unitysamples / LyraStarterGame /Source /LyraGame /Feedback /ContextEffects /LyraContextEffectsLibrary.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| void ULyraContextEffectsLibrary::GetEffects(const FGameplayTag Effect, const FGameplayTagContainer Context, | |
| TArray<USoundBase*>& Sounds, TArray<UNiagaraSystem*>& NiagaraSystems) | |
| { | |
| // Make sure Effect is valid and Library is loaded | |
| if (Effect.IsValid() && Context.IsValid() && EffectsLoadState == EContextEffectsLibraryLoadState::Loaded) | |
| { | |
| // Loop through Context Effects | |
| for (const auto& ActiveContextEffect : ActiveContextEffects) | |
| { | |
| // Make sure the Effect is an exact Tag Match and ensure the Context has all tags in the Effect (and neither or both are empty) | |
| if (Effect.MatchesTagExact(ActiveContextEffect->EffectTag) | |
| && Context.HasAllExact(ActiveContextEffect->Context) | |
| && (ActiveContextEffect->Context.IsEmpty() == Context.IsEmpty())) | |
| { | |
| // Get all Matching Sounds and Niagara Systems | |
| Sounds.Append(ActiveContextEffect->Sounds); | |
| NiagaraSystems.Append(ActiveContextEffect->NiagaraSystems); | |
| } | |
| } | |
| } | |
| } | |
| void ULyraContextEffectsLibrary::LoadEffects() | |
| { | |
| // Load Effects into Library if not currently loading | |
| if (EffectsLoadState != EContextEffectsLibraryLoadState::Loading) | |
| { | |
| // Set load state to loading | |
| EffectsLoadState = EContextEffectsLibraryLoadState::Loading; | |
| // Clear out any old Active Effects | |
| ActiveContextEffects.Empty(); | |
| // Call internal loading function | |
| LoadEffectsInternal(); | |
| } | |
| } | |
| EContextEffectsLibraryLoadState ULyraContextEffectsLibrary::GetContextEffectsLibraryLoadState() | |
| { | |
| // Return current Load State | |
| return EffectsLoadState; | |
| } | |
| void ULyraContextEffectsLibrary::LoadEffectsInternal() | |
| { | |
| // TODO Add Async Loading for Libraries | |
| // Copy data for async load | |
| TArray<FLyraContextEffects> LocalContextEffects = ContextEffects; | |
| // Prepare Active Context Effects Array | |
| TArray<ULyraActiveContextEffects*> ActiveContextEffectsArray; | |
| // Loop through Context Effects | |
| for (const FLyraContextEffects& ContextEffect : LocalContextEffects) | |
| { | |
| // Make sure Tags are Valid | |
| if (ContextEffect.EffectTag.IsValid() && ContextEffect.Context.IsValid()) | |
| { | |
| // Create new Active Context Effect | |
| ULyraActiveContextEffects* NewActiveContextEffects = NewObject<ULyraActiveContextEffects>(this); | |
| // Pass relevant tag data | |
| NewActiveContextEffects->EffectTag = ContextEffect.EffectTag; | |
| NewActiveContextEffects->Context = ContextEffect.Context; | |
| // Try to load and add Effects to New Active Context Effects | |
| for (const FSoftObjectPath& Effect : ContextEffect.Effects) | |
| { | |
| if (UObject* Object = Effect.TryLoad()) | |
| { | |
| if (Object->IsA(USoundBase::StaticClass())) | |
| { | |
| if (USoundBase* SoundBase = Cast<USoundBase>(Object)) | |
| { | |
| NewActiveContextEffects->Sounds.Add(SoundBase); | |
| } | |
| } | |
| else if (Object->IsA(UNiagaraSystem::StaticClass())) | |
| { | |
| if (UNiagaraSystem* NiagaraSystem = Cast<UNiagaraSystem>(Object)) | |
| { | |
| NewActiveContextEffects->NiagaraSystems.Add(NiagaraSystem); | |
| } | |
| } | |
| } | |
| } | |
| // Add New Active Context to the Active Context Effects Array | |
| ActiveContextEffectsArray.Add(NewActiveContextEffects); | |
| } | |
| } | |
| // TODO Call Load Complete after Async Load | |
| // Mark loading complete | |
| this->LyraContextEffectLibraryLoadingComplete(ActiveContextEffectsArray); | |
| } | |
| void ULyraContextEffectsLibrary::LyraContextEffectLibraryLoadingComplete( | |
| TArray<ULyraActiveContextEffects*> LyraActiveContextEffects) | |
| { | |
| // Flag data as loaded | |
| EffectsLoadState = EContextEffectsLibraryLoadState::Loaded; | |
| // Append incoming Context Effects Array to current list of Active Context Effects | |
| ActiveContextEffects.Append(LyraActiveContextEffects); | |
| } | |