unitysamples / LyraStarterGame /Source /LyraGame /Interaction /Abilities /LyraGameplayAbility_Interact.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UUserWidget; | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Ability_Interaction_Activate, "Ability.Interaction.Activate"); | |
| UE_DEFINE_GAMEPLAY_TAG(TAG_INTERACTION_DURATION_MESSAGE, "Ability.Interaction.Duration.Message"); | |
| ULyraGameplayAbility_Interact::ULyraGameplayAbility_Interact(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| ActivationPolicy = ELyraAbilityActivationPolicy::OnSpawn; | |
| InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; | |
| NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::LocalPredicted; | |
| } | |
| void ULyraGameplayAbility_Interact::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) | |
| { | |
| Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); | |
| UAbilitySystemComponent* AbilitySystem = GetAbilitySystemComponentFromActorInfo(); | |
| if (AbilitySystem && AbilitySystem->GetOwnerRole() == ROLE_Authority) | |
| { | |
| UAbilityTask_GrantNearbyInteraction* Task = UAbilityTask_GrantNearbyInteraction::GrantAbilitiesForNearbyInteractors(this, InteractionScanRange, InteractionScanRate); | |
| Task->ReadyForActivation(); | |
| } | |
| } | |
| void ULyraGameplayAbility_Interact::UpdateInteractions(const TArray<FInteractionOption>& InteractiveOptions) | |
| { | |
| if (ALyraPlayerController* PC = GetLyraPlayerControllerFromActorInfo()) | |
| { | |
| if (ULyraIndicatorManagerComponent* IndicatorManager = ULyraIndicatorManagerComponent::GetComponent(PC)) | |
| { | |
| for (UIndicatorDescriptor* Indicator : Indicators) | |
| { | |
| IndicatorManager->RemoveIndicator(Indicator); | |
| } | |
| Indicators.Reset(); | |
| for (const FInteractionOption& InteractionOption : InteractiveOptions) | |
| { | |
| AActor* InteractableTargetActor = UInteractionStatics::GetActorFromInteractableTarget(InteractionOption.InteractableTarget); | |
| TSoftClassPtr<UUserWidget> InteractionWidgetClass = | |
| InteractionOption.InteractionWidgetClass.IsNull() ? DefaultInteractionWidgetClass : InteractionOption.InteractionWidgetClass; | |
| UIndicatorDescriptor* Indicator = NewObject<UIndicatorDescriptor>(); | |
| Indicator->SetDataObject(InteractableTargetActor); | |
| Indicator->SetSceneComponent(InteractableTargetActor->GetRootComponent()); | |
| Indicator->SetIndicatorClass(InteractionWidgetClass); | |
| IndicatorManager->AddIndicator(Indicator); | |
| Indicators.Add(Indicator); | |
| } | |
| } | |
| else | |
| { | |
| //TODO This should probably be a noisy warning. Why are we updating interactions on a PC that can never do anything with them? | |
| } | |
| } | |
| CurrentOptions = InteractiveOptions; | |
| } | |
| void ULyraGameplayAbility_Interact::TriggerInteraction() | |
| { | |
| if (CurrentOptions.Num() == 0) | |
| { | |
| return; | |
| } | |
| UAbilitySystemComponent* AbilitySystem = GetAbilitySystemComponentFromActorInfo(); | |
| if (AbilitySystem) | |
| { | |
| const FInteractionOption& InteractionOption = CurrentOptions[0]; | |
| AActor* Instigator = GetAvatarActorFromActorInfo(); | |
| AActor* InteractableTargetActor = UInteractionStatics::GetActorFromInteractableTarget(InteractionOption.InteractableTarget); | |
| // Allow the target to customize the event data we're about to pass in, in case the ability needs custom data | |
| // that only the actor knows. | |
| FGameplayEventData Payload; | |
| Payload.EventTag = TAG_Ability_Interaction_Activate; | |
| Payload.Instigator = Instigator; | |
| Payload.Target = InteractableTargetActor; | |
| // If needed we allow the interactable target to manipulate the event data so that for example, a button on the wall | |
| // may want to specify a door actor to execute the ability on, so it might choose to override Target to be the | |
| // door actor. | |
| InteractionOption.InteractableTarget->CustomizeInteractionEventData(TAG_Ability_Interaction_Activate, Payload); | |
| // Grab the target actor off the payload we're going to use it as the 'avatar' for the interaction, and the | |
| // source InteractableTarget actor as the owner actor. | |
| AActor* TargetActor = const_cast<AActor*>(ToRawPtr(Payload.Target)); | |
| // The actor info needed for the interaction. | |
| FGameplayAbilityActorInfo ActorInfo; | |
| ActorInfo.InitFromActor(InteractableTargetActor, TargetActor, InteractionOption.TargetAbilitySystem); | |
| // Trigger the ability using event tag. | |
| const bool bSuccess = InteractionOption.TargetAbilitySystem->TriggerAbilityFromGameplayEvent( | |
| InteractionOption.TargetInteractionAbilityHandle, | |
| &ActorInfo, | |
| TAG_Ability_Interaction_Activate, | |
| &Payload, | |
| *InteractionOption.TargetAbilitySystem | |
| ); | |
| } | |
| } | |