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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraWeaponInstance.h"
#include "GameFramework/Pawn.h"
#include "Engine/World.h"
#include "Math/UnrealMathUtility.h"
#include "Misc/AssertionMacros.h"
#include "GameFramework/InputDeviceSubsystem.h"
#include "GameFramework/InputDeviceProperties.h"
#include "Character/LyraHealthComponent.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraWeaponInstance)
class UAnimInstance;
struct FGameplayTagContainer;
ULyraWeaponInstance::ULyraWeaponInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
// Listen for death of the owning pawn so that any device properties can be removed if we
// die and can't unequip
if (APawn* Pawn = GetPawn())
{
// We only need to do this for player controlled pawns, since AI and others won't have input devices on the client
if (Pawn->IsPlayerControlled())
{
if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(GetPawn()))
{
HealthComponent->OnDeathStarted.AddDynamic(this, &ThisClass::OnDeathStarted);
}
}
}
}
void ULyraWeaponInstance::OnEquipped()
{
Super::OnEquipped();
UWorld* World = GetWorld();
check(World);
TimeLastEquipped = World->GetTimeSeconds();
ApplyDeviceProperties();
}
void ULyraWeaponInstance::OnUnequipped()
{
Super::OnUnequipped();
RemoveDeviceProperties();
}
void ULyraWeaponInstance::UpdateFiringTime()
{
UWorld* World = GetWorld();
check(World);
TimeLastFired = World->GetTimeSeconds();
}
float ULyraWeaponInstance::GetTimeSinceLastInteractedWith() const
{
UWorld* World = GetWorld();
check(World);
const double WorldTime = World->GetTimeSeconds();
double Result = WorldTime - TimeLastEquipped;
if (TimeLastFired > 0.0)
{
const double TimeSinceFired = WorldTime - TimeLastFired;
Result = FMath::Min(Result, TimeSinceFired);
}
return Result;
}
TSubclassOf<UAnimInstance> ULyraWeaponInstance::PickBestAnimLayer(bool bEquipped, const FGameplayTagContainer& CosmeticTags) const
{
const FLyraAnimLayerSelectionSet& SetToQuery = (bEquipped ? EquippedAnimSet : UneuippedAnimSet);
return SetToQuery.SelectBestLayer(CosmeticTags);
}
const FPlatformUserId ULyraWeaponInstance::GetOwningUserId() const
{
if (const APawn* Pawn = GetPawn())
{
return Pawn->GetPlatformUserId();
}
return PLATFORMUSERID_NONE;
}
void ULyraWeaponInstance::ApplyDeviceProperties()
{
const FPlatformUserId UserId = GetOwningUserId();
if (UserId.IsValid())
{
if (UInputDeviceSubsystem* InputDeviceSubsystem = UInputDeviceSubsystem::Get())
{
for (TObjectPtr<UInputDeviceProperty>& DeviceProp : ApplicableDeviceProperties)
{
FActivateDevicePropertyParams Params = {};
Params.UserId = UserId;
// By default, the device property will be played on the Platform User's Primary Input Device.
// If you want to override this and set a specific device, then you can set the DeviceId parameter.
//Params.DeviceId = <some specific device id>;
// Don't remove this property it was evaluated. We want the properties to be applied as long as we are holding the
// weapon, and will remove them manually in OnUnequipped
Params.bLooping = true;
DevicePropertyHandles.Emplace(InputDeviceSubsystem->ActivateDeviceProperty(DeviceProp, Params));
}
}
}
}
void ULyraWeaponInstance::RemoveDeviceProperties()
{
const FPlatformUserId UserId = GetOwningUserId();
if (UserId.IsValid() && !DevicePropertyHandles.IsEmpty())
{
// Remove any device properties that have been applied
if (UInputDeviceSubsystem* InputDeviceSubsystem = UInputDeviceSubsystem::Get())
{
InputDeviceSubsystem->RemoveDevicePropertyHandles(DevicePropertyHandles);
DevicePropertyHandles.Empty();
}
}
}
void ULyraWeaponInstance::OnDeathStarted(AActor* OwningActor)
{
// Remove any possibly active device properties when we die to make sure that there aren't any lingering around
RemoveDeviceProperties();
}
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