unitysamples / LyraStarterGame /Source /LyraGame /Feedback /ContextEffects /LyraContextEffectsSubsystem.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class AActor; | |
| class UAudioComponent; | |
| class UNiagaraSystem; | |
| class USceneComponent; | |
| class USoundBase; | |
| void ULyraContextEffectsSubsystem::SpawnContextEffects( | |
| const AActor* SpawningActor | |
| , USceneComponent* AttachToComponent | |
| , const FName AttachPoint | |
| , const FVector LocationOffset | |
| , const FRotator RotationOffset | |
| , FGameplayTag Effect | |
| , FGameplayTagContainer Contexts | |
| , TArray<UAudioComponent*>& AudioOut | |
| , TArray<UNiagaraComponent*>& NiagaraOut | |
| , FVector VFXScale | |
| , float AudioVolume | |
| , float AudioPitch) | |
| { | |
| // First determine if this Actor has a matching Set of Libraries | |
| if (TObjectPtr<ULyraContextEffectsSet>* EffectsLibrariesSetPtr = ActiveActorEffectsMap.Find(SpawningActor)) | |
| { | |
| // Validate the pointers from the Map Find | |
| if (ULyraContextEffectsSet* EffectsLibraries = *EffectsLibrariesSetPtr) | |
| { | |
| // Prepare Arrays for Sounds and Niagara Systems | |
| TArray<USoundBase*> TotalSounds; | |
| TArray<UNiagaraSystem*> TotalNiagaraSystems; | |
| // Cycle through Effect Libraries | |
| for (ULyraContextEffectsLibrary* EffectLibrary : EffectsLibraries->LyraContextEffectsLibraries) | |
| { | |
| // Check if the Effect Library is valid and data Loaded | |
| if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EContextEffectsLibraryLoadState::Loaded) | |
| { | |
| // Set up local list of Sounds and Niagara Systems | |
| TArray<USoundBase*> Sounds; | |
| TArray<UNiagaraSystem*> NiagaraSystems; | |
| // Get Sounds and Niagara Systems | |
| EffectLibrary->GetEffects(Effect, Contexts, Sounds, NiagaraSystems); | |
| // Append to accumulating array | |
| TotalSounds.Append(Sounds); | |
| TotalNiagaraSystems.Append(NiagaraSystems); | |
| } | |
| else if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EContextEffectsLibraryLoadState::Unloaded) | |
| { | |
| // Else load effects | |
| EffectLibrary->LoadEffects(); | |
| } | |
| } | |
| // Cycle through found Sounds | |
| for (USoundBase* Sound : TotalSounds) | |
| { | |
| // Spawn Sounds Attached, add Audio Component to List of ACs | |
| UAudioComponent* AudioComponent = UGameplayStatics::SpawnSoundAttached(Sound, AttachToComponent, AttachPoint, LocationOffset, RotationOffset, EAttachLocation::KeepRelativeOffset, | |
| false, AudioVolume, AudioPitch, 0.0f, nullptr, nullptr, true); | |
| AudioOut.Add(AudioComponent); | |
| } | |
| // Cycle through found Niagara Systems | |
| for (UNiagaraSystem* NiagaraSystem : TotalNiagaraSystems) | |
| { | |
| // Spawn Niagara Systems Attached, add Niagara Component to List of NCs | |
| UNiagaraComponent* NiagaraComponent = UNiagaraFunctionLibrary::SpawnSystemAttached(NiagaraSystem, AttachToComponent, AttachPoint, LocationOffset, | |
| RotationOffset, VFXScale, EAttachLocation::KeepRelativeOffset, true, ENCPoolMethod::None, true, true); | |
| NiagaraOut.Add(NiagaraComponent); | |
| } | |
| } | |
| } | |
| } | |
| bool ULyraContextEffectsSubsystem::GetContextFromSurfaceType( | |
| TEnumAsByte<EPhysicalSurface> PhysicalSurface, FGameplayTag& Context) | |
| { | |
| // Get Project Settings | |
| if (const ULyraContextEffectsSettings* ProjectSettings = GetDefault<ULyraContextEffectsSettings>()) | |
| { | |
| // Find which Gameplay Tag the Surface Type is mapped to | |
| if (const FGameplayTag* GameplayTagPtr = ProjectSettings->SurfaceTypeToContextMap.Find(PhysicalSurface)) | |
| { | |
| Context = *GameplayTagPtr; | |
| } | |
| } | |
| // Return true if Context is Valid | |
| return Context.IsValid(); | |
| } | |
| void ULyraContextEffectsSubsystem::LoadAndAddContextEffectsLibraries(AActor* OwningActor, | |
| TSet<TSoftObjectPtr<ULyraContextEffectsLibrary>> ContextEffectsLibraries) | |
| { | |
| // Early out if Owning Actor is invalid or if the associated Libraries is 0 (or less) | |
| if (OwningActor == nullptr || ContextEffectsLibraries.Num() <= 0) | |
| { | |
| return; | |
| } | |
| // Create new Context Effect Set | |
| ULyraContextEffectsSet* EffectsLibrariesSet = NewObject<ULyraContextEffectsSet>(this); | |
| // Cycle through Libraries getting Soft Obj Refs | |
| for (const TSoftObjectPtr<ULyraContextEffectsLibrary>& ContextEffectSoftObj : ContextEffectsLibraries) | |
| { | |
| // Load Library Assets from Soft Obj refs | |
| // TODO Support Async Loading of Asset Data | |
| if (ULyraContextEffectsLibrary* EffectsLibrary = ContextEffectSoftObj.LoadSynchronous()) | |
| { | |
| // Call load on valid Libraries | |
| EffectsLibrary->LoadEffects(); | |
| // Add new library to Set | |
| EffectsLibrariesSet->LyraContextEffectsLibraries.Add(EffectsLibrary); | |
| } | |
| } | |
| // Update Active Actor Effects Map | |
| ActiveActorEffectsMap.Emplace(OwningActor, EffectsLibrariesSet); | |
| } | |
| void ULyraContextEffectsSubsystem::UnloadAndRemoveContextEffectsLibraries(AActor* OwningActor) | |
| { | |
| // Early out if Owning Actor is invalid | |
| if (OwningActor == nullptr) | |
| { | |
| return; | |
| } | |
| // Remove ref from Active Actor/Effects Set Map | |
| ActiveActorEffectsMap.Remove(OwningActor); | |
| } | |