unitysamples / LyraStarterGame /Source /LyraGame /Interaction /Tasks /AbilityTask_GrantNearbyInteraction.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UAbilityTask_GrantNearbyInteraction::UAbilityTask_GrantNearbyInteraction(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| } | |
| UAbilityTask_GrantNearbyInteraction* UAbilityTask_GrantNearbyInteraction::GrantAbilitiesForNearbyInteractors(UGameplayAbility* OwningAbility, float InteractionScanRange, float InteractionScanRate) | |
| { | |
| UAbilityTask_GrantNearbyInteraction* MyObj = NewAbilityTask<UAbilityTask_GrantNearbyInteraction>(OwningAbility); | |
| MyObj->InteractionScanRange = InteractionScanRange; | |
| MyObj->InteractionScanRate = InteractionScanRate; | |
| return MyObj; | |
| } | |
| void UAbilityTask_GrantNearbyInteraction::Activate() | |
| { | |
| SetWaitingOnAvatar(); | |
| UWorld* World = GetWorld(); | |
| World->GetTimerManager().SetTimer(QueryTimerHandle, this, &ThisClass::QueryInteractables, InteractionScanRate, true); | |
| } | |
| void UAbilityTask_GrantNearbyInteraction::OnDestroy(bool AbilityEnded) | |
| { | |
| if (UWorld* World = GetWorld()) | |
| { | |
| World->GetTimerManager().ClearTimer(QueryTimerHandle); | |
| } | |
| Super::OnDestroy(AbilityEnded); | |
| } | |
| void UAbilityTask_GrantNearbyInteraction::QueryInteractables() | |
| { | |
| UWorld* World = GetWorld(); | |
| AActor* ActorOwner = GetAvatarActor(); | |
| if (World && ActorOwner) | |
| { | |
| FCollisionQueryParams Params(SCENE_QUERY_STAT(UAbilityTask_GrantNearbyInteraction), false); | |
| TArray<FOverlapResult> OverlapResults; | |
| World->OverlapMultiByChannel(OUT OverlapResults, ActorOwner->GetActorLocation(), FQuat::Identity, Lyra_TraceChannel_Interaction, FCollisionShape::MakeSphere(InteractionScanRange), Params); | |
| if (OverlapResults.Num() > 0) | |
| { | |
| TArray<TScriptInterface<IInteractableTarget>> InteractableTargets; | |
| UInteractionStatics::AppendInteractableTargetsFromOverlapResults(OverlapResults, OUT InteractableTargets); | |
| FInteractionQuery InteractionQuery; | |
| InteractionQuery.RequestingAvatar = ActorOwner; | |
| InteractionQuery.RequestingController = Cast<AController>(ActorOwner->GetOwner()); | |
| TArray<FInteractionOption> Options; | |
| for (TScriptInterface<IInteractableTarget>& InteractiveTarget : InteractableTargets) | |
| { | |
| FInteractionOptionBuilder InteractionBuilder(InteractiveTarget, Options); | |
| InteractiveTarget->GatherInteractionOptions(InteractionQuery, InteractionBuilder); | |
| } | |
| // Check if any of the options need to grant the ability to the user before they can be used. | |
| for (FInteractionOption& Option : Options) | |
| { | |
| if (Option.InteractionAbilityToGrant) | |
| { | |
| // Grant the ability to the GAS, otherwise it won't be able to do whatever the interaction is. | |
| FObjectKey ObjectKey(Option.InteractionAbilityToGrant); | |
| if (!InteractionAbilityCache.Find(ObjectKey)) | |
| { | |
| FGameplayAbilitySpec Spec(Option.InteractionAbilityToGrant, 1, INDEX_NONE, this); | |
| FGameplayAbilitySpecHandle Handle = AbilitySystemComponent->GiveAbility(Spec); | |
| InteractionAbilityCache.Add(ObjectKey, Handle); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |