unitysamples / LyraStarterGame /Source /LyraGame /GameFeatures /GameFeatureAction_AddInputBinding.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ////////////////////////////////////////////////////////////////////// | |
| // UGameFeatureAction_AddInputBinding | |
| void UGameFeatureAction_AddInputBinding::OnGameFeatureActivating(FGameFeatureActivatingContext& Context) | |
| { | |
| FPerContextData& ActiveData = ContextData.FindOrAdd(Context); | |
| if (!ensure(ActiveData.ExtensionRequestHandles.IsEmpty()) || | |
| !ensure(ActiveData.PawnsAddedTo.IsEmpty())) | |
| { | |
| Reset(ActiveData); | |
| } | |
| Super::OnGameFeatureActivating(Context); | |
| } | |
| void UGameFeatureAction_AddInputBinding::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) | |
| { | |
| Super::OnGameFeatureDeactivating(Context); | |
| FPerContextData* ActiveData = ContextData.Find(Context); | |
| if (ensure(ActiveData)) | |
| { | |
| Reset(*ActiveData); | |
| } | |
| } | |
| EDataValidationResult UGameFeatureAction_AddInputBinding::IsDataValid(FDataValidationContext& Context) const | |
| { | |
| EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); | |
| int32 Index = 0; | |
| for (const TSoftObjectPtr<const ULyraInputConfig>& Entry : InputConfigs) | |
| { | |
| if (Entry.IsNull()) | |
| { | |
| Result = EDataValidationResult::Invalid; | |
| Context.AddError(FText::Format(LOCTEXT("NullInputConfig", "Null InputConfig at index {0}."), Index)); | |
| } | |
| ++Index; | |
| } | |
| return Result; | |
| } | |
| void UGameFeatureAction_AddInputBinding::AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) | |
| { | |
| UWorld* World = WorldContext.World(); | |
| UGameInstance* GameInstance = WorldContext.OwningGameInstance; | |
| FPerContextData& ActiveData = ContextData.FindOrAdd(ChangeContext); | |
| if ((GameInstance != nullptr) && (World != nullptr) && World->IsGameWorld()) | |
| { | |
| if (UGameFrameworkComponentManager* ComponentManager = UGameInstance::GetSubsystem<UGameFrameworkComponentManager>(GameInstance)) | |
| { | |
| UGameFrameworkComponentManager::FExtensionHandlerDelegate AddAbilitiesDelegate = | |
| UGameFrameworkComponentManager::FExtensionHandlerDelegate::CreateUObject(this, &ThisClass::HandlePawnExtension, ChangeContext); | |
| TSharedPtr<FComponentRequestHandle> ExtensionRequestHandle = | |
| ComponentManager->AddExtensionHandler(APawn::StaticClass(), AddAbilitiesDelegate); | |
| ActiveData.ExtensionRequestHandles.Add(ExtensionRequestHandle); | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddInputBinding::Reset(FPerContextData& ActiveData) | |
| { | |
| ActiveData.ExtensionRequestHandles.Empty(); | |
| while (!ActiveData.PawnsAddedTo.IsEmpty()) | |
| { | |
| TWeakObjectPtr<APawn> PawnPtr = ActiveData.PawnsAddedTo.Top(); | |
| if (PawnPtr.IsValid()) | |
| { | |
| RemoveInputMapping(PawnPtr.Get(), ActiveData); | |
| } | |
| else | |
| { | |
| ActiveData.PawnsAddedTo.Pop(); | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddInputBinding::HandlePawnExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext) | |
| { | |
| APawn* AsPawn = CastChecked<APawn>(Actor); | |
| FPerContextData& ActiveData = ContextData.FindOrAdd(ChangeContext); | |
| if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionRemoved) || (EventName == UGameFrameworkComponentManager::NAME_ReceiverRemoved)) | |
| { | |
| RemoveInputMapping(AsPawn, ActiveData); | |
| } | |
| else if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionAdded) || (EventName == ULyraHeroComponent::NAME_BindInputsNow)) | |
| { | |
| AddInputMappingForPlayer(AsPawn, ActiveData); | |
| } | |
| } | |
| void UGameFeatureAction_AddInputBinding::AddInputMappingForPlayer(APawn* Pawn, FPerContextData& ActiveData) | |
| { | |
| APlayerController* PlayerController = Cast<APlayerController>(Pawn->GetController()); | |
| if (ULocalPlayer* LocalPlayer = PlayerController ? PlayerController->GetLocalPlayer() : nullptr) | |
| { | |
| if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>()) | |
| { | |
| ULyraHeroComponent* HeroComponent = Pawn->FindComponentByClass<ULyraHeroComponent>(); | |
| if (HeroComponent && HeroComponent->IsReadyToBindInputs()) | |
| { | |
| for (const TSoftObjectPtr<const ULyraInputConfig>& Entry : InputConfigs) | |
| { | |
| if (const ULyraInputConfig* BindSet = Entry.Get()) | |
| { | |
| HeroComponent->AddAdditionalInputConfig(BindSet); | |
| } | |
| } | |
| } | |
| ActiveData.PawnsAddedTo.AddUnique(Pawn); | |
| } | |
| else | |
| { | |
| UE_LOG(LogGameFeatures, Error, TEXT("Failed to find `UEnhancedInputLocalPlayerSubsystem` for local player. Input mappings will not be added. Make sure you're set to use the EnhancedInput system via config file.")); | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddInputBinding::RemoveInputMapping(APawn* Pawn, FPerContextData& ActiveData) | |
| { | |
| APlayerController* PlayerController = Cast<APlayerController>(Pawn->GetController()); | |
| if (ULocalPlayer* LocalPlayer = PlayerController ? PlayerController->GetLocalPlayer() : nullptr) | |
| { | |
| if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>()) | |
| { | |
| if (ULyraHeroComponent* HeroComponent = Pawn->FindComponentByClass<ULyraHeroComponent>()) | |
| { | |
| for (const TSoftObjectPtr<const ULyraInputConfig>& Entry : InputConfigs) | |
| { | |
| if (const ULyraInputConfig* InputConfig = Entry.Get()) | |
| { | |
| HeroComponent->RemoveAdditionalInputConfig(InputConfig); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| ActiveData.PawnsAddedTo.Remove(Pawn); | |
| } | |