unitysamples / LyraStarterGame /Source /LyraGame /Interaction /Tasks /AbilityTask_WaitForInteractableTargets.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| struct FInteractionQuery; | |
| UAbilityTask_WaitForInteractableTargets::UAbilityTask_WaitForInteractableTargets(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| } | |
| void UAbilityTask_WaitForInteractableTargets::LineTrace(FHitResult& OutHitResult, const UWorld* World, const FVector& Start, const FVector& End, FName ProfileName, const FCollisionQueryParams Params) | |
| { | |
| check(World); | |
| OutHitResult = FHitResult(); | |
| TArray<FHitResult> HitResults; | |
| World->LineTraceMultiByProfile(HitResults, Start, End, ProfileName, Params); | |
| OutHitResult.TraceStart = Start; | |
| OutHitResult.TraceEnd = End; | |
| if (HitResults.Num() > 0) | |
| { | |
| OutHitResult = HitResults[0]; | |
| } | |
| } | |
| void UAbilityTask_WaitForInteractableTargets::AimWithPlayerController(const AActor* InSourceActor, FCollisionQueryParams Params, const FVector& TraceStart, float MaxRange, FVector& OutTraceEnd, bool bIgnorePitch) const | |
| { | |
| if (!Ability) // Server and launching client only | |
| { | |
| return; | |
| } | |
| //@TODO: Bots? | |
| APlayerController* PC = Ability->GetCurrentActorInfo()->PlayerController.Get(); | |
| check(PC); | |
| FVector ViewStart; | |
| FRotator ViewRot; | |
| PC->GetPlayerViewPoint(ViewStart, ViewRot); | |
| const FVector ViewDir = ViewRot.Vector(); | |
| FVector ViewEnd = ViewStart + (ViewDir * MaxRange); | |
| ClipCameraRayToAbilityRange(ViewStart, ViewDir, TraceStart, MaxRange, ViewEnd); | |
| FHitResult HitResult; | |
| LineTrace(HitResult, InSourceActor->GetWorld(), ViewStart, ViewEnd, TraceProfile.Name, Params); | |
| const bool bUseTraceResult = HitResult.bBlockingHit && (FVector::DistSquared(TraceStart, HitResult.Location) <= (MaxRange * MaxRange)); | |
| const FVector AdjustedEnd = (bUseTraceResult) ? HitResult.Location : ViewEnd; | |
| FVector AdjustedAimDir = (AdjustedEnd - TraceStart).GetSafeNormal(); | |
| if (AdjustedAimDir.IsZero()) | |
| { | |
| AdjustedAimDir = ViewDir; | |
| } | |
| if (!bTraceAffectsAimPitch && bUseTraceResult) | |
| { | |
| FVector OriginalAimDir = (ViewEnd - TraceStart).GetSafeNormal(); | |
| if (!OriginalAimDir.IsZero()) | |
| { | |
| // Convert to angles and use original pitch | |
| const FRotator OriginalAimRot = OriginalAimDir.Rotation(); | |
| FRotator AdjustedAimRot = AdjustedAimDir.Rotation(); | |
| AdjustedAimRot.Pitch = OriginalAimRot.Pitch; | |
| AdjustedAimDir = AdjustedAimRot.Vector(); | |
| } | |
| } | |
| OutTraceEnd = TraceStart + (AdjustedAimDir * MaxRange); | |
| } | |
| bool UAbilityTask_WaitForInteractableTargets::ClipCameraRayToAbilityRange(FVector CameraLocation, FVector CameraDirection, FVector AbilityCenter, float AbilityRange, FVector& ClippedPosition) | |
| { | |
| FVector CameraToCenter = AbilityCenter - CameraLocation; | |
| float DotToCenter = FVector::DotProduct(CameraToCenter, CameraDirection); | |
| if (DotToCenter >= 0) //If this fails, we're pointed away from the center, but we might be inside the sphere and able to find a good exit point. | |
| { | |
| float DistanceSquared = CameraToCenter.SizeSquared() - (DotToCenter * DotToCenter); | |
| float RadiusSquared = (AbilityRange * AbilityRange); | |
| if (DistanceSquared <= RadiusSquared) | |
| { | |
| float DistanceFromCamera = FMath::Sqrt(RadiusSquared - DistanceSquared); | |
| float DistanceAlongRay = DotToCenter + DistanceFromCamera; //Subtracting instead of adding will get the other intersection point | |
| ClippedPosition = CameraLocation + (DistanceAlongRay * CameraDirection); //Cam aim point clipped to range sphere | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| void UAbilityTask_WaitForInteractableTargets::UpdateInteractableOptions(const FInteractionQuery& InteractQuery, const TArray<TScriptInterface<IInteractableTarget>>& InteractableTargets) | |
| { | |
| TArray<FInteractionOption> NewOptions; | |
| for (const TScriptInterface<IInteractableTarget>& InteractiveTarget : InteractableTargets) | |
| { | |
| TArray<FInteractionOption> TempOptions; | |
| FInteractionOptionBuilder InteractionBuilder(InteractiveTarget, TempOptions); | |
| InteractiveTarget->GatherInteractionOptions(InteractQuery, InteractionBuilder); | |
| for (FInteractionOption& Option : TempOptions) | |
| { | |
| FGameplayAbilitySpec* InteractionAbilitySpec = nullptr; | |
| // if there is a handle an a target ability system, we're triggering the ability on the target. | |
| if (Option.TargetAbilitySystem && Option.TargetInteractionAbilityHandle.IsValid()) | |
| { | |
| // Find the spec | |
| InteractionAbilitySpec = Option.TargetAbilitySystem->FindAbilitySpecFromHandle(Option.TargetInteractionAbilityHandle); | |
| } | |
| // If there's an interaction ability then we're activating it on ourselves. | |
| else if (Option.InteractionAbilityToGrant) | |
| { | |
| // Find the spec | |
| InteractionAbilitySpec = AbilitySystemComponent->FindAbilitySpecFromClass(Option.InteractionAbilityToGrant); | |
| if (InteractionAbilitySpec) | |
| { | |
| // update the option | |
| Option.TargetAbilitySystem = AbilitySystemComponent.Get(); | |
| Option.TargetInteractionAbilityHandle = InteractionAbilitySpec->Handle; | |
| } | |
| } | |
| if (InteractionAbilitySpec) | |
| { | |
| // Filter any options that we can't activate right now for whatever reason. | |
| if (InteractionAbilitySpec->Ability->CanActivateAbility(InteractionAbilitySpec->Handle, AbilitySystemComponent->AbilityActorInfo.Get())) | |
| { | |
| NewOptions.Add(Option); | |
| } | |
| } | |
| } | |
| } | |
| bool bOptionsChanged = false; | |
| if (NewOptions.Num() == CurrentOptions.Num()) | |
| { | |
| NewOptions.Sort(); | |
| for (int OptionIndex = 0; OptionIndex < NewOptions.Num(); OptionIndex++) | |
| { | |
| const FInteractionOption& NewOption = NewOptions[OptionIndex]; | |
| const FInteractionOption& CurrentOption = CurrentOptions[OptionIndex]; | |
| if (NewOption != CurrentOption) | |
| { | |
| bOptionsChanged = true; | |
| break; | |
| } | |
| } | |
| } | |
| else | |
| { | |
| bOptionsChanged = true; | |
| } | |
| if (bOptionsChanged) | |
| { | |
| CurrentOptions = NewOptions; | |
| InteractableObjectsChanged.Broadcast(CurrentOptions); | |
| } | |
| } | |