unitysamples / LyraStarterGame /Source /LyraGame /Feedback /NumberPops /LyraNumberPopComponent_MeshText.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UStaticMesh; | |
| ULyraNumberPopComponent_MeshText::ULyraNumberPopComponent_MeshText(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| ComponentLifespan = 1.f; | |
| SignDigitParameterName = FName(TEXT("+Or-")); | |
| ColorParameterName = FName(TEXT("Color")); | |
| AnimationLifespanParameterName = FName(TEXT("Animation Lifespan")); | |
| IsCriticalHitParameterName = FName(TEXT("isCriticalHit?")); | |
| MoveToCameraParameterName = FName(TEXT("MoveToCamera")); | |
| PositionParameterNames = { TEXT("0a"), TEXT("1a"), TEXT("2a"), TEXT("3a"), TEXT("4a"), TEXT("5a"), TEXT("6a"), TEXT("7a"), TEXT("8a") }; | |
| ScaleRotationAngleParameterNames = { TEXT("0b"), TEXT("1b"), TEXT("2b"), TEXT("3b"), TEXT("4b"), TEXT("5b"), TEXT("6b"), TEXT("7b"), TEXT("8b") }; | |
| DurationParameterNames = { TEXT("0c"), TEXT("1c"), TEXT("2c"), TEXT("3c"), TEXT("4c"), TEXT("5c"), TEXT("6c"), TEXT("7c"), TEXT("8c") }; | |
| SpacingPercentageForOnes = 0.8f; | |
| DistanceFromCameraBeforeDoublingSize = 1024.f; | |
| CriticalHitSizeMultiplier = 1.7f; | |
| FontXSize = 10.920001f; | |
| FontYSize = 21.0f; | |
| NumberOfNumberRotations = 1.f; | |
| } | |
| void ULyraNumberPopComponent_MeshText::AddNumberPop(const FLyraNumberPopRequest& NewRequest) | |
| { | |
| // Drop requests for remote players on the floor | |
| // (this prevents multiple pops from showing up for the host of a listen server) | |
| if (APlayerController* PC = GetController<APlayerController>()) | |
| { | |
| if (!PC->IsLocalController()) | |
| { | |
| return; | |
| } | |
| } | |
| FTempNumberPopInfo PreparedNumberInfo; | |
| // Prepare the DamageNumberArray with the digits from the damage. | |
| { | |
| int32 LocalDamage = NewRequest.NumberToDisplay; | |
| PreparedNumberInfo.DamageNumberArray.Empty(); | |
| if (LocalDamage == 0) | |
| { | |
| // We want to just show a zero | |
| PreparedNumberInfo.DamageNumberArray.Insert(0, 0); | |
| } | |
| else | |
| { | |
| // Parse the base10 number into an array | |
| while (LocalDamage > 0) | |
| { | |
| PreparedNumberInfo.DamageNumberArray.Insert(LocalDamage % 10, 0); | |
| LocalDamage /= 10; | |
| } | |
| } | |
| // Insert a zero to reserve space for + or -. Used by the blueprint | |
| PreparedNumberInfo.DamageNumberArray.Insert(0, 0); | |
| } | |
| // Grab a component from the pool for this number or create one | |
| { | |
| UStaticMesh* MeshToUse = DetermineStaticMesh(NewRequest); | |
| if (MeshToUse == nullptr) | |
| { | |
| return; | |
| } | |
| FPooledNumberPopComponentList& ComponentPool = PooledComponentMap.FindOrAdd(MeshToUse); | |
| UStaticMeshComponent* ComponentToUse = nullptr; | |
| if (ComponentPool.Components.Num() > 0) | |
| { | |
| ComponentToUse = ComponentPool.Components.Pop(); | |
| } | |
| else | |
| { | |
| ComponentToUse = NewObject<UStaticMeshComponent>(GetOwner()); | |
| ComponentToUse->SetupAttachment(nullptr); | |
| ComponentToUse->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName); | |
| ComponentToUse->SetStaticMesh(MeshToUse); | |
| // Used to allow post-processes to opt out of affecting the number pop digits | |
| ComponentToUse->SetRenderCustomDepth(true); | |
| ComponentToUse->SetCustomDepthStencilValue(123); | |
| // The digits travel a great distance from their original bounds due to | |
| // world position offset (WPO) animation in the material, so expand bounds | |
| ComponentToUse->SetBoundsScale(2000.0f); | |
| // We'll be overriding values like the desired color and digits to use, so we need MIDs | |
| for (int32 MatIdx = 0; MatIdx < ComponentToUse->GetNumMaterials(); ++MatIdx) | |
| { | |
| ComponentToUse->CreateDynamicMaterialInstance(MatIdx); | |
| } | |
| } | |
| // Register | |
| check(ComponentToUse); | |
| ComponentToUse->RegisterComponent(); | |
| // Add to the "live" list | |
| UWorld* LocalWorld = GetWorld(); | |
| check(LocalWorld); | |
| LiveComponents.Emplace(ComponentToUse, &ComponentPool, LocalWorld->GetTimeSeconds() + ComponentLifespan); | |
| // Assign struct pointers | |
| PreparedNumberInfo.StaticMeshComponent = ComponentToUse; | |
| for (int32 MatIdx = 0; MatIdx < ComponentToUse->GetNumMaterials(); ++MatIdx) | |
| { | |
| UMaterialInstanceDynamic* NewMID = Cast<UMaterialInstanceDynamic>(ComponentToUse->GetMaterial(MatIdx)); | |
| PreparedNumberInfo.MeshMIDs.Add(NewMID); | |
| } | |
| // Start the timer if it wasn't already running | |
| if (!LocalWorld->GetTimerManager().IsTimerActive(ReleaseTimerHandle)) | |
| { | |
| LocalWorld->GetTimerManager().SetTimer(ReleaseTimerHandle, this, &ThisClass::ReleaseNextComponents, ComponentLifespan); | |
| } | |
| } | |
| // Determine the position | |
| FTransform CameraTransform; | |
| FVector NumberLocation(NewRequest.WorldLocation); | |
| if (APlayerController* PC = GetController<APlayerController>()) | |
| { | |
| if (APlayerCameraManager* PlayerCameraManager = PC->PlayerCameraManager) | |
| { | |
| CameraTransform = FTransform(PlayerCameraManager->GetCameraRotation(), PlayerCameraManager->GetCameraLocation()); | |
| FVector LocationOffset(ForceInitToZero); | |
| const float RandomMagnitude = 5.0f; //@TODO: Make this style driven | |
| LocationOffset += FMath::RandPointInBox(FBox(FVector(-RandomMagnitude), FVector(RandomMagnitude))); | |
| NumberLocation += LocationOffset; | |
| } | |
| } | |
| PreparedNumberInfo.StaticMeshComponent->SetWorldTransform(FTransform(CameraTransform.GetRotation(), NumberLocation)); | |
| // Now apply the material parameters to make the digits, etc... | |
| SetMaterialParameters(NewRequest, PreparedNumberInfo, CameraTransform, NumberLocation); | |
| } | |
| void ULyraNumberPopComponent_MeshText::ReleaseNextComponents() | |
| { | |
| UWorld* LocalWorld = GetWorld(); | |
| check(LocalWorld); | |
| const float CurrentTime = LocalWorld->GetTimeSeconds(); | |
| int32 NumReleased = 0; | |
| for (const FLiveNumberPopEntry& LiveComp : LiveComponents) | |
| { | |
| if (CurrentTime >= LiveComp.ReleaseTime) | |
| { | |
| NumReleased++; | |
| if (ensure(LiveComp.Component)) | |
| { | |
| LiveComp.Component->UnregisterComponent(); | |
| if (ensure(LiveComp.Pool)) | |
| { | |
| // Return this component to the pool | |
| LiveComp.Pool->Components.Push(LiveComp.Component); | |
| } | |
| else | |
| { | |
| // No pool. Just remove it. | |
| LiveComp.Component->SetFlags(RF_Transient); | |
| LiveComp.Component->Rename(nullptr, GetTransientPackage(), RF_NoFlags); | |
| } | |
| } | |
| } | |
| else | |
| { | |
| // These are in chronological order so none of the other elements will be deleted | |
| break; | |
| } | |
| } | |
| // Actually remove it from the live components array | |
| LiveComponents.RemoveAt(0, NumReleased); | |
| // If we still have live components animating, set the timer to remove the next one | |
| if (LiveComponents.Num() > 0) | |
| { | |
| const float TimeUntilNextRelease = LiveComponents[0].ReleaseTime - CurrentTime; | |
| LocalWorld->GetTimerManager().SetTimer(ReleaseTimerHandle, this, &ThisClass::ReleaseNextComponents, TimeUntilNextRelease); | |
| } | |
| } | |
| FLinearColor ULyraNumberPopComponent_MeshText::DetermineColor(const FLyraNumberPopRequest& Request) const | |
| { | |
| for (ULyraDamagePopStyle* Style : Styles) | |
| { | |
| if ((Style != nullptr) && Style->bOverrideColor) | |
| { | |
| if (Style->MatchPattern.Matches(Request.TargetTags)) | |
| { | |
| return Request.bIsCriticalDamage ? Style->CriticalColor : Style->Color; | |
| } | |
| } | |
| } | |
| return FLinearColor::White; | |
| } | |
| UStaticMesh* ULyraNumberPopComponent_MeshText::DetermineStaticMesh(const FLyraNumberPopRequest& Request) const | |
| { | |
| for (ULyraDamagePopStyle* Style : Styles) | |
| { | |
| if ((Style != nullptr) && Style->bOverrideMesh) | |
| { | |
| if (Style->MatchPattern.Matches(Request.TargetTags)) | |
| { | |
| return Style->TextMesh; | |
| } | |
| } | |
| } | |
| return nullptr; | |
| } | |
| void ULyraNumberPopComponent_MeshText::SetMaterialParameters(const FLyraNumberPopRequest& Request, FTempNumberPopInfo& NewDamageNumberInfo, const FTransform& CameraTransform, const FVector& NumberLocation) | |
| { | |
| UWorld* World = GetWorld(); | |
| if (World && GEngine) | |
| { | |
| const float RealGameTime = World->GetRealTimeSeconds(); | |
| // Whether we should show a sign as the first digit, and if so which one | |
| // (if bIsSignNegative is true, we show minus, false is plus) | |
| const bool bShouldShowSign = false; | |
| const bool bIsSignNegative = true; | |
| for (UMaterialInstanceDynamic* MeshMID : NewDamageNumberInfo.MeshMIDs) | |
| { | |
| MeshMID->SetScalarParameterValue(SignDigitParameterName, bIsSignNegative ? 0.5f : 0.0f); | |
| MeshMID->SetVectorParameterValue(ColorParameterName, DetermineColor(Request)); | |
| // IF the damage number has more digits than we support | |
| // THEN force the damage number to the highest number we can support | |
| const int32 MaxSupportedDigits = FMath::Min(FMath::Min(PositionParameterNames.Num(), ScaleRotationAngleParameterNames.Num()), DurationParameterNames.Num()); | |
| if (!ensure(NewDamageNumberInfo.DamageNumberArray.Num() <= MaxSupportedDigits)) | |
| { | |
| NewDamageNumberInfo.DamageNumberArray.SetNum(MaxSupportedDigits); | |
| // Set all number digits to 9 so we show the largest number we can | |
| // Skip digit 0 because that digit is for the +/- sign | |
| for (int32 DigitIndex = 1; DigitIndex < NewDamageNumberInfo.DamageNumberArray.Num(); ++DigitIndex) | |
| { | |
| NewDamageNumberInfo.DamageNumberArray[DigitIndex] = 9; | |
| } | |
| } | |
| MeshMID->SetScalarParameterValue(AnimationLifespanParameterName, ComponentLifespan); | |
| MeshMID->SetScalarParameterValue(IsCriticalHitParameterName, Request.bIsCriticalDamage ? 1.f : 0.f); | |
| const int32 DamageNumberArrayLength = NewDamageNumberInfo.DamageNumberArray.Num(); | |
| float OffsetAccumulatedValue = (DamageNumberArrayLength * -1.f) + (bShouldShowSign ? 0.f : -1.f); | |
| const int32 LastIndex = (DamageNumberArrayLength >= 4) ? DamageNumberArrayLength : 4; | |
| for (int32 NumberIndex = 0; NumberIndex < LastIndex; ++NumberIndex) | |
| { | |
| const float NumberYOffset = ((NumberIndex / FMath::Max(1, DamageNumberArrayLength - 1)) - 0.5f) * 2.f; | |
| const FVector NumberOffset = FVector(0.f, NumberYOffset, 0.f); | |
| const FVector CameraSpaceDirection = CameraTransform.TransformVectorNoScale(NumberOffset); | |
| const float SpacingForNumber = ((NumberIndex < DamageNumberArrayLength) && ((NewDamageNumberInfo.DamageNumberArray[NumberIndex] == 1) || ((NumberIndex > 0) && (NewDamageNumberInfo.DamageNumberArray[NumberIndex - 1] == 1)))) ? SpacingPercentageForOnes : 1.f; | |
| OffsetAccumulatedValue += SpacingForNumber; | |
| FLinearColor RGBAPositionParameter(CameraSpaceDirection); | |
| RGBAPositionParameter.A = OffsetAccumulatedValue; | |
| const FName PositionParameterName = PositionParameterNames[NumberIndex]; | |
| MeshMID->SetVectorParameterValue(PositionParameterName, RGBAPositionParameter); | |
| const float DistanceFromCameraToNumber = (CameraTransform.GetLocation() - NumberLocation).Size(); | |
| const float DistanceSpriteScale = DistanceFromCameraBeforeDoublingSize == 0.f ? 1.f : FMath::Clamp(DistanceFromCameraToNumber / DistanceFromCameraBeforeDoublingSize, 1.f, 1000000000.f); | |
| const float ScaleToZeroMultiplier = (NumberIndex < DamageNumberArrayLength) && (((NumberIndex == 0) && bShouldShowSign) || (NumberIndex != 0)) ? 1.f : 0.f; | |
| const float HitSizeMultiplier = Request.bIsCriticalDamage ? CriticalHitSizeMultiplier : 1.f; | |
| const float FontSizeMultiplier = HitSizeMultiplier * DistanceSpriteScale * ScaleToZeroMultiplier; | |
| FLinearColor RGBAScaleRotationParameter; | |
| RGBAScaleRotationParameter.R = FontXSize * FontSizeMultiplier; | |
| RGBAScaleRotationParameter.G = FontYSize * FontSizeMultiplier; | |
| RGBAScaleRotationParameter.B = NewDamageNumberInfo.DamageNumberArray[FMath::Min(DamageNumberArrayLength - 1, NumberIndex)]; | |
| RGBAScaleRotationParameter.A = FMath::Sign(CameraSpaceDirection.X) * NumberOfNumberRotations; | |
| const FName ScaleRotationAngleParameterName = ScaleRotationAngleParameterNames[NumberIndex]; | |
| MeshMID->SetVectorParameterValue(ScaleRotationAngleParameterName, RGBAScaleRotationParameter); | |
| FLinearColor RGBADurationParameter; | |
| RGBADurationParameter.R = RealGameTime + ComponentLifespan; | |
| RGBADurationParameter.G = FMath::FRand(); | |
| const FName DurationParameterName = DurationParameterNames[NumberIndex]; | |
| MeshMID->SetVectorParameterValue(DurationParameterName, RGBADurationParameter); | |
| } | |
| // Non-gameplay cameras while spectating have more cinematic values of aperture as default. | |
| // This makes damage numbers very blurry as they are brought close to the camera, and away from the point of focus. | |
| // Disable the shifting of numbers towards the camera here, if in a cinematic spectator camera. | |
| //@TODO: Determine whether or not we are spectating | |
| const bool bIsSpectating = false; | |
| MeshMID->SetScalarParameterValue(MoveToCameraParameterName, bIsSpectating ? 0.0f : 1.0f); | |
| } | |
| } | |
| } | |