unitysamples / LyraStarterGame /Source /LyraGame /Feedback /ContextEffects /AnimNotify_LyraContextEffects.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UAnimNotify_LyraContextEffects::UAnimNotify_LyraContextEffects() | |
| { | |
| } | |
| void UAnimNotify_LyraContextEffects::PostLoad() | |
| { | |
| Super::PostLoad(); | |
| } | |
| void UAnimNotify_LyraContextEffects::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) | |
| { | |
| Super::PostEditChangeProperty(PropertyChangedEvent); | |
| } | |
| FString UAnimNotify_LyraContextEffects::GetNotifyName_Implementation() const | |
| { | |
| // If the Effect Tag is valid, pass the string name to the notify name | |
| if (Effect.IsValid()) | |
| { | |
| return Effect.ToString(); | |
| } | |
| return Super::GetNotifyName_Implementation(); | |
| } | |
| void UAnimNotify_LyraContextEffects::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, | |
| const FAnimNotifyEventReference& EventReference) | |
| { | |
| Super::Notify(MeshComp, Animation, EventReference); | |
| if (MeshComp) | |
| { | |
| // Make sure both MeshComp and Owning Actor is valid | |
| if (AActor* OwningActor = MeshComp->GetOwner()) | |
| { | |
| // Prepare Trace Data | |
| bool bHitSuccess = false; | |
| FHitResult HitResult; | |
| FCollisionQueryParams QueryParams; | |
| if (TraceProperties.bIgnoreActor) | |
| { | |
| QueryParams.AddIgnoredActor(OwningActor); | |
| } | |
| QueryParams.bReturnPhysicalMaterial = true; | |
| if (bPerformTrace) | |
| { | |
| // If trace is needed, set up Start Location to Attached | |
| FVector TraceStart = bAttached ? MeshComp->GetSocketLocation(SocketName) : MeshComp->GetComponentLocation(); | |
| // Make sure World is valid | |
| if (UWorld* World = OwningActor->GetWorld()) | |
| { | |
| // Call Line Trace, Pass in relevant properties | |
| bHitSuccess = World->LineTraceSingleByChannel(HitResult, TraceStart, (TraceStart + TraceProperties.EndTraceLocationOffset), | |
| TraceProperties.TraceChannel, QueryParams, FCollisionResponseParams::DefaultResponseParam); | |
| } | |
| } | |
| // Prepare Contexts in advance | |
| FGameplayTagContainer Contexts; | |
| // Set up Array of Objects that implement the Context Effects Interface | |
| TArray<UObject*> LyraContextEffectImplementingObjects; | |
| // Determine if the Owning Actor is one of the Objects that implements the Context Effects Interface | |
| if (OwningActor->Implements<ULyraContextEffectsInterface>()) | |
| { | |
| // If so, add it to the Array | |
| LyraContextEffectImplementingObjects.Add(OwningActor); | |
| } | |
| // Cycle through Owning Actor's Components and determine if any of them is a Component implementing the Context Effect Interface | |
| for (const auto Component : OwningActor->GetComponents()) | |
| { | |
| if (Component) | |
| { | |
| // If the Component implements the Context Effects Interface, add it to the list | |
| if (Component->Implements<ULyraContextEffectsInterface>()) | |
| { | |
| LyraContextEffectImplementingObjects.Add(Component); | |
| } | |
| } | |
| } | |
| // Cycle through all objects implementing the Context Effect Interface | |
| for (UObject* LyraContextEffectImplementingObject : LyraContextEffectImplementingObjects) | |
| { | |
| if (LyraContextEffectImplementingObject) | |
| { | |
| // If the object is still valid, Execute the AnimMotionEffect Event on it, passing in relevant data | |
| ILyraContextEffectsInterface::Execute_AnimMotionEffect(LyraContextEffectImplementingObject, | |
| (bAttached ? SocketName : FName("None")), | |
| Effect, MeshComp, LocationOffset, RotationOffset, | |
| Animation, bHitSuccess, HitResult, Contexts, VFXProperties.Scale, | |
| AudioProperties.VolumeMultiplier, AudioProperties.PitchMultiplier); | |
| } | |
| } | |
| // This is for Anim Editor previewing, it is a deconstruction of the calls made by the Interface and the Subsystem | |
| if (bPreviewInEditor) | |
| { | |
| UWorld* World = OwningActor->GetWorld(); | |
| // Get the world, make sure it's an Editor Preview World | |
| if (World && World->WorldType == EWorldType::EditorPreview) | |
| { | |
| // Add Preview contexts if necessary | |
| Contexts.AppendTags(PreviewProperties.PreviewContexts); | |
| // Convert given Surface Type to Context and Add it to the Contexts for this Preview | |
| if (PreviewProperties.bPreviewPhysicalSurfaceAsContext) | |
| { | |
| TEnumAsByte<EPhysicalSurface> PhysicalSurfaceType = PreviewProperties.PreviewPhysicalSurface; | |
| if (const ULyraContextEffectsSettings* LyraContextEffectsSettings = GetDefault<ULyraContextEffectsSettings>()) | |
| { | |
| if (const FGameplayTag* SurfaceContextPtr = LyraContextEffectsSettings->SurfaceTypeToContextMap.Find(PhysicalSurfaceType)) | |
| { | |
| FGameplayTag SurfaceContext = *SurfaceContextPtr; | |
| Contexts.AddTag(SurfaceContext); | |
| } | |
| } | |
| } | |
| // Libraries are soft referenced, so you will want to try to load them now | |
| // TODO Async Asset Loading | |
| if (UObject* EffectsLibrariesObj = PreviewProperties.PreviewContextEffectsLibrary.TryLoad()) | |
| { | |
| // Check if it is in fact a ULyraContextEffectLibrary type | |
| if (ULyraContextEffectsLibrary* EffectLibrary = Cast<ULyraContextEffectsLibrary>(EffectsLibrariesObj)) | |
| { | |
| // Prepare Sounds and Niagara System Arrays | |
| TArray<USoundBase*> TotalSounds; | |
| TArray<UNiagaraSystem*> TotalNiagaraSystems; | |
| // Attempt to load the Effect Library content (will cache in Transient data on the Effect Library Asset) | |
| EffectLibrary->LoadEffects(); | |
| // If the Effect Library is valid and marked as Loaded, Get Effects from it | |
| if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EContextEffectsLibraryLoadState::Loaded) | |
| { | |
| // Prepare local arrays | |
| TArray<USoundBase*> Sounds; | |
| TArray<UNiagaraSystem*> NiagaraSystems; | |
| // Get the Effects | |
| EffectLibrary->GetEffects(Effect, Contexts, Sounds, NiagaraSystems); | |
| // Append to the accumulating arrays | |
| TotalSounds.Append(Sounds); | |
| TotalNiagaraSystems.Append(NiagaraSystems); | |
| } | |
| // Cycle through Sounds and call Spawn Sound Attached, passing in relevant data | |
| for (USoundBase* Sound : TotalSounds) | |
| { | |
| UGameplayStatics::SpawnSoundAttached(Sound, MeshComp, (bAttached ? SocketName : FName("None")), LocationOffset, RotationOffset, EAttachLocation::KeepRelativeOffset, | |
| false, AudioProperties.VolumeMultiplier, AudioProperties.PitchMultiplier, 0.0f, nullptr, nullptr, true); | |
| } | |
| // Cycle through Niagara Systems and call Spawn System Attached, passing in relevant data | |
| for (UNiagaraSystem* NiagaraSystem : TotalNiagaraSystems) | |
| { | |
| UNiagaraFunctionLibrary::SpawnSystemAttached(NiagaraSystem, MeshComp, (bAttached ? SocketName : FName("None")), LocationOffset, | |
| RotationOffset, VFXProperties.Scale, EAttachLocation::KeepRelativeOffset, true, ENCPoolMethod::None, true, true); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| void UAnimNotify_LyraContextEffects::ValidateAssociatedAssets() | |
| { | |
| Super::ValidateAssociatedAssets(); | |
| } | |
| void UAnimNotify_LyraContextEffects::SetParameters(FGameplayTag EffectIn, FVector LocationOffsetIn, FRotator RotationOffsetIn, | |
| FLyraContextEffectAnimNotifyVFXSettings VFXPropertiesIn, FLyraContextEffectAnimNotifyAudioSettings AudioPropertiesIn, | |
| bool bAttachedIn, FName SocketNameIn, bool bPerformTraceIn, FLyraContextEffectAnimNotifyTraceSettings TracePropertiesIn) | |
| { | |
| Effect = EffectIn; | |
| LocationOffset = LocationOffsetIn; | |
| RotationOffset = RotationOffsetIn; | |
| VFXProperties.Scale = VFXPropertiesIn.Scale; | |
| AudioProperties.PitchMultiplier = AudioPropertiesIn.PitchMultiplier; | |
| AudioProperties.VolumeMultiplier = AudioPropertiesIn.VolumeMultiplier; | |
| bAttached = bAttachedIn; | |
| SocketName = SocketNameIn; | |
| bPerformTrace = bPerformTraceIn; | |
| TraceProperties.EndTraceLocationOffset = TracePropertiesIn.EndTraceLocationOffset; | |
| TraceProperties.TraceChannel = TracePropertiesIn.TraceChannel; | |
| TraceProperties.bIgnoreActor = TracePropertiesIn.bIgnoreActor; | |
| } | |