATED_BODY()
public:
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config)
EDeadZoneType Type = EDeadZoneType::Radial;
// Threshold above which input is clamped to 1
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config)
float UpperThreshold = 1.0f;
/** Which stick this deadzone is for. This controls which setting will be used when calculating the deadzone */
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config)
EDeadzoneStick DeadzoneStick = EDeadzoneStick::MoveStick;
protected:
virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override;
// Visualize as black when unmodified. Red when blocked (with differing intensities to indicate axes)
// Mirrors visualization in https://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php.
virtual FLinearColor GetVisualizationColor_Implementation(FInputActionValue SampleValue, FInputActionValue FinalValue) const override;
};
/** The type of targeting sensitity that should be considered */
UENUM()
enum class ELyraTargetingType : uint8
{
/** Sensitivity to be applied why normally looking around */
Normal = 0,
/** The sensitivity that should be applied while Aiming Down Sights */
ADS = 1,
};
/** Applies a scalar modifier based on the current gamepad settings in Lyra Shared game settings. */
UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Lyra Gamepad Sensitivity"))
class ULyraInputModifierGamepadSensitivity : public UInputModifier
{
GENERATED_BODY()
public:
/** The type of targeting to use for this Sensitivity */
UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config)
ELyraTargetingType TargetingType = ELyraTargetingType::Normal;
/** Asset that gives us access to the float scalar value being used for sensitivty */
UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server"))
TObjectPtr<const ULyraAimSensitivityData> SensitivityLevelTable;
protected:
virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override;
};
/** Applies an inversion of axis values based on a setting in the Lyra Shared game settings */
UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Lyra Aim Inversion Setting"))
class ULyraInputModifierAimInversion : public UInputModifier
{
GENERATED_BODY()
protected:
virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override;
};
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