Add files using upload-large-folder tool
Browse filesThis view is limited to 50 files because it contains too many changes. See raw diff
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySet.cpp +148 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySet.h +149 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySourceInterface.cpp +10 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySourceInterface.h +36 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySystemComponent.cpp +528 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySystemComponent.h +110 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySystemGlobals.cpp +20 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySystemGlobals.h +20 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilityTagRelationshipMapping.cpp +63 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilityTagRelationshipMapping.h +60 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayAbilityTargetData_SingleTargetHit.cpp +32 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayAbilityTargetData_SingleTargetHit.h +45 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayCueManager.cpp +406 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayCueManager.h +79 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayEffectContext.cpp +67 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayEffectContext.h +82 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGlobalAbilitySystem.cpp +156 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGlobalAbilitySystem.h +81 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraTaggedActor.cpp +30 -0
- LyraStarterGame/Source/LyraGame/AbilitySystem/LyraTaggedActor.h +36 -0
- LyraStarterGame/Source/LyraGame/Animation/LyraAnimInstance.cpp +65 -0
- LyraStarterGame/Source/LyraGame/Animation/LyraAnimInstance.h +46 -0
- LyraStarterGame/Source/LyraGame/Audio/LyraAudioMixEffectsSubsystem.cpp +353 -0
- LyraStarterGame/Source/LyraGame/Audio/LyraAudioMixEffectsSubsystem.h +112 -0
- LyraStarterGame/Source/LyraGame/Audio/LyraAudioSettings.cpp +8 -0
- LyraStarterGame/Source/LyraGame/Audio/LyraAudioSettings.h +80 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraCameraAssistInterface.h +41 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraCameraComponent.cpp +126 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraCameraComponent.h +70 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraCameraMode.cpp +465 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraCameraMode.h +203 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraCameraMode_ThirdPerson.cpp +373 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraCameraMode_ThirdPerson.h +114 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraPenetrationAvoidanceFeeler.h +66 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraPlayerCameraManager.cpp +66 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraPlayerCameraManager.h +46 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraUICameraManagerComponent.cpp +65 -0
- LyraStarterGame/Source/LyraGame/Camera/LyraUICameraManagerComponent.h +45 -0
- LyraStarterGame/Source/LyraGame/Character/LyraCharacter.cpp +682 -0
- LyraStarterGame/Source/LyraGame/Character/LyraCharacter.h +231 -0
- LyraStarterGame/Source/LyraGame/Character/LyraCharacterMovementComponent.cpp +131 -0
- LyraStarterGame/Source/LyraGame/Character/LyraCharacterMovementComponent.h +84 -0
- LyraStarterGame/Source/LyraGame/Character/LyraCharacterWithAbilities.cpp +39 -0
- LyraStarterGame/Source/LyraGame/Character/LyraCharacterWithAbilities.h +43 -0
- LyraStarterGame/Source/LyraGame/Character/LyraHealthComponent.cpp +312 -0
- LyraStarterGame/Source/LyraGame/Character/LyraHealthComponent.h +135 -0
- LyraStarterGame/Source/LyraGame/Character/LyraHeroComponent.cpp +512 -0
- LyraStarterGame/Source/LyraGame/Character/LyraHeroComponent.h +108 -0
- LyraStarterGame/Source/LyraGame/Character/LyraPawn.cpp +112 -0
- LyraStarterGame/Source/LyraGame/Character/LyraPawn.h +68 -0
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySet.cpp
ADDED
|
@@ -0,0 +1,148 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraAbilitySet.h"
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystem/Abilities/LyraGameplayAbility.h"
|
| 6 |
+
#include "LyraAbilitySystemComponent.h"
|
| 7 |
+
#include "LyraLogChannels.h"
|
| 8 |
+
|
| 9 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilitySet)
|
| 10 |
+
|
| 11 |
+
void FLyraAbilitySet_GrantedHandles::AddAbilitySpecHandle(const FGameplayAbilitySpecHandle& Handle)
|
| 12 |
+
{
|
| 13 |
+
if (Handle.IsValid())
|
| 14 |
+
{
|
| 15 |
+
AbilitySpecHandles.Add(Handle);
|
| 16 |
+
}
|
| 17 |
+
}
|
| 18 |
+
|
| 19 |
+
void FLyraAbilitySet_GrantedHandles::AddGameplayEffectHandle(const FActiveGameplayEffectHandle& Handle)
|
| 20 |
+
{
|
| 21 |
+
if (Handle.IsValid())
|
| 22 |
+
{
|
| 23 |
+
GameplayEffectHandles.Add(Handle);
|
| 24 |
+
}
|
| 25 |
+
}
|
| 26 |
+
|
| 27 |
+
void FLyraAbilitySet_GrantedHandles::AddAttributeSet(UAttributeSet* Set)
|
| 28 |
+
{
|
| 29 |
+
GrantedAttributeSets.Add(Set);
|
| 30 |
+
}
|
| 31 |
+
|
| 32 |
+
void FLyraAbilitySet_GrantedHandles::TakeFromAbilitySystem(ULyraAbilitySystemComponent* LyraASC)
|
| 33 |
+
{
|
| 34 |
+
check(LyraASC);
|
| 35 |
+
|
| 36 |
+
if (!LyraASC->IsOwnerActorAuthoritative())
|
| 37 |
+
{
|
| 38 |
+
// Must be authoritative to give or take ability sets.
|
| 39 |
+
return;
|
| 40 |
+
}
|
| 41 |
+
|
| 42 |
+
for (const FGameplayAbilitySpecHandle& Handle : AbilitySpecHandles)
|
| 43 |
+
{
|
| 44 |
+
if (Handle.IsValid())
|
| 45 |
+
{
|
| 46 |
+
LyraASC->ClearAbility(Handle);
|
| 47 |
+
}
|
| 48 |
+
}
|
| 49 |
+
|
| 50 |
+
for (const FActiveGameplayEffectHandle& Handle : GameplayEffectHandles)
|
| 51 |
+
{
|
| 52 |
+
if (Handle.IsValid())
|
| 53 |
+
{
|
| 54 |
+
LyraASC->RemoveActiveGameplayEffect(Handle);
|
| 55 |
+
}
|
| 56 |
+
}
|
| 57 |
+
|
| 58 |
+
for (UAttributeSet* Set : GrantedAttributeSets)
|
| 59 |
+
{
|
| 60 |
+
LyraASC->RemoveSpawnedAttribute(Set);
|
| 61 |
+
}
|
| 62 |
+
|
| 63 |
+
AbilitySpecHandles.Reset();
|
| 64 |
+
GameplayEffectHandles.Reset();
|
| 65 |
+
GrantedAttributeSets.Reset();
|
| 66 |
+
}
|
| 67 |
+
|
| 68 |
+
ULyraAbilitySet::ULyraAbilitySet(const FObjectInitializer& ObjectInitializer)
|
| 69 |
+
: Super(ObjectInitializer)
|
| 70 |
+
{
|
| 71 |
+
}
|
| 72 |
+
|
| 73 |
+
void ULyraAbilitySet::GiveToAbilitySystem(ULyraAbilitySystemComponent* LyraASC, FLyraAbilitySet_GrantedHandles* OutGrantedHandles, UObject* SourceObject) const
|
| 74 |
+
{
|
| 75 |
+
check(LyraASC);
|
| 76 |
+
|
| 77 |
+
if (!LyraASC->IsOwnerActorAuthoritative())
|
| 78 |
+
{
|
| 79 |
+
// Must be authoritative to give or take ability sets.
|
| 80 |
+
return;
|
| 81 |
+
}
|
| 82 |
+
|
| 83 |
+
// Grant the attribute sets.
|
| 84 |
+
for (int32 SetIndex = 0; SetIndex < GrantedAttributes.Num(); ++SetIndex)
|
| 85 |
+
{
|
| 86 |
+
const FLyraAbilitySet_AttributeSet& SetToGrant = GrantedAttributes[SetIndex];
|
| 87 |
+
|
| 88 |
+
if (!IsValid(SetToGrant.AttributeSet))
|
| 89 |
+
{
|
| 90 |
+
UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedAttributes[%d] on ability set [%s] is not valid"), SetIndex, *GetNameSafe(this));
|
| 91 |
+
continue;
|
| 92 |
+
}
|
| 93 |
+
|
| 94 |
+
UAttributeSet* NewSet = NewObject<UAttributeSet>(LyraASC->GetOwner(), SetToGrant.AttributeSet);
|
| 95 |
+
LyraASC->AddAttributeSetSubobject(NewSet);
|
| 96 |
+
|
| 97 |
+
if (OutGrantedHandles)
|
| 98 |
+
{
|
| 99 |
+
OutGrantedHandles->AddAttributeSet(NewSet);
|
| 100 |
+
}
|
| 101 |
+
}
|
| 102 |
+
|
| 103 |
+
// Grant the gameplay abilities.
|
| 104 |
+
for (int32 AbilityIndex = 0; AbilityIndex < GrantedGameplayAbilities.Num(); ++AbilityIndex)
|
| 105 |
+
{
|
| 106 |
+
const FLyraAbilitySet_GameplayAbility& AbilityToGrant = GrantedGameplayAbilities[AbilityIndex];
|
| 107 |
+
|
| 108 |
+
if (!IsValid(AbilityToGrant.Ability))
|
| 109 |
+
{
|
| 110 |
+
UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedGameplayAbilities[%d] on ability set [%s] is not valid."), AbilityIndex, *GetNameSafe(this));
|
| 111 |
+
continue;
|
| 112 |
+
}
|
| 113 |
+
|
| 114 |
+
ULyraGameplayAbility* AbilityCDO = AbilityToGrant.Ability->GetDefaultObject<ULyraGameplayAbility>();
|
| 115 |
+
|
| 116 |
+
FGameplayAbilitySpec AbilitySpec(AbilityCDO, AbilityToGrant.AbilityLevel);
|
| 117 |
+
AbilitySpec.SourceObject = SourceObject;
|
| 118 |
+
AbilitySpec.GetDynamicSpecSourceTags().AddTag(AbilityToGrant.InputTag);
|
| 119 |
+
|
| 120 |
+
const FGameplayAbilitySpecHandle AbilitySpecHandle = LyraASC->GiveAbility(AbilitySpec);
|
| 121 |
+
|
| 122 |
+
if (OutGrantedHandles)
|
| 123 |
+
{
|
| 124 |
+
OutGrantedHandles->AddAbilitySpecHandle(AbilitySpecHandle);
|
| 125 |
+
}
|
| 126 |
+
}
|
| 127 |
+
|
| 128 |
+
// Grant the gameplay effects.
|
| 129 |
+
for (int32 EffectIndex = 0; EffectIndex < GrantedGameplayEffects.Num(); ++EffectIndex)
|
| 130 |
+
{
|
| 131 |
+
const FLyraAbilitySet_GameplayEffect& EffectToGrant = GrantedGameplayEffects[EffectIndex];
|
| 132 |
+
|
| 133 |
+
if (!IsValid(EffectToGrant.GameplayEffect))
|
| 134 |
+
{
|
| 135 |
+
UE_LOG(LogLyraAbilitySystem, Error, TEXT("GrantedGameplayEffects[%d] on ability set [%s] is not valid"), EffectIndex, *GetNameSafe(this));
|
| 136 |
+
continue;
|
| 137 |
+
}
|
| 138 |
+
|
| 139 |
+
const UGameplayEffect* GameplayEffect = EffectToGrant.GameplayEffect->GetDefaultObject<UGameplayEffect>();
|
| 140 |
+
const FActiveGameplayEffectHandle GameplayEffectHandle = LyraASC->ApplyGameplayEffectToSelf(GameplayEffect, EffectToGrant.EffectLevel, LyraASC->MakeEffectContext());
|
| 141 |
+
|
| 142 |
+
if (OutGrantedHandles)
|
| 143 |
+
{
|
| 144 |
+
OutGrantedHandles->AddGameplayEffectHandle(GameplayEffectHandle);
|
| 145 |
+
}
|
| 146 |
+
}
|
| 147 |
+
}
|
| 148 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySet.h
ADDED
|
@@ -0,0 +1,149 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "ActiveGameplayEffectHandle.h"
|
| 6 |
+
#include "Engine/DataAsset.h"
|
| 7 |
+
#include "AttributeSet.h"
|
| 8 |
+
#include "GameplayTagContainer.h"
|
| 9 |
+
|
| 10 |
+
#include "GameplayAbilitySpecHandle.h"
|
| 11 |
+
#include "LyraAbilitySet.generated.h"
|
| 12 |
+
|
| 13 |
+
class UAttributeSet;
|
| 14 |
+
class UGameplayEffect;
|
| 15 |
+
class ULyraAbilitySystemComponent;
|
| 16 |
+
class ULyraGameplayAbility;
|
| 17 |
+
class UObject;
|
| 18 |
+
|
| 19 |
+
|
| 20 |
+
/**
|
| 21 |
+
* FLyraAbilitySet_GameplayAbility
|
| 22 |
+
*
|
| 23 |
+
* Data used by the ability set to grant gameplay abilities.
|
| 24 |
+
*/
|
| 25 |
+
USTRUCT(BlueprintType)
|
| 26 |
+
struct FLyraAbilitySet_GameplayAbility
|
| 27 |
+
{
|
| 28 |
+
GENERATED_BODY()
|
| 29 |
+
|
| 30 |
+
public:
|
| 31 |
+
|
| 32 |
+
// Gameplay ability to grant.
|
| 33 |
+
UPROPERTY(EditDefaultsOnly)
|
| 34 |
+
TSubclassOf<ULyraGameplayAbility> Ability = nullptr;
|
| 35 |
+
|
| 36 |
+
// Level of ability to grant.
|
| 37 |
+
UPROPERTY(EditDefaultsOnly)
|
| 38 |
+
int32 AbilityLevel = 1;
|
| 39 |
+
|
| 40 |
+
// Tag used to process input for the ability.
|
| 41 |
+
UPROPERTY(EditDefaultsOnly, Meta = (Categories = "InputTag"))
|
| 42 |
+
FGameplayTag InputTag;
|
| 43 |
+
};
|
| 44 |
+
|
| 45 |
+
|
| 46 |
+
/**
|
| 47 |
+
* FLyraAbilitySet_GameplayEffect
|
| 48 |
+
*
|
| 49 |
+
* Data used by the ability set to grant gameplay effects.
|
| 50 |
+
*/
|
| 51 |
+
USTRUCT(BlueprintType)
|
| 52 |
+
struct FLyraAbilitySet_GameplayEffect
|
| 53 |
+
{
|
| 54 |
+
GENERATED_BODY()
|
| 55 |
+
|
| 56 |
+
public:
|
| 57 |
+
|
| 58 |
+
// Gameplay effect to grant.
|
| 59 |
+
UPROPERTY(EditDefaultsOnly)
|
| 60 |
+
TSubclassOf<UGameplayEffect> GameplayEffect = nullptr;
|
| 61 |
+
|
| 62 |
+
// Level of gameplay effect to grant.
|
| 63 |
+
UPROPERTY(EditDefaultsOnly)
|
| 64 |
+
float EffectLevel = 1.0f;
|
| 65 |
+
};
|
| 66 |
+
|
| 67 |
+
/**
|
| 68 |
+
* FLyraAbilitySet_AttributeSet
|
| 69 |
+
*
|
| 70 |
+
* Data used by the ability set to grant attribute sets.
|
| 71 |
+
*/
|
| 72 |
+
USTRUCT(BlueprintType)
|
| 73 |
+
struct FLyraAbilitySet_AttributeSet
|
| 74 |
+
{
|
| 75 |
+
GENERATED_BODY()
|
| 76 |
+
|
| 77 |
+
public:
|
| 78 |
+
// Gameplay effect to grant.
|
| 79 |
+
UPROPERTY(EditDefaultsOnly)
|
| 80 |
+
TSubclassOf<UAttributeSet> AttributeSet;
|
| 81 |
+
|
| 82 |
+
};
|
| 83 |
+
|
| 84 |
+
/**
|
| 85 |
+
* FLyraAbilitySet_GrantedHandles
|
| 86 |
+
*
|
| 87 |
+
* Data used to store handles to what has been granted by the ability set.
|
| 88 |
+
*/
|
| 89 |
+
USTRUCT(BlueprintType)
|
| 90 |
+
struct FLyraAbilitySet_GrantedHandles
|
| 91 |
+
{
|
| 92 |
+
GENERATED_BODY()
|
| 93 |
+
|
| 94 |
+
public:
|
| 95 |
+
|
| 96 |
+
void AddAbilitySpecHandle(const FGameplayAbilitySpecHandle& Handle);
|
| 97 |
+
void AddGameplayEffectHandle(const FActiveGameplayEffectHandle& Handle);
|
| 98 |
+
void AddAttributeSet(UAttributeSet* Set);
|
| 99 |
+
|
| 100 |
+
void TakeFromAbilitySystem(ULyraAbilitySystemComponent* LyraASC);
|
| 101 |
+
|
| 102 |
+
protected:
|
| 103 |
+
|
| 104 |
+
// Handles to the granted abilities.
|
| 105 |
+
UPROPERTY()
|
| 106 |
+
TArray<FGameplayAbilitySpecHandle> AbilitySpecHandles;
|
| 107 |
+
|
| 108 |
+
// Handles to the granted gameplay effects.
|
| 109 |
+
UPROPERTY()
|
| 110 |
+
TArray<FActiveGameplayEffectHandle> GameplayEffectHandles;
|
| 111 |
+
|
| 112 |
+
// Pointers to the granted attribute sets
|
| 113 |
+
UPROPERTY()
|
| 114 |
+
TArray<TObjectPtr<UAttributeSet>> GrantedAttributeSets;
|
| 115 |
+
};
|
| 116 |
+
|
| 117 |
+
|
| 118 |
+
/**
|
| 119 |
+
* ULyraAbilitySet
|
| 120 |
+
*
|
| 121 |
+
* Non-mutable data asset used to grant gameplay abilities and gameplay effects.
|
| 122 |
+
*/
|
| 123 |
+
UCLASS(BlueprintType, Const)
|
| 124 |
+
class ULyraAbilitySet : public UPrimaryDataAsset
|
| 125 |
+
{
|
| 126 |
+
GENERATED_BODY()
|
| 127 |
+
|
| 128 |
+
public:
|
| 129 |
+
|
| 130 |
+
ULyraAbilitySet(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
|
| 131 |
+
|
| 132 |
+
// Grants the ability set to the specified ability system component.
|
| 133 |
+
// The returned handles can be used later to take away anything that was granted.
|
| 134 |
+
void GiveToAbilitySystem(ULyraAbilitySystemComponent* LyraASC, FLyraAbilitySet_GrantedHandles* OutGrantedHandles, UObject* SourceObject = nullptr) const;
|
| 135 |
+
|
| 136 |
+
protected:
|
| 137 |
+
|
| 138 |
+
// Gameplay abilities to grant when this ability set is granted.
|
| 139 |
+
UPROPERTY(EditDefaultsOnly, Category = "Gameplay Abilities", meta=(TitleProperty=Ability))
|
| 140 |
+
TArray<FLyraAbilitySet_GameplayAbility> GrantedGameplayAbilities;
|
| 141 |
+
|
| 142 |
+
// Gameplay effects to grant when this ability set is granted.
|
| 143 |
+
UPROPERTY(EditDefaultsOnly, Category = "Gameplay Effects", meta=(TitleProperty=GameplayEffect))
|
| 144 |
+
TArray<FLyraAbilitySet_GameplayEffect> GrantedGameplayEffects;
|
| 145 |
+
|
| 146 |
+
// Attribute sets to grant when this ability set is granted.
|
| 147 |
+
UPROPERTY(EditDefaultsOnly, Category = "Attribute Sets", meta=(TitleProperty=AttributeSet))
|
| 148 |
+
TArray<FLyraAbilitySet_AttributeSet> GrantedAttributes;
|
| 149 |
+
};
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySourceInterface.cpp
ADDED
|
@@ -0,0 +1,10 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraAbilitySourceInterface.h"
|
| 4 |
+
|
| 5 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilitySourceInterface)
|
| 6 |
+
|
| 7 |
+
ULyraAbilitySourceInterface::ULyraAbilitySourceInterface(const FObjectInitializer& ObjectInitializer)
|
| 8 |
+
: Super(ObjectInitializer)
|
| 9 |
+
{}
|
| 10 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySourceInterface.h
ADDED
|
@@ -0,0 +1,36 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "UObject/Interface.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraAbilitySourceInterface.generated.h"
|
| 8 |
+
|
| 9 |
+
class UObject;
|
| 10 |
+
class UPhysicalMaterial;
|
| 11 |
+
struct FGameplayTagContainer;
|
| 12 |
+
|
| 13 |
+
/** Base interface for anything acting as a ability calculation source */
|
| 14 |
+
UINTERFACE()
|
| 15 |
+
class ULyraAbilitySourceInterface : public UInterface
|
| 16 |
+
{
|
| 17 |
+
GENERATED_UINTERFACE_BODY()
|
| 18 |
+
};
|
| 19 |
+
|
| 20 |
+
class ILyraAbilitySourceInterface
|
| 21 |
+
{
|
| 22 |
+
GENERATED_IINTERFACE_BODY()
|
| 23 |
+
|
| 24 |
+
/**
|
| 25 |
+
* Compute the multiplier for effect falloff with distance
|
| 26 |
+
*
|
| 27 |
+
* @param Distance Distance from source to target for ability calculations (distance bullet traveled for a gun, etc...)
|
| 28 |
+
* @param SourceTags Aggregated Tags from the source
|
| 29 |
+
* @param TargetTags Aggregated Tags currently on the target
|
| 30 |
+
*
|
| 31 |
+
* @return Multiplier to apply to the base attribute value due to distance
|
| 32 |
+
*/
|
| 33 |
+
virtual float GetDistanceAttenuation(float Distance, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr) const = 0;
|
| 34 |
+
|
| 35 |
+
virtual float GetPhysicalMaterialAttenuation(const UPhysicalMaterial* PhysicalMaterial, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr) const = 0;
|
| 36 |
+
};
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySystemComponent.cpp
ADDED
|
@@ -0,0 +1,528 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraAbilitySystemComponent.h"
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystem/Abilities/LyraGameplayAbility.h"
|
| 6 |
+
#include "AbilitySystem/LyraAbilityTagRelationshipMapping.h"
|
| 7 |
+
#include "Animation/LyraAnimInstance.h"
|
| 8 |
+
#include "Engine/World.h"
|
| 9 |
+
#include "GameFramework/Pawn.h"
|
| 10 |
+
#include "LyraGlobalAbilitySystem.h"
|
| 11 |
+
#include "LyraLogChannels.h"
|
| 12 |
+
#include "System/LyraAssetManager.h"
|
| 13 |
+
#include "System/LyraGameData.h"
|
| 14 |
+
|
| 15 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilitySystemComponent)
|
| 16 |
+
|
| 17 |
+
UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_AbilityInputBlocked, "Gameplay.AbilityInputBlocked");
|
| 18 |
+
|
| 19 |
+
ULyraAbilitySystemComponent::ULyraAbilitySystemComponent(const FObjectInitializer& ObjectInitializer)
|
| 20 |
+
: Super(ObjectInitializer)
|
| 21 |
+
{
|
| 22 |
+
InputPressedSpecHandles.Reset();
|
| 23 |
+
InputReleasedSpecHandles.Reset();
|
| 24 |
+
InputHeldSpecHandles.Reset();
|
| 25 |
+
|
| 26 |
+
FMemory::Memset(ActivationGroupCounts, 0, sizeof(ActivationGroupCounts));
|
| 27 |
+
}
|
| 28 |
+
|
| 29 |
+
void ULyraAbilitySystemComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
| 30 |
+
{
|
| 31 |
+
if (ULyraGlobalAbilitySystem* GlobalAbilitySystem = UWorld::GetSubsystem<ULyraGlobalAbilitySystem>(GetWorld()))
|
| 32 |
+
{
|
| 33 |
+
GlobalAbilitySystem->UnregisterASC(this);
|
| 34 |
+
}
|
| 35 |
+
|
| 36 |
+
Super::EndPlay(EndPlayReason);
|
| 37 |
+
}
|
| 38 |
+
|
| 39 |
+
void ULyraAbilitySystemComponent::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
|
| 40 |
+
{
|
| 41 |
+
FGameplayAbilityActorInfo* ActorInfo = AbilityActorInfo.Get();
|
| 42 |
+
check(ActorInfo);
|
| 43 |
+
check(InOwnerActor);
|
| 44 |
+
|
| 45 |
+
const bool bHasNewPawnAvatar = Cast<APawn>(InAvatarActor) && (InAvatarActor != ActorInfo->AvatarActor);
|
| 46 |
+
|
| 47 |
+
Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor);
|
| 48 |
+
|
| 49 |
+
if (bHasNewPawnAvatar)
|
| 50 |
+
{
|
| 51 |
+
// Notify all abilities that a new pawn avatar has been set
|
| 52 |
+
for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
|
| 53 |
+
{
|
| 54 |
+
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
| 55 |
+
ensureMsgf(AbilitySpec.Ability && AbilitySpec.Ability->GetInstancingPolicy() != EGameplayAbilityInstancingPolicy::NonInstanced, TEXT("InitAbilityActorInfo: All Abilities should be Instanced (NonInstanced is being deprecated due to usability issues)."));
|
| 56 |
+
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
| 57 |
+
|
| 58 |
+
TArray<UGameplayAbility*> Instances = AbilitySpec.GetAbilityInstances();
|
| 59 |
+
for (UGameplayAbility* AbilityInstance : Instances)
|
| 60 |
+
{
|
| 61 |
+
ULyraGameplayAbility* LyraAbilityInstance = Cast<ULyraGameplayAbility>(AbilityInstance);
|
| 62 |
+
if (LyraAbilityInstance)
|
| 63 |
+
{
|
| 64 |
+
// Ability instances may be missing for replays
|
| 65 |
+
LyraAbilityInstance->OnPawnAvatarSet();
|
| 66 |
+
}
|
| 67 |
+
}
|
| 68 |
+
}
|
| 69 |
+
|
| 70 |
+
// Register with the global system once we actually have a pawn avatar. We wait until this time since some globally-applied effects may require an avatar.
|
| 71 |
+
if (ULyraGlobalAbilitySystem* GlobalAbilitySystem = UWorld::GetSubsystem<ULyraGlobalAbilitySystem>(GetWorld()))
|
| 72 |
+
{
|
| 73 |
+
GlobalAbilitySystem->RegisterASC(this);
|
| 74 |
+
}
|
| 75 |
+
|
| 76 |
+
if (ULyraAnimInstance* LyraAnimInst = Cast<ULyraAnimInstance>(ActorInfo->GetAnimInstance()))
|
| 77 |
+
{
|
| 78 |
+
LyraAnimInst->InitializeWithAbilitySystem(this);
|
| 79 |
+
}
|
| 80 |
+
|
| 81 |
+
TryActivateAbilitiesOnSpawn();
|
| 82 |
+
}
|
| 83 |
+
}
|
| 84 |
+
|
| 85 |
+
void ULyraAbilitySystemComponent::TryActivateAbilitiesOnSpawn()
|
| 86 |
+
{
|
| 87 |
+
ABILITYLIST_SCOPE_LOCK();
|
| 88 |
+
for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
|
| 89 |
+
{
|
| 90 |
+
if (const ULyraGameplayAbility* LyraAbilityCDO = Cast<ULyraGameplayAbility>(AbilitySpec.Ability))
|
| 91 |
+
{
|
| 92 |
+
LyraAbilityCDO->TryActivateAbilityOnSpawn(AbilityActorInfo.Get(), AbilitySpec);
|
| 93 |
+
}
|
| 94 |
+
}
|
| 95 |
+
}
|
| 96 |
+
|
| 97 |
+
void ULyraAbilitySystemComponent::CancelAbilitiesByFunc(TShouldCancelAbilityFunc ShouldCancelFunc, bool bReplicateCancelAbility)
|
| 98 |
+
{
|
| 99 |
+
ABILITYLIST_SCOPE_LOCK();
|
| 100 |
+
for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
|
| 101 |
+
{
|
| 102 |
+
if (!AbilitySpec.IsActive())
|
| 103 |
+
{
|
| 104 |
+
continue;
|
| 105 |
+
}
|
| 106 |
+
|
| 107 |
+
ULyraGameplayAbility* LyraAbilityCDO = Cast<ULyraGameplayAbility>(AbilitySpec.Ability);
|
| 108 |
+
if (!LyraAbilityCDO)
|
| 109 |
+
{
|
| 110 |
+
UE_LOG(LogLyraAbilitySystem, Error, TEXT("CancelAbilitiesByFunc: Non-LyraGameplayAbility %s was Granted to ASC. Skipping."), *AbilitySpec.Ability.GetName());
|
| 111 |
+
continue;
|
| 112 |
+
}
|
| 113 |
+
|
| 114 |
+
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
| 115 |
+
ensureMsgf(AbilitySpec.Ability->GetInstancingPolicy() != EGameplayAbilityInstancingPolicy::NonInstanced, TEXT("CancelAbilitiesByFunc: All Abilities should be Instanced (NonInstanced is being deprecated due to usability issues)."));
|
| 116 |
+
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
| 117 |
+
|
| 118 |
+
// Cancel all the spawned instances.
|
| 119 |
+
TArray<UGameplayAbility*> Instances = AbilitySpec.GetAbilityInstances();
|
| 120 |
+
for (UGameplayAbility* AbilityInstance : Instances)
|
| 121 |
+
{
|
| 122 |
+
ULyraGameplayAbility* LyraAbilityInstance = CastChecked<ULyraGameplayAbility>(AbilityInstance);
|
| 123 |
+
|
| 124 |
+
if (ShouldCancelFunc(LyraAbilityInstance, AbilitySpec.Handle))
|
| 125 |
+
{
|
| 126 |
+
if (LyraAbilityInstance->CanBeCanceled())
|
| 127 |
+
{
|
| 128 |
+
LyraAbilityInstance->CancelAbility(AbilitySpec.Handle, AbilityActorInfo.Get(), LyraAbilityInstance->GetCurrentActivationInfo(), bReplicateCancelAbility);
|
| 129 |
+
}
|
| 130 |
+
else
|
| 131 |
+
{
|
| 132 |
+
UE_LOG(LogLyraAbilitySystem, Error, TEXT("CancelAbilitiesByFunc: Can't cancel ability [%s] because CanBeCanceled is false."), *LyraAbilityInstance->GetName());
|
| 133 |
+
}
|
| 134 |
+
}
|
| 135 |
+
}
|
| 136 |
+
}
|
| 137 |
+
}
|
| 138 |
+
|
| 139 |
+
void ULyraAbilitySystemComponent::CancelInputActivatedAbilities(bool bReplicateCancelAbility)
|
| 140 |
+
{
|
| 141 |
+
auto ShouldCancelFunc = [this](const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle)
|
| 142 |
+
{
|
| 143 |
+
const ELyraAbilityActivationPolicy ActivationPolicy = LyraAbility->GetActivationPolicy();
|
| 144 |
+
return ((ActivationPolicy == ELyraAbilityActivationPolicy::OnInputTriggered) || (ActivationPolicy == ELyraAbilityActivationPolicy::WhileInputActive));
|
| 145 |
+
};
|
| 146 |
+
|
| 147 |
+
CancelAbilitiesByFunc(ShouldCancelFunc, bReplicateCancelAbility);
|
| 148 |
+
}
|
| 149 |
+
|
| 150 |
+
void ULyraAbilitySystemComponent::AbilitySpecInputPressed(FGameplayAbilitySpec& Spec)
|
| 151 |
+
{
|
| 152 |
+
Super::AbilitySpecInputPressed(Spec);
|
| 153 |
+
|
| 154 |
+
// We don't support UGameplayAbility::bReplicateInputDirectly.
|
| 155 |
+
// Use replicated events instead so that the WaitInputPress ability task works.
|
| 156 |
+
if (Spec.IsActive())
|
| 157 |
+
{
|
| 158 |
+
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
| 159 |
+
const UGameplayAbility* Instance = Spec.GetPrimaryInstance();
|
| 160 |
+
FPredictionKey OriginalPredictionKey = Instance ? Instance->GetCurrentActivationInfo().GetActivationPredictionKey() : Spec.ActivationInfo.GetActivationPredictionKey();
|
| 161 |
+
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
| 162 |
+
|
| 163 |
+
// Invoke the InputPressed event. This is not replicated here. If someone is listening, they may replicate the InputPressed event to the server.
|
| 164 |
+
InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputPressed, Spec.Handle, OriginalPredictionKey);
|
| 165 |
+
}
|
| 166 |
+
}
|
| 167 |
+
|
| 168 |
+
void ULyraAbilitySystemComponent::AbilitySpecInputReleased(FGameplayAbilitySpec& Spec)
|
| 169 |
+
{
|
| 170 |
+
Super::AbilitySpecInputReleased(Spec);
|
| 171 |
+
|
| 172 |
+
// We don't support UGameplayAbility::bReplicateInputDirectly.
|
| 173 |
+
// Use replicated events instead so that the WaitInputRelease ability task works.
|
| 174 |
+
if (Spec.IsActive())
|
| 175 |
+
{
|
| 176 |
+
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
| 177 |
+
const UGameplayAbility* Instance = Spec.GetPrimaryInstance();
|
| 178 |
+
FPredictionKey OriginalPredictionKey = Instance ? Instance->GetCurrentActivationInfo().GetActivationPredictionKey() : Spec.ActivationInfo.GetActivationPredictionKey();
|
| 179 |
+
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
| 180 |
+
|
| 181 |
+
// Invoke the InputReleased event. This is not replicated here. If someone is listening, they may replicate the InputReleased event to the server.
|
| 182 |
+
InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputReleased, Spec.Handle, OriginalPredictionKey);
|
| 183 |
+
}
|
| 184 |
+
}
|
| 185 |
+
|
| 186 |
+
void ULyraAbilitySystemComponent::AbilityInputTagPressed(const FGameplayTag& InputTag)
|
| 187 |
+
{
|
| 188 |
+
if (InputTag.IsValid())
|
| 189 |
+
{
|
| 190 |
+
for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
|
| 191 |
+
{
|
| 192 |
+
if (AbilitySpec.Ability && (AbilitySpec.GetDynamicSpecSourceTags().HasTagExact(InputTag)))
|
| 193 |
+
{
|
| 194 |
+
InputPressedSpecHandles.AddUnique(AbilitySpec.Handle);
|
| 195 |
+
InputHeldSpecHandles.AddUnique(AbilitySpec.Handle);
|
| 196 |
+
}
|
| 197 |
+
}
|
| 198 |
+
}
|
| 199 |
+
}
|
| 200 |
+
|
| 201 |
+
void ULyraAbilitySystemComponent::AbilityInputTagReleased(const FGameplayTag& InputTag)
|
| 202 |
+
{
|
| 203 |
+
if (InputTag.IsValid())
|
| 204 |
+
{
|
| 205 |
+
for (const FGameplayAbilitySpec& AbilitySpec : ActivatableAbilities.Items)
|
| 206 |
+
{
|
| 207 |
+
if (AbilitySpec.Ability && (AbilitySpec.GetDynamicSpecSourceTags().HasTagExact(InputTag)))
|
| 208 |
+
{
|
| 209 |
+
InputReleasedSpecHandles.AddUnique(AbilitySpec.Handle);
|
| 210 |
+
InputHeldSpecHandles.Remove(AbilitySpec.Handle);
|
| 211 |
+
}
|
| 212 |
+
}
|
| 213 |
+
}
|
| 214 |
+
}
|
| 215 |
+
|
| 216 |
+
void ULyraAbilitySystemComponent::ProcessAbilityInput(float DeltaTime, bool bGamePaused)
|
| 217 |
+
{
|
| 218 |
+
if (HasMatchingGameplayTag(TAG_Gameplay_AbilityInputBlocked))
|
| 219 |
+
{
|
| 220 |
+
ClearAbilityInput();
|
| 221 |
+
return;
|
| 222 |
+
}
|
| 223 |
+
|
| 224 |
+
static TArray<FGameplayAbilitySpecHandle> AbilitiesToActivate;
|
| 225 |
+
AbilitiesToActivate.Reset();
|
| 226 |
+
|
| 227 |
+
//@TODO: See if we can use FScopedServerAbilityRPCBatcher ScopedRPCBatcher in some of these loops
|
| 228 |
+
|
| 229 |
+
//
|
| 230 |
+
// Process all abilities that activate when the input is held.
|
| 231 |
+
//
|
| 232 |
+
for (const FGameplayAbilitySpecHandle& SpecHandle : InputHeldSpecHandles)
|
| 233 |
+
{
|
| 234 |
+
if (const FGameplayAbilitySpec* AbilitySpec = FindAbilitySpecFromHandle(SpecHandle))
|
| 235 |
+
{
|
| 236 |
+
if (AbilitySpec->Ability && !AbilitySpec->IsActive())
|
| 237 |
+
{
|
| 238 |
+
const ULyraGameplayAbility* LyraAbilityCDO = Cast<ULyraGameplayAbility>(AbilitySpec->Ability);
|
| 239 |
+
if (LyraAbilityCDO && LyraAbilityCDO->GetActivationPolicy() == ELyraAbilityActivationPolicy::WhileInputActive)
|
| 240 |
+
{
|
| 241 |
+
AbilitiesToActivate.AddUnique(AbilitySpec->Handle);
|
| 242 |
+
}
|
| 243 |
+
}
|
| 244 |
+
}
|
| 245 |
+
}
|
| 246 |
+
|
| 247 |
+
//
|
| 248 |
+
// Process all abilities that had their input pressed this frame.
|
| 249 |
+
//
|
| 250 |
+
for (const FGameplayAbilitySpecHandle& SpecHandle : InputPressedSpecHandles)
|
| 251 |
+
{
|
| 252 |
+
if (FGameplayAbilitySpec* AbilitySpec = FindAbilitySpecFromHandle(SpecHandle))
|
| 253 |
+
{
|
| 254 |
+
if (AbilitySpec->Ability)
|
| 255 |
+
{
|
| 256 |
+
AbilitySpec->InputPressed = true;
|
| 257 |
+
|
| 258 |
+
if (AbilitySpec->IsActive())
|
| 259 |
+
{
|
| 260 |
+
// Ability is active so pass along the input event.
|
| 261 |
+
AbilitySpecInputPressed(*AbilitySpec);
|
| 262 |
+
}
|
| 263 |
+
else
|
| 264 |
+
{
|
| 265 |
+
const ULyraGameplayAbility* LyraAbilityCDO = Cast<ULyraGameplayAbility>(AbilitySpec->Ability);
|
| 266 |
+
|
| 267 |
+
if (LyraAbilityCDO && LyraAbilityCDO->GetActivationPolicy() == ELyraAbilityActivationPolicy::OnInputTriggered)
|
| 268 |
+
{
|
| 269 |
+
AbilitiesToActivate.AddUnique(AbilitySpec->Handle);
|
| 270 |
+
}
|
| 271 |
+
}
|
| 272 |
+
}
|
| 273 |
+
}
|
| 274 |
+
}
|
| 275 |
+
|
| 276 |
+
//
|
| 277 |
+
// Try to activate all the abilities that are from presses and holds.
|
| 278 |
+
// We do it all at once so that held inputs don't activate the ability
|
| 279 |
+
// and then also send a input event to the ability because of the press.
|
| 280 |
+
//
|
| 281 |
+
for (const FGameplayAbilitySpecHandle& AbilitySpecHandle : AbilitiesToActivate)
|
| 282 |
+
{
|
| 283 |
+
TryActivateAbility(AbilitySpecHandle);
|
| 284 |
+
}
|
| 285 |
+
|
| 286 |
+
//
|
| 287 |
+
// Process all abilities that had their input released this frame.
|
| 288 |
+
//
|
| 289 |
+
for (const FGameplayAbilitySpecHandle& SpecHandle : InputReleasedSpecHandles)
|
| 290 |
+
{
|
| 291 |
+
if (FGameplayAbilitySpec* AbilitySpec = FindAbilitySpecFromHandle(SpecHandle))
|
| 292 |
+
{
|
| 293 |
+
if (AbilitySpec->Ability)
|
| 294 |
+
{
|
| 295 |
+
AbilitySpec->InputPressed = false;
|
| 296 |
+
|
| 297 |
+
if (AbilitySpec->IsActive())
|
| 298 |
+
{
|
| 299 |
+
// Ability is active so pass along the input event.
|
| 300 |
+
AbilitySpecInputReleased(*AbilitySpec);
|
| 301 |
+
}
|
| 302 |
+
}
|
| 303 |
+
}
|
| 304 |
+
}
|
| 305 |
+
|
| 306 |
+
//
|
| 307 |
+
// Clear the cached ability handles.
|
| 308 |
+
//
|
| 309 |
+
InputPressedSpecHandles.Reset();
|
| 310 |
+
InputReleasedSpecHandles.Reset();
|
| 311 |
+
}
|
| 312 |
+
|
| 313 |
+
void ULyraAbilitySystemComponent::ClearAbilityInput()
|
| 314 |
+
{
|
| 315 |
+
InputPressedSpecHandles.Reset();
|
| 316 |
+
InputReleasedSpecHandles.Reset();
|
| 317 |
+
InputHeldSpecHandles.Reset();
|
| 318 |
+
}
|
| 319 |
+
|
| 320 |
+
void ULyraAbilitySystemComponent::NotifyAbilityActivated(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability)
|
| 321 |
+
{
|
| 322 |
+
Super::NotifyAbilityActivated(Handle, Ability);
|
| 323 |
+
|
| 324 |
+
if (ULyraGameplayAbility* LyraAbility = Cast<ULyraGameplayAbility>(Ability))
|
| 325 |
+
{
|
| 326 |
+
AddAbilityToActivationGroup(LyraAbility->GetActivationGroup(), LyraAbility);
|
| 327 |
+
}
|
| 328 |
+
}
|
| 329 |
+
|
| 330 |
+
void ULyraAbilitySystemComponent::NotifyAbilityFailed(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason)
|
| 331 |
+
{
|
| 332 |
+
Super::NotifyAbilityFailed(Handle, Ability, FailureReason);
|
| 333 |
+
|
| 334 |
+
if (APawn* Avatar = Cast<APawn>(GetAvatarActor()))
|
| 335 |
+
{
|
| 336 |
+
if (!Avatar->IsLocallyControlled() && Ability->IsSupportedForNetworking())
|
| 337 |
+
{
|
| 338 |
+
ClientNotifyAbilityFailed(Ability, FailureReason);
|
| 339 |
+
return;
|
| 340 |
+
}
|
| 341 |
+
}
|
| 342 |
+
|
| 343 |
+
HandleAbilityFailed(Ability, FailureReason);
|
| 344 |
+
}
|
| 345 |
+
|
| 346 |
+
void ULyraAbilitySystemComponent::NotifyAbilityEnded(FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, bool bWasCancelled)
|
| 347 |
+
{
|
| 348 |
+
Super::NotifyAbilityEnded(Handle, Ability, bWasCancelled);
|
| 349 |
+
|
| 350 |
+
if (ULyraGameplayAbility* LyraAbility = Cast<ULyraGameplayAbility>(Ability))
|
| 351 |
+
{
|
| 352 |
+
RemoveAbilityFromActivationGroup(LyraAbility->GetActivationGroup(), LyraAbility);
|
| 353 |
+
}
|
| 354 |
+
}
|
| 355 |
+
|
| 356 |
+
void ULyraAbilitySystemComponent::ApplyAbilityBlockAndCancelTags(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bEnableBlockTags, const FGameplayTagContainer& BlockTags, bool bExecuteCancelTags, const FGameplayTagContainer& CancelTags)
|
| 357 |
+
{
|
| 358 |
+
FGameplayTagContainer ModifiedBlockTags = BlockTags;
|
| 359 |
+
FGameplayTagContainer ModifiedCancelTags = CancelTags;
|
| 360 |
+
|
| 361 |
+
if (TagRelationshipMapping)
|
| 362 |
+
{
|
| 363 |
+
// Use the mapping to expand the ability tags into block and cancel tag
|
| 364 |
+
TagRelationshipMapping->GetAbilityTagsToBlockAndCancel(AbilityTags, &ModifiedBlockTags, &ModifiedCancelTags);
|
| 365 |
+
}
|
| 366 |
+
|
| 367 |
+
Super::ApplyAbilityBlockAndCancelTags(AbilityTags, RequestingAbility, bEnableBlockTags, ModifiedBlockTags, bExecuteCancelTags, ModifiedCancelTags);
|
| 368 |
+
|
| 369 |
+
//@TODO: Apply any special logic like blocking input or movement
|
| 370 |
+
}
|
| 371 |
+
|
| 372 |
+
void ULyraAbilitySystemComponent::HandleChangeAbilityCanBeCanceled(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bCanBeCanceled)
|
| 373 |
+
{
|
| 374 |
+
Super::HandleChangeAbilityCanBeCanceled(AbilityTags, RequestingAbility, bCanBeCanceled);
|
| 375 |
+
|
| 376 |
+
//@TODO: Apply any special logic like blocking input or movement
|
| 377 |
+
}
|
| 378 |
+
|
| 379 |
+
void ULyraAbilitySystemComponent::GetAdditionalActivationTagRequirements(const FGameplayTagContainer& AbilityTags, FGameplayTagContainer& OutActivationRequired, FGameplayTagContainer& OutActivationBlocked) const
|
| 380 |
+
{
|
| 381 |
+
if (TagRelationshipMapping)
|
| 382 |
+
{
|
| 383 |
+
TagRelationshipMapping->GetRequiredAndBlockedActivationTags(AbilityTags, &OutActivationRequired, &OutActivationBlocked);
|
| 384 |
+
}
|
| 385 |
+
}
|
| 386 |
+
|
| 387 |
+
void ULyraAbilitySystemComponent::SetTagRelationshipMapping(ULyraAbilityTagRelationshipMapping* NewMapping)
|
| 388 |
+
{
|
| 389 |
+
TagRelationshipMapping = NewMapping;
|
| 390 |
+
}
|
| 391 |
+
|
| 392 |
+
void ULyraAbilitySystemComponent::ClientNotifyAbilityFailed_Implementation(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason)
|
| 393 |
+
{
|
| 394 |
+
HandleAbilityFailed(Ability, FailureReason);
|
| 395 |
+
}
|
| 396 |
+
|
| 397 |
+
void ULyraAbilitySystemComponent::HandleAbilityFailed(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason)
|
| 398 |
+
{
|
| 399 |
+
//UE_LOG(LogLyraAbilitySystem, Warning, TEXT("Ability %s failed to activate (tags: %s)"), *GetPathNameSafe(Ability), *FailureReason.ToString());
|
| 400 |
+
|
| 401 |
+
if (const ULyraGameplayAbility* LyraAbility = Cast<const ULyraGameplayAbility>(Ability))
|
| 402 |
+
{
|
| 403 |
+
LyraAbility->OnAbilityFailedToActivate(FailureReason);
|
| 404 |
+
}
|
| 405 |
+
}
|
| 406 |
+
|
| 407 |
+
bool ULyraAbilitySystemComponent::IsActivationGroupBlocked(ELyraAbilityActivationGroup Group) const
|
| 408 |
+
{
|
| 409 |
+
bool bBlocked = false;
|
| 410 |
+
|
| 411 |
+
switch (Group)
|
| 412 |
+
{
|
| 413 |
+
case ELyraAbilityActivationGroup::Independent:
|
| 414 |
+
// Independent abilities are never blocked.
|
| 415 |
+
bBlocked = false;
|
| 416 |
+
break;
|
| 417 |
+
|
| 418 |
+
case ELyraAbilityActivationGroup::Exclusive_Replaceable:
|
| 419 |
+
case ELyraAbilityActivationGroup::Exclusive_Blocking:
|
| 420 |
+
// Exclusive abilities can activate if nothing is blocking.
|
| 421 |
+
bBlocked = (ActivationGroupCounts[(uint8)ELyraAbilityActivationGroup::Exclusive_Blocking] > 0);
|
| 422 |
+
break;
|
| 423 |
+
|
| 424 |
+
default:
|
| 425 |
+
checkf(false, TEXT("IsActivationGroupBlocked: Invalid ActivationGroup [%d]\n"), (uint8)Group);
|
| 426 |
+
break;
|
| 427 |
+
}
|
| 428 |
+
|
| 429 |
+
return bBlocked;
|
| 430 |
+
}
|
| 431 |
+
|
| 432 |
+
void ULyraAbilitySystemComponent::AddAbilityToActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility)
|
| 433 |
+
{
|
| 434 |
+
check(LyraAbility);
|
| 435 |
+
check(ActivationGroupCounts[(uint8)Group] < INT32_MAX);
|
| 436 |
+
|
| 437 |
+
ActivationGroupCounts[(uint8)Group]++;
|
| 438 |
+
|
| 439 |
+
const bool bReplicateCancelAbility = false;
|
| 440 |
+
|
| 441 |
+
switch (Group)
|
| 442 |
+
{
|
| 443 |
+
case ELyraAbilityActivationGroup::Independent:
|
| 444 |
+
// Independent abilities do not cancel any other abilities.
|
| 445 |
+
break;
|
| 446 |
+
|
| 447 |
+
case ELyraAbilityActivationGroup::Exclusive_Replaceable:
|
| 448 |
+
case ELyraAbilityActivationGroup::Exclusive_Blocking:
|
| 449 |
+
CancelActivationGroupAbilities(ELyraAbilityActivationGroup::Exclusive_Replaceable, LyraAbility, bReplicateCancelAbility);
|
| 450 |
+
break;
|
| 451 |
+
|
| 452 |
+
default:
|
| 453 |
+
checkf(false, TEXT("AddAbilityToActivationGroup: Invalid ActivationGroup [%d]\n"), (uint8)Group);
|
| 454 |
+
break;
|
| 455 |
+
}
|
| 456 |
+
|
| 457 |
+
const int32 ExclusiveCount = ActivationGroupCounts[(uint8)ELyraAbilityActivationGroup::Exclusive_Replaceable] + ActivationGroupCounts[(uint8)ELyraAbilityActivationGroup::Exclusive_Blocking];
|
| 458 |
+
if (!ensure(ExclusiveCount <= 1))
|
| 459 |
+
{
|
| 460 |
+
UE_LOG(LogLyraAbilitySystem, Error, TEXT("AddAbilityToActivationGroup: Multiple exclusive abilities are running."));
|
| 461 |
+
}
|
| 462 |
+
}
|
| 463 |
+
|
| 464 |
+
void ULyraAbilitySystemComponent::RemoveAbilityFromActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility)
|
| 465 |
+
{
|
| 466 |
+
check(LyraAbility);
|
| 467 |
+
check(ActivationGroupCounts[(uint8)Group] > 0);
|
| 468 |
+
|
| 469 |
+
ActivationGroupCounts[(uint8)Group]--;
|
| 470 |
+
}
|
| 471 |
+
|
| 472 |
+
void ULyraAbilitySystemComponent::CancelActivationGroupAbilities(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* IgnoreLyraAbility, bool bReplicateCancelAbility)
|
| 473 |
+
{
|
| 474 |
+
auto ShouldCancelFunc = [this, Group, IgnoreLyraAbility](const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle)
|
| 475 |
+
{
|
| 476 |
+
return ((LyraAbility->GetActivationGroup() == Group) && (LyraAbility != IgnoreLyraAbility));
|
| 477 |
+
};
|
| 478 |
+
|
| 479 |
+
CancelAbilitiesByFunc(ShouldCancelFunc, bReplicateCancelAbility);
|
| 480 |
+
}
|
| 481 |
+
|
| 482 |
+
void ULyraAbilitySystemComponent::AddDynamicTagGameplayEffect(const FGameplayTag& Tag)
|
| 483 |
+
{
|
| 484 |
+
const TSubclassOf<UGameplayEffect> DynamicTagGE = ULyraAssetManager::GetSubclass(ULyraGameData::Get().DynamicTagGameplayEffect);
|
| 485 |
+
if (!DynamicTagGE)
|
| 486 |
+
{
|
| 487 |
+
UE_LOG(LogLyraAbilitySystem, Warning, TEXT("AddDynamicTagGameplayEffect: Unable to find DynamicTagGameplayEffect [%s]."), *ULyraGameData::Get().DynamicTagGameplayEffect.GetAssetName());
|
| 488 |
+
return;
|
| 489 |
+
}
|
| 490 |
+
|
| 491 |
+
const FGameplayEffectSpecHandle SpecHandle = MakeOutgoingSpec(DynamicTagGE, 1.0f, MakeEffectContext());
|
| 492 |
+
FGameplayEffectSpec* Spec = SpecHandle.Data.Get();
|
| 493 |
+
|
| 494 |
+
if (!Spec)
|
| 495 |
+
{
|
| 496 |
+
UE_LOG(LogLyraAbilitySystem, Warning, TEXT("AddDynamicTagGameplayEffect: Unable to make outgoing spec for [%s]."), *GetNameSafe(DynamicTagGE));
|
| 497 |
+
return;
|
| 498 |
+
}
|
| 499 |
+
|
| 500 |
+
Spec->DynamicGrantedTags.AddTag(Tag);
|
| 501 |
+
|
| 502 |
+
ApplyGameplayEffectSpecToSelf(*Spec);
|
| 503 |
+
}
|
| 504 |
+
|
| 505 |
+
void ULyraAbilitySystemComponent::RemoveDynamicTagGameplayEffect(const FGameplayTag& Tag)
|
| 506 |
+
{
|
| 507 |
+
const TSubclassOf<UGameplayEffect> DynamicTagGE = ULyraAssetManager::GetSubclass(ULyraGameData::Get().DynamicTagGameplayEffect);
|
| 508 |
+
if (!DynamicTagGE)
|
| 509 |
+
{
|
| 510 |
+
UE_LOG(LogLyraAbilitySystem, Warning, TEXT("RemoveDynamicTagGameplayEffect: Unable to find gameplay effect [%s]."), *ULyraGameData::Get().DynamicTagGameplayEffect.GetAssetName());
|
| 511 |
+
return;
|
| 512 |
+
}
|
| 513 |
+
|
| 514 |
+
FGameplayEffectQuery Query = FGameplayEffectQuery::MakeQuery_MatchAnyOwningTags(FGameplayTagContainer(Tag));
|
| 515 |
+
Query.EffectDefinition = DynamicTagGE;
|
| 516 |
+
|
| 517 |
+
RemoveActiveEffects(Query);
|
| 518 |
+
}
|
| 519 |
+
|
| 520 |
+
void ULyraAbilitySystemComponent::GetAbilityTargetData(const FGameplayAbilitySpecHandle AbilityHandle, FGameplayAbilityActivationInfo ActivationInfo, FGameplayAbilityTargetDataHandle& OutTargetDataHandle)
|
| 521 |
+
{
|
| 522 |
+
TSharedPtr<FAbilityReplicatedDataCache> ReplicatedData = AbilityTargetDataMap.Find(FGameplayAbilitySpecHandleAndPredictionKey(AbilityHandle, ActivationInfo.GetActivationPredictionKey()));
|
| 523 |
+
if (ReplicatedData.IsValid())
|
| 524 |
+
{
|
| 525 |
+
OutTargetDataHandle = ReplicatedData->TargetData;
|
| 526 |
+
}
|
| 527 |
+
}
|
| 528 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySystemComponent.h
ADDED
|
@@ -0,0 +1,110 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Abilities/LyraGameplayAbility.h"
|
| 6 |
+
#include "AbilitySystemComponent.h"
|
| 7 |
+
#include "NativeGameplayTags.h"
|
| 8 |
+
|
| 9 |
+
#include "LyraAbilitySystemComponent.generated.h"
|
| 10 |
+
|
| 11 |
+
#define UE_API LYRAGAME_API
|
| 12 |
+
|
| 13 |
+
class AActor;
|
| 14 |
+
class UGameplayAbility;
|
| 15 |
+
class ULyraAbilityTagRelationshipMapping;
|
| 16 |
+
class UObject;
|
| 17 |
+
struct FFrame;
|
| 18 |
+
struct FGameplayAbilityTargetDataHandle;
|
| 19 |
+
|
| 20 |
+
LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_AbilityInputBlocked);
|
| 21 |
+
|
| 22 |
+
/**
|
| 23 |
+
* ULyraAbilitySystemComponent
|
| 24 |
+
*
|
| 25 |
+
* Base ability system component class used by this project.
|
| 26 |
+
*/
|
| 27 |
+
UCLASS(MinimalAPI)
|
| 28 |
+
class ULyraAbilitySystemComponent : public UAbilitySystemComponent
|
| 29 |
+
{
|
| 30 |
+
GENERATED_BODY()
|
| 31 |
+
|
| 32 |
+
public:
|
| 33 |
+
|
| 34 |
+
UE_API ULyraAbilitySystemComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
|
| 35 |
+
|
| 36 |
+
//~UActorComponent interface
|
| 37 |
+
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
| 38 |
+
//~End of UActorComponent interface
|
| 39 |
+
|
| 40 |
+
UE_API virtual void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
|
| 41 |
+
|
| 42 |
+
typedef TFunctionRef<bool(const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle)> TShouldCancelAbilityFunc;
|
| 43 |
+
UE_API void CancelAbilitiesByFunc(TShouldCancelAbilityFunc ShouldCancelFunc, bool bReplicateCancelAbility);
|
| 44 |
+
|
| 45 |
+
UE_API void CancelInputActivatedAbilities(bool bReplicateCancelAbility);
|
| 46 |
+
|
| 47 |
+
UE_API void AbilityInputTagPressed(const FGameplayTag& InputTag);
|
| 48 |
+
UE_API void AbilityInputTagReleased(const FGameplayTag& InputTag);
|
| 49 |
+
|
| 50 |
+
UE_API void ProcessAbilityInput(float DeltaTime, bool bGamePaused);
|
| 51 |
+
UE_API void ClearAbilityInput();
|
| 52 |
+
|
| 53 |
+
UE_API bool IsActivationGroupBlocked(ELyraAbilityActivationGroup Group) const;
|
| 54 |
+
UE_API void AddAbilityToActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility);
|
| 55 |
+
UE_API void RemoveAbilityFromActivationGroup(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* LyraAbility);
|
| 56 |
+
UE_API void CancelActivationGroupAbilities(ELyraAbilityActivationGroup Group, ULyraGameplayAbility* IgnoreLyraAbility, bool bReplicateCancelAbility);
|
| 57 |
+
|
| 58 |
+
// Uses a gameplay effect to add the specified dynamic granted tag.
|
| 59 |
+
UE_API void AddDynamicTagGameplayEffect(const FGameplayTag& Tag);
|
| 60 |
+
|
| 61 |
+
// Removes all active instances of the gameplay effect that was used to add the specified dynamic granted tag.
|
| 62 |
+
UE_API void RemoveDynamicTagGameplayEffect(const FGameplayTag& Tag);
|
| 63 |
+
|
| 64 |
+
/** Gets the ability target data associated with the given ability handle and activation info */
|
| 65 |
+
UE_API void GetAbilityTargetData(const FGameplayAbilitySpecHandle AbilityHandle, FGameplayAbilityActivationInfo ActivationInfo, FGameplayAbilityTargetDataHandle& OutTargetDataHandle);
|
| 66 |
+
|
| 67 |
+
/** Sets the current tag relationship mapping, if null it will clear it out */
|
| 68 |
+
UE_API void SetTagRelationshipMapping(ULyraAbilityTagRelationshipMapping* NewMapping);
|
| 69 |
+
|
| 70 |
+
/** Looks at ability tags and gathers additional required and blocking tags */
|
| 71 |
+
UE_API void GetAdditionalActivationTagRequirements(const FGameplayTagContainer& AbilityTags, FGameplayTagContainer& OutActivationRequired, FGameplayTagContainer& OutActivationBlocked) const;
|
| 72 |
+
|
| 73 |
+
UE_API void TryActivateAbilitiesOnSpawn();
|
| 74 |
+
|
| 75 |
+
protected:
|
| 76 |
+
|
| 77 |
+
UE_API virtual void AbilitySpecInputPressed(FGameplayAbilitySpec& Spec) override;
|
| 78 |
+
UE_API virtual void AbilitySpecInputReleased(FGameplayAbilitySpec& Spec) override;
|
| 79 |
+
|
| 80 |
+
UE_API virtual void NotifyAbilityActivated(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability) override;
|
| 81 |
+
UE_API virtual void NotifyAbilityFailed(const FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason) override;
|
| 82 |
+
UE_API virtual void NotifyAbilityEnded(FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, bool bWasCancelled) override;
|
| 83 |
+
UE_API virtual void ApplyAbilityBlockAndCancelTags(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bEnableBlockTags, const FGameplayTagContainer& BlockTags, bool bExecuteCancelTags, const FGameplayTagContainer& CancelTags) override;
|
| 84 |
+
UE_API virtual void HandleChangeAbilityCanBeCanceled(const FGameplayTagContainer& AbilityTags, UGameplayAbility* RequestingAbility, bool bCanBeCanceled) override;
|
| 85 |
+
|
| 86 |
+
/** Notify client that an ability failed to activate */
|
| 87 |
+
UFUNCTION(Client, Unreliable)
|
| 88 |
+
UE_API void ClientNotifyAbilityFailed(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason);
|
| 89 |
+
|
| 90 |
+
UE_API void HandleAbilityFailed(const UGameplayAbility* Ability, const FGameplayTagContainer& FailureReason);
|
| 91 |
+
protected:
|
| 92 |
+
|
| 93 |
+
// If set, this table is used to look up tag relationships for activate and cancel
|
| 94 |
+
UPROPERTY()
|
| 95 |
+
TObjectPtr<ULyraAbilityTagRelationshipMapping> TagRelationshipMapping;
|
| 96 |
+
|
| 97 |
+
// Handles to abilities that had their input pressed this frame.
|
| 98 |
+
TArray<FGameplayAbilitySpecHandle> InputPressedSpecHandles;
|
| 99 |
+
|
| 100 |
+
// Handles to abilities that had their input released this frame.
|
| 101 |
+
TArray<FGameplayAbilitySpecHandle> InputReleasedSpecHandles;
|
| 102 |
+
|
| 103 |
+
// Handles to abilities that have their input held.
|
| 104 |
+
TArray<FGameplayAbilitySpecHandle> InputHeldSpecHandles;
|
| 105 |
+
|
| 106 |
+
// Number of abilities running in each activation group.
|
| 107 |
+
int32 ActivationGroupCounts[(uint8)ELyraAbilityActivationGroup::MAX];
|
| 108 |
+
};
|
| 109 |
+
|
| 110 |
+
#undef UE_API
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySystemGlobals.cpp
ADDED
|
@@ -0,0 +1,20 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraAbilitySystemGlobals.h"
|
| 4 |
+
|
| 5 |
+
#include "LyraGameplayEffectContext.h"
|
| 6 |
+
|
| 7 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilitySystemGlobals)
|
| 8 |
+
|
| 9 |
+
struct FGameplayEffectContext;
|
| 10 |
+
|
| 11 |
+
ULyraAbilitySystemGlobals::ULyraAbilitySystemGlobals(const FObjectInitializer& ObjectInitializer)
|
| 12 |
+
: Super(ObjectInitializer)
|
| 13 |
+
{
|
| 14 |
+
}
|
| 15 |
+
|
| 16 |
+
FGameplayEffectContext* ULyraAbilitySystemGlobals::AllocGameplayEffectContext() const
|
| 17 |
+
{
|
| 18 |
+
return new FLyraGameplayEffectContext();
|
| 19 |
+
}
|
| 20 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilitySystemGlobals.h
ADDED
|
@@ -0,0 +1,20 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystemGlobals.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraAbilitySystemGlobals.generated.h"
|
| 8 |
+
|
| 9 |
+
class UObject;
|
| 10 |
+
struct FGameplayEffectContext;
|
| 11 |
+
|
| 12 |
+
UCLASS(Config=Game)
|
| 13 |
+
class ULyraAbilitySystemGlobals : public UAbilitySystemGlobals
|
| 14 |
+
{
|
| 15 |
+
GENERATED_UCLASS_BODY()
|
| 16 |
+
|
| 17 |
+
//~UAbilitySystemGlobals interface
|
| 18 |
+
virtual FGameplayEffectContext* AllocGameplayEffectContext() const override;
|
| 19 |
+
//~End of UAbilitySystemGlobals interface
|
| 20 |
+
};
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilityTagRelationshipMapping.cpp
ADDED
|
@@ -0,0 +1,63 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "AbilitySystem/LyraAbilityTagRelationshipMapping.h"
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAbilityTagRelationshipMapping)
|
| 7 |
+
|
| 8 |
+
void ULyraAbilityTagRelationshipMapping::GetAbilityTagsToBlockAndCancel(const FGameplayTagContainer& AbilityTags, FGameplayTagContainer* OutTagsToBlock, FGameplayTagContainer* OutTagsToCancel) const
|
| 9 |
+
{
|
| 10 |
+
// Simple iteration for now
|
| 11 |
+
for (int32 i = 0; i < AbilityTagRelationships.Num(); i++)
|
| 12 |
+
{
|
| 13 |
+
const FLyraAbilityTagRelationship& Tags = AbilityTagRelationships[i];
|
| 14 |
+
if (AbilityTags.HasTag(Tags.AbilityTag))
|
| 15 |
+
{
|
| 16 |
+
if (OutTagsToBlock)
|
| 17 |
+
{
|
| 18 |
+
OutTagsToBlock->AppendTags(Tags.AbilityTagsToBlock);
|
| 19 |
+
}
|
| 20 |
+
if (OutTagsToCancel)
|
| 21 |
+
{
|
| 22 |
+
OutTagsToCancel->AppendTags(Tags.AbilityTagsToCancel);
|
| 23 |
+
}
|
| 24 |
+
}
|
| 25 |
+
}
|
| 26 |
+
}
|
| 27 |
+
|
| 28 |
+
void ULyraAbilityTagRelationshipMapping::GetRequiredAndBlockedActivationTags(const FGameplayTagContainer& AbilityTags, FGameplayTagContainer* OutActivationRequired, FGameplayTagContainer* OutActivationBlocked) const
|
| 29 |
+
{
|
| 30 |
+
// Simple iteration for now
|
| 31 |
+
for (int32 i = 0; i < AbilityTagRelationships.Num(); i++)
|
| 32 |
+
{
|
| 33 |
+
const FLyraAbilityTagRelationship& Tags = AbilityTagRelationships[i];
|
| 34 |
+
if (AbilityTags.HasTag(Tags.AbilityTag))
|
| 35 |
+
{
|
| 36 |
+
if (OutActivationRequired)
|
| 37 |
+
{
|
| 38 |
+
OutActivationRequired->AppendTags(Tags.ActivationRequiredTags);
|
| 39 |
+
}
|
| 40 |
+
if (OutActivationBlocked)
|
| 41 |
+
{
|
| 42 |
+
OutActivationBlocked->AppendTags(Tags.ActivationBlockedTags);
|
| 43 |
+
}
|
| 44 |
+
}
|
| 45 |
+
}
|
| 46 |
+
}
|
| 47 |
+
|
| 48 |
+
bool ULyraAbilityTagRelationshipMapping::IsAbilityCancelledByTag(const FGameplayTagContainer& AbilityTags, const FGameplayTag& ActionTag) const
|
| 49 |
+
{
|
| 50 |
+
// Simple iteration for now
|
| 51 |
+
for (int32 i = 0; i < AbilityTagRelationships.Num(); i++)
|
| 52 |
+
{
|
| 53 |
+
const FLyraAbilityTagRelationship& Tags = AbilityTagRelationships[i];
|
| 54 |
+
|
| 55 |
+
if (Tags.AbilityTag == ActionTag && Tags.AbilityTagsToCancel.HasAny(AbilityTags))
|
| 56 |
+
{
|
| 57 |
+
return true;
|
| 58 |
+
}
|
| 59 |
+
}
|
| 60 |
+
|
| 61 |
+
return false;
|
| 62 |
+
}
|
| 63 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraAbilityTagRelationshipMapping.h
ADDED
|
@@ -0,0 +1,60 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Engine/DataAsset.h"
|
| 6 |
+
#include "GameplayTagContainer.h"
|
| 7 |
+
|
| 8 |
+
#include "LyraAbilityTagRelationshipMapping.generated.h"
|
| 9 |
+
|
| 10 |
+
class UObject;
|
| 11 |
+
|
| 12 |
+
/** Struct that defines the relationship between different ability tags */
|
| 13 |
+
USTRUCT()
|
| 14 |
+
struct FLyraAbilityTagRelationship
|
| 15 |
+
{
|
| 16 |
+
GENERATED_BODY()
|
| 17 |
+
|
| 18 |
+
/** The tag that this container relationship is about. Single tag, but abilities can have multiple of these */
|
| 19 |
+
UPROPERTY(EditAnywhere, Category = Ability, meta = (Categories = "Gameplay.Action"))
|
| 20 |
+
FGameplayTag AbilityTag;
|
| 21 |
+
|
| 22 |
+
/** The other ability tags that will be blocked by any ability using this tag */
|
| 23 |
+
UPROPERTY(EditAnywhere, Category = Ability)
|
| 24 |
+
FGameplayTagContainer AbilityTagsToBlock;
|
| 25 |
+
|
| 26 |
+
/** The other ability tags that will be canceled by any ability using this tag */
|
| 27 |
+
UPROPERTY(EditAnywhere, Category = Ability)
|
| 28 |
+
FGameplayTagContainer AbilityTagsToCancel;
|
| 29 |
+
|
| 30 |
+
/** If an ability has the tag, this is implicitly added to the activation required tags of the ability */
|
| 31 |
+
UPROPERTY(EditAnywhere, Category = Ability)
|
| 32 |
+
FGameplayTagContainer ActivationRequiredTags;
|
| 33 |
+
|
| 34 |
+
/** If an ability has the tag, this is implicitly added to the activation blocked tags of the ability */
|
| 35 |
+
UPROPERTY(EditAnywhere, Category = Ability)
|
| 36 |
+
FGameplayTagContainer ActivationBlockedTags;
|
| 37 |
+
};
|
| 38 |
+
|
| 39 |
+
|
| 40 |
+
/** Mapping of how ability tags block or cancel other abilities */
|
| 41 |
+
UCLASS()
|
| 42 |
+
class ULyraAbilityTagRelationshipMapping : public UDataAsset
|
| 43 |
+
{
|
| 44 |
+
GENERATED_BODY()
|
| 45 |
+
|
| 46 |
+
private:
|
| 47 |
+
/** The list of relationships between different gameplay tags (which ones block or cancel others) */
|
| 48 |
+
UPROPERTY(EditAnywhere, Category = Ability, meta=(TitleProperty="AbilityTag"))
|
| 49 |
+
TArray<FLyraAbilityTagRelationship> AbilityTagRelationships;
|
| 50 |
+
|
| 51 |
+
public:
|
| 52 |
+
/** Given a set of ability tags, parse the tag relationship and fill out tags to block and cancel */
|
| 53 |
+
void GetAbilityTagsToBlockAndCancel(const FGameplayTagContainer& AbilityTags, FGameplayTagContainer* OutTagsToBlock, FGameplayTagContainer* OutTagsToCancel) const;
|
| 54 |
+
|
| 55 |
+
/** Given a set of ability tags, add additional required and blocking tags */
|
| 56 |
+
void GetRequiredAndBlockedActivationTags(const FGameplayTagContainer& AbilityTags, FGameplayTagContainer* OutActivationRequired, FGameplayTagContainer* OutActivationBlocked) const;
|
| 57 |
+
|
| 58 |
+
/** Returns true if the specified ability tags are canceled by the passed in action tag */
|
| 59 |
+
bool IsAbilityCancelledByTag(const FGameplayTagContainer& AbilityTags, const FGameplayTag& ActionTag) const;
|
| 60 |
+
};
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayAbilityTargetData_SingleTargetHit.cpp
ADDED
|
@@ -0,0 +1,32 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraGameplayAbilityTargetData_SingleTargetHit.h"
|
| 4 |
+
|
| 5 |
+
#include "LyraGameplayEffectContext.h"
|
| 6 |
+
|
| 7 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayAbilityTargetData_SingleTargetHit)
|
| 8 |
+
|
| 9 |
+
struct FGameplayEffectContextHandle;
|
| 10 |
+
|
| 11 |
+
//////////////////////////////////////////////////////////////////////
|
| 12 |
+
|
| 13 |
+
void FLyraGameplayAbilityTargetData_SingleTargetHit::AddTargetDataToContext(FGameplayEffectContextHandle& Context, bool bIncludeActorArray) const
|
| 14 |
+
{
|
| 15 |
+
FGameplayAbilityTargetData_SingleTargetHit::AddTargetDataToContext(Context, bIncludeActorArray);
|
| 16 |
+
|
| 17 |
+
// Add game-specific data
|
| 18 |
+
if (FLyraGameplayEffectContext* TypedContext = FLyraGameplayEffectContext::ExtractEffectContext(Context))
|
| 19 |
+
{
|
| 20 |
+
TypedContext->CartridgeID = CartridgeID;
|
| 21 |
+
}
|
| 22 |
+
}
|
| 23 |
+
|
| 24 |
+
bool FLyraGameplayAbilityTargetData_SingleTargetHit::NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess)
|
| 25 |
+
{
|
| 26 |
+
FGameplayAbilityTargetData_SingleTargetHit::NetSerialize(Ar, Map, bOutSuccess);
|
| 27 |
+
|
| 28 |
+
Ar << CartridgeID;
|
| 29 |
+
|
| 30 |
+
return true;
|
| 31 |
+
}
|
| 32 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayAbilityTargetData_SingleTargetHit.h
ADDED
|
@@ -0,0 +1,45 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Abilities/GameplayAbilityTargetTypes.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraGameplayAbilityTargetData_SingleTargetHit.generated.h"
|
| 8 |
+
|
| 9 |
+
class FArchive;
|
| 10 |
+
struct FGameplayEffectContextHandle;
|
| 11 |
+
|
| 12 |
+
|
| 13 |
+
/** Game-specific additions to SingleTargetHit tracking */
|
| 14 |
+
USTRUCT()
|
| 15 |
+
struct FLyraGameplayAbilityTargetData_SingleTargetHit : public FGameplayAbilityTargetData_SingleTargetHit
|
| 16 |
+
{
|
| 17 |
+
GENERATED_BODY()
|
| 18 |
+
|
| 19 |
+
FLyraGameplayAbilityTargetData_SingleTargetHit()
|
| 20 |
+
: CartridgeID(-1)
|
| 21 |
+
{ }
|
| 22 |
+
|
| 23 |
+
virtual void AddTargetDataToContext(FGameplayEffectContextHandle& Context, bool bIncludeActorArray) const override;
|
| 24 |
+
|
| 25 |
+
/** ID to allow the identification of multiple bullets that were part of the same cartridge */
|
| 26 |
+
UPROPERTY()
|
| 27 |
+
int32 CartridgeID;
|
| 28 |
+
|
| 29 |
+
bool NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess);
|
| 30 |
+
|
| 31 |
+
virtual UScriptStruct* GetScriptStruct() const override
|
| 32 |
+
{
|
| 33 |
+
return FLyraGameplayAbilityTargetData_SingleTargetHit::StaticStruct();
|
| 34 |
+
}
|
| 35 |
+
};
|
| 36 |
+
|
| 37 |
+
template<>
|
| 38 |
+
struct TStructOpsTypeTraits<FLyraGameplayAbilityTargetData_SingleTargetHit> : public TStructOpsTypeTraitsBase2<FLyraGameplayAbilityTargetData_SingleTargetHit>
|
| 39 |
+
{
|
| 40 |
+
enum
|
| 41 |
+
{
|
| 42 |
+
WithNetSerializer = true // For now this is REQUIRED for FGameplayAbilityTargetDataHandle net serialization to work
|
| 43 |
+
};
|
| 44 |
+
};
|
| 45 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayCueManager.cpp
ADDED
|
@@ -0,0 +1,406 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraGameplayCueManager.h"
|
| 4 |
+
#include "Engine/AssetManager.h"
|
| 5 |
+
#include "LyraLogChannels.h"
|
| 6 |
+
#include "GameplayCueSet.h"
|
| 7 |
+
#include "AbilitySystemGlobals.h"
|
| 8 |
+
#include "GameplayTagsManager.h"
|
| 9 |
+
#include "UObject/UObjectThreadContext.h"
|
| 10 |
+
#include "Async/Async.h"
|
| 11 |
+
|
| 12 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayCueManager)
|
| 13 |
+
|
| 14 |
+
//////////////////////////////////////////////////////////////////////
|
| 15 |
+
|
| 16 |
+
enum class ELyraEditorLoadMode
|
| 17 |
+
{
|
| 18 |
+
// Loads all cues upfront; longer loading speed in the editor but short PIE times and effects never fail to play
|
| 19 |
+
LoadUpfront,
|
| 20 |
+
|
| 21 |
+
// Outside of editor: Async loads as cue tag are registered
|
| 22 |
+
// In editor: Async loads when cues are invoked
|
| 23 |
+
// Note: This can cause some 'why didn't I see the effect for X' issues in PIE and is good for iteration speed but otherwise bad for designers
|
| 24 |
+
PreloadAsCuesAreReferenced_GameOnly,
|
| 25 |
+
|
| 26 |
+
// Async loads as cue tag are registered
|
| 27 |
+
PreloadAsCuesAreReferenced
|
| 28 |
+
};
|
| 29 |
+
|
| 30 |
+
namespace LyraGameplayCueManagerCvars
|
| 31 |
+
{
|
| 32 |
+
static FAutoConsoleCommand CVarDumpGameplayCues(
|
| 33 |
+
TEXT("Lyra.DumpGameplayCues"),
|
| 34 |
+
TEXT("Shows all assets that were loaded via LyraGameplayCueManager and are currently in memory."),
|
| 35 |
+
FConsoleCommandWithArgsDelegate::CreateStatic(ULyraGameplayCueManager::DumpGameplayCues));
|
| 36 |
+
|
| 37 |
+
static ELyraEditorLoadMode LoadMode = ELyraEditorLoadMode::LoadUpfront;
|
| 38 |
+
}
|
| 39 |
+
|
| 40 |
+
const bool bPreloadEvenInEditor = true;
|
| 41 |
+
|
| 42 |
+
//////////////////////////////////////////////////////////////////////
|
| 43 |
+
|
| 44 |
+
struct FGameplayCueTagThreadSynchronizeGraphTask : public FAsyncGraphTaskBase
|
| 45 |
+
{
|
| 46 |
+
TFunction<void()> TheTask;
|
| 47 |
+
FGameplayCueTagThreadSynchronizeGraphTask(TFunction<void()>&& Task) : TheTask(MoveTemp(Task)) { }
|
| 48 |
+
void DoTask(ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) { TheTask(); }
|
| 49 |
+
ENamedThreads::Type GetDesiredThread() { return ENamedThreads::GameThread; }
|
| 50 |
+
};
|
| 51 |
+
|
| 52 |
+
//////////////////////////////////////////////////////////////////////
|
| 53 |
+
|
| 54 |
+
ULyraGameplayCueManager::ULyraGameplayCueManager(const FObjectInitializer& ObjectInitializer)
|
| 55 |
+
: Super(ObjectInitializer)
|
| 56 |
+
{
|
| 57 |
+
}
|
| 58 |
+
|
| 59 |
+
ULyraGameplayCueManager* ULyraGameplayCueManager::Get()
|
| 60 |
+
{
|
| 61 |
+
return Cast<ULyraGameplayCueManager>(UAbilitySystemGlobals::Get().GetGameplayCueManager());
|
| 62 |
+
}
|
| 63 |
+
|
| 64 |
+
void ULyraGameplayCueManager::OnCreated()
|
| 65 |
+
{
|
| 66 |
+
Super::OnCreated();
|
| 67 |
+
|
| 68 |
+
UpdateDelayLoadDelegateListeners();
|
| 69 |
+
}
|
| 70 |
+
|
| 71 |
+
void ULyraGameplayCueManager::LoadAlwaysLoadedCues()
|
| 72 |
+
{
|
| 73 |
+
if (ShouldDelayLoadGameplayCues())
|
| 74 |
+
{
|
| 75 |
+
UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
|
| 76 |
+
|
| 77 |
+
//@TODO: Try to collect these by filtering GameplayCue. tags out of native gameplay tags?
|
| 78 |
+
TArray<FName> AdditionalAlwaysLoadedCueTags;
|
| 79 |
+
|
| 80 |
+
for (const FName& CueTagName : AdditionalAlwaysLoadedCueTags)
|
| 81 |
+
{
|
| 82 |
+
FGameplayTag CueTag = TagManager.RequestGameplayTag(CueTagName, /*ErrorIfNotFound=*/ false);
|
| 83 |
+
if (CueTag.IsValid())
|
| 84 |
+
{
|
| 85 |
+
ProcessTagToPreload(CueTag, nullptr);
|
| 86 |
+
}
|
| 87 |
+
else
|
| 88 |
+
{
|
| 89 |
+
UE_LOG(LogLyra, Warning, TEXT("ULyraGameplayCueManager::AdditionalAlwaysLoadedCueTags contains invalid tag %s"), *CueTagName.ToString());
|
| 90 |
+
}
|
| 91 |
+
}
|
| 92 |
+
}
|
| 93 |
+
}
|
| 94 |
+
|
| 95 |
+
bool ULyraGameplayCueManager::ShouldAsyncLoadRuntimeObjectLibraries() const
|
| 96 |
+
{
|
| 97 |
+
switch (LyraGameplayCueManagerCvars::LoadMode)
|
| 98 |
+
{
|
| 99 |
+
case ELyraEditorLoadMode::LoadUpfront:
|
| 100 |
+
return true;
|
| 101 |
+
case ELyraEditorLoadMode::PreloadAsCuesAreReferenced_GameOnly:
|
| 102 |
+
#if WITH_EDITOR
|
| 103 |
+
if (GIsEditor)
|
| 104 |
+
{
|
| 105 |
+
return false;
|
| 106 |
+
}
|
| 107 |
+
#endif
|
| 108 |
+
break;
|
| 109 |
+
case ELyraEditorLoadMode::PreloadAsCuesAreReferenced:
|
| 110 |
+
break;
|
| 111 |
+
}
|
| 112 |
+
|
| 113 |
+
return !ShouldDelayLoadGameplayCues();
|
| 114 |
+
}
|
| 115 |
+
|
| 116 |
+
bool ULyraGameplayCueManager::ShouldSyncLoadMissingGameplayCues() const
|
| 117 |
+
{
|
| 118 |
+
return false;
|
| 119 |
+
}
|
| 120 |
+
|
| 121 |
+
bool ULyraGameplayCueManager::ShouldAsyncLoadMissingGameplayCues() const
|
| 122 |
+
{
|
| 123 |
+
return true;
|
| 124 |
+
}
|
| 125 |
+
|
| 126 |
+
void ULyraGameplayCueManager::DumpGameplayCues(const TArray<FString>& Args)
|
| 127 |
+
{
|
| 128 |
+
ULyraGameplayCueManager* GCM = Cast<ULyraGameplayCueManager>(UAbilitySystemGlobals::Get().GetGameplayCueManager());
|
| 129 |
+
if (!GCM)
|
| 130 |
+
{
|
| 131 |
+
UE_LOG(LogLyra, Error, TEXT("DumpGameplayCues failed. No ULyraGameplayCueManager found."));
|
| 132 |
+
return;
|
| 133 |
+
}
|
| 134 |
+
|
| 135 |
+
const bool bIncludeRefs = Args.Contains(TEXT("Refs"));
|
| 136 |
+
|
| 137 |
+
UE_LOG(LogLyra, Log, TEXT("=========== Dumping Always Loaded Gameplay Cue Notifies ==========="));
|
| 138 |
+
for (UClass* CueClass : GCM->AlwaysLoadedCues)
|
| 139 |
+
{
|
| 140 |
+
UE_LOG(LogLyra, Log, TEXT(" %s"), *GetPathNameSafe(CueClass));
|
| 141 |
+
}
|
| 142 |
+
|
| 143 |
+
UE_LOG(LogLyra, Log, TEXT("=========== Dumping Preloaded Gameplay Cue Notifies ==========="));
|
| 144 |
+
for (UClass* CueClass : GCM->PreloadedCues)
|
| 145 |
+
{
|
| 146 |
+
TSet<FObjectKey>* ReferencerSet = GCM->PreloadedCueReferencers.Find(CueClass);
|
| 147 |
+
int32 NumRefs = ReferencerSet ? ReferencerSet->Num() : 0;
|
| 148 |
+
UE_LOG(LogLyra, Log, TEXT(" %s (%d refs)"), *GetPathNameSafe(CueClass), NumRefs);
|
| 149 |
+
if (bIncludeRefs && ReferencerSet)
|
| 150 |
+
{
|
| 151 |
+
for (const FObjectKey& Ref : *ReferencerSet)
|
| 152 |
+
{
|
| 153 |
+
UObject* RefObject = Ref.ResolveObjectPtr();
|
| 154 |
+
UE_LOG(LogLyra, Log, TEXT(" ^- %s"), *GetPathNameSafe(RefObject));
|
| 155 |
+
}
|
| 156 |
+
}
|
| 157 |
+
}
|
| 158 |
+
|
| 159 |
+
UE_LOG(LogLyra, Log, TEXT("=========== Dumping Gameplay Cue Notifies loaded on demand ==========="));
|
| 160 |
+
int32 NumMissingCuesLoaded = 0;
|
| 161 |
+
if (GCM->RuntimeGameplayCueObjectLibrary.CueSet)
|
| 162 |
+
{
|
| 163 |
+
for (const FGameplayCueNotifyData& CueData : GCM->RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueData)
|
| 164 |
+
{
|
| 165 |
+
if (CueData.LoadedGameplayCueClass && !GCM->AlwaysLoadedCues.Contains(CueData.LoadedGameplayCueClass) && !GCM->PreloadedCues.Contains(CueData.LoadedGameplayCueClass))
|
| 166 |
+
{
|
| 167 |
+
NumMissingCuesLoaded++;
|
| 168 |
+
UE_LOG(LogLyra, Log, TEXT(" %s"), *CueData.LoadedGameplayCueClass->GetPathName());
|
| 169 |
+
}
|
| 170 |
+
}
|
| 171 |
+
}
|
| 172 |
+
|
| 173 |
+
UE_LOG(LogLyra, Log, TEXT("=========== Gameplay Cue Notify summary ==========="));
|
| 174 |
+
UE_LOG(LogLyra, Log, TEXT(" ... %d cues in always loaded list"), GCM->AlwaysLoadedCues.Num());
|
| 175 |
+
UE_LOG(LogLyra, Log, TEXT(" ... %d cues in preloaded list"), GCM->PreloadedCues.Num());
|
| 176 |
+
UE_LOG(LogLyra, Log, TEXT(" ... %d cues loaded on demand"), NumMissingCuesLoaded);
|
| 177 |
+
UE_LOG(LogLyra, Log, TEXT(" ... %d cues in total"), GCM->AlwaysLoadedCues.Num() + GCM->PreloadedCues.Num() + NumMissingCuesLoaded);
|
| 178 |
+
}
|
| 179 |
+
|
| 180 |
+
void ULyraGameplayCueManager::OnGameplayTagLoaded(const FGameplayTag& Tag)
|
| 181 |
+
{
|
| 182 |
+
FScopeLock ScopeLock(&LoadedGameplayTagsToProcessCS);
|
| 183 |
+
bool bStartTask = LoadedGameplayTagsToProcess.Num() == 0;
|
| 184 |
+
FUObjectSerializeContext* LoadContext = FUObjectThreadContext::Get().GetSerializeContext();
|
| 185 |
+
UObject* OwningObject = LoadContext ? LoadContext->SerializedObject : nullptr;
|
| 186 |
+
LoadedGameplayTagsToProcess.Emplace(Tag, OwningObject);
|
| 187 |
+
if (bStartTask)
|
| 188 |
+
{
|
| 189 |
+
TGraphTask<FGameplayCueTagThreadSynchronizeGraphTask>::CreateTask().ConstructAndDispatchWhenReady([]()
|
| 190 |
+
{
|
| 191 |
+
if (GIsRunning)
|
| 192 |
+
{
|
| 193 |
+
if (ULyraGameplayCueManager* StrongThis = Get())
|
| 194 |
+
{
|
| 195 |
+
// If we are garbage collecting we cannot call StaticFindObject (or a few other static uobject functions), so we'll just wait until the GC is over and process the tags then
|
| 196 |
+
if (IsGarbageCollecting())
|
| 197 |
+
{
|
| 198 |
+
StrongThis->bProcessLoadedTagsAfterGC = true;
|
| 199 |
+
}
|
| 200 |
+
else
|
| 201 |
+
{
|
| 202 |
+
StrongThis->ProcessLoadedTags();
|
| 203 |
+
}
|
| 204 |
+
}
|
| 205 |
+
}
|
| 206 |
+
});
|
| 207 |
+
}
|
| 208 |
+
}
|
| 209 |
+
|
| 210 |
+
void ULyraGameplayCueManager::HandlePostGarbageCollect()
|
| 211 |
+
{
|
| 212 |
+
if (bProcessLoadedTagsAfterGC)
|
| 213 |
+
{
|
| 214 |
+
ProcessLoadedTags();
|
| 215 |
+
}
|
| 216 |
+
bProcessLoadedTagsAfterGC = false;
|
| 217 |
+
}
|
| 218 |
+
|
| 219 |
+
void ULyraGameplayCueManager::ProcessLoadedTags()
|
| 220 |
+
{
|
| 221 |
+
TArray<FLoadedGameplayTagToProcessData> TaskLoadedGameplayTagsToProcess;
|
| 222 |
+
{
|
| 223 |
+
// Lock LoadedGameplayTagsToProcess just long enough to make a copy and clear
|
| 224 |
+
FScopeLock TaskScopeLock(&LoadedGameplayTagsToProcessCS);
|
| 225 |
+
TaskLoadedGameplayTagsToProcess = LoadedGameplayTagsToProcess;
|
| 226 |
+
LoadedGameplayTagsToProcess.Empty();
|
| 227 |
+
}
|
| 228 |
+
|
| 229 |
+
// This might return during shutdown, and we don't want to proceed if that is the case
|
| 230 |
+
if (GIsRunning)
|
| 231 |
+
{
|
| 232 |
+
if (RuntimeGameplayCueObjectLibrary.CueSet)
|
| 233 |
+
{
|
| 234 |
+
for (const FLoadedGameplayTagToProcessData& LoadedTagData : TaskLoadedGameplayTagsToProcess)
|
| 235 |
+
{
|
| 236 |
+
if (RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueDataMap.Contains(LoadedTagData.Tag))
|
| 237 |
+
{
|
| 238 |
+
if (!LoadedTagData.WeakOwner.IsStale())
|
| 239 |
+
{
|
| 240 |
+
ProcessTagToPreload(LoadedTagData.Tag, LoadedTagData.WeakOwner.Get());
|
| 241 |
+
}
|
| 242 |
+
}
|
| 243 |
+
}
|
| 244 |
+
}
|
| 245 |
+
else
|
| 246 |
+
{
|
| 247 |
+
UE_LOG(LogLyra, Warning, TEXT("ULyraGameplayCueManager::OnGameplayTagLoaded processed loaded tag(s) but RuntimeGameplayCueObjectLibrary.CueSet was null. Skipping processing."));
|
| 248 |
+
}
|
| 249 |
+
}
|
| 250 |
+
}
|
| 251 |
+
|
| 252 |
+
void ULyraGameplayCueManager::ProcessTagToPreload(const FGameplayTag& Tag, UObject* OwningObject)
|
| 253 |
+
{
|
| 254 |
+
switch (LyraGameplayCueManagerCvars::LoadMode)
|
| 255 |
+
{
|
| 256 |
+
case ELyraEditorLoadMode::LoadUpfront:
|
| 257 |
+
return;
|
| 258 |
+
case ELyraEditorLoadMode::PreloadAsCuesAreReferenced_GameOnly:
|
| 259 |
+
#if WITH_EDITOR
|
| 260 |
+
if (GIsEditor)
|
| 261 |
+
{
|
| 262 |
+
return;
|
| 263 |
+
}
|
| 264 |
+
#endif
|
| 265 |
+
break;
|
| 266 |
+
case ELyraEditorLoadMode::PreloadAsCuesAreReferenced:
|
| 267 |
+
break;
|
| 268 |
+
}
|
| 269 |
+
|
| 270 |
+
check(RuntimeGameplayCueObjectLibrary.CueSet);
|
| 271 |
+
|
| 272 |
+
int32* DataIdx = RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueDataMap.Find(Tag);
|
| 273 |
+
if (DataIdx && RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueData.IsValidIndex(*DataIdx))
|
| 274 |
+
{
|
| 275 |
+
const FGameplayCueNotifyData& CueData = RuntimeGameplayCueObjectLibrary.CueSet->GameplayCueData[*DataIdx];
|
| 276 |
+
|
| 277 |
+
UClass* LoadedGameplayCueClass = FindObject<UClass>(nullptr, *CueData.GameplayCueNotifyObj.ToString());
|
| 278 |
+
if (LoadedGameplayCueClass)
|
| 279 |
+
{
|
| 280 |
+
RegisterPreloadedCue(LoadedGameplayCueClass, OwningObject);
|
| 281 |
+
}
|
| 282 |
+
else
|
| 283 |
+
{
|
| 284 |
+
bool bAlwaysLoadedCue = OwningObject == nullptr;
|
| 285 |
+
TWeakObjectPtr<UObject> WeakOwner = OwningObject;
|
| 286 |
+
StreamableManager.RequestAsyncLoad(CueData.GameplayCueNotifyObj, FStreamableDelegate::CreateUObject(this, &ThisClass::OnPreloadCueComplete, CueData.GameplayCueNotifyObj, WeakOwner, bAlwaysLoadedCue), FStreamableManager::DefaultAsyncLoadPriority, false, false, TEXT("GameplayCueManager"));
|
| 287 |
+
}
|
| 288 |
+
}
|
| 289 |
+
}
|
| 290 |
+
|
| 291 |
+
void ULyraGameplayCueManager::OnPreloadCueComplete(FSoftObjectPath Path, TWeakObjectPtr<UObject> OwningObject, bool bAlwaysLoadedCue)
|
| 292 |
+
{
|
| 293 |
+
if (bAlwaysLoadedCue || OwningObject.IsValid())
|
| 294 |
+
{
|
| 295 |
+
if (UClass* LoadedGameplayCueClass = Cast<UClass>(Path.ResolveObject()))
|
| 296 |
+
{
|
| 297 |
+
RegisterPreloadedCue(LoadedGameplayCueClass, OwningObject.Get());
|
| 298 |
+
}
|
| 299 |
+
}
|
| 300 |
+
}
|
| 301 |
+
|
| 302 |
+
void ULyraGameplayCueManager::RegisterPreloadedCue(UClass* LoadedGameplayCueClass, UObject* OwningObject)
|
| 303 |
+
{
|
| 304 |
+
check(LoadedGameplayCueClass);
|
| 305 |
+
|
| 306 |
+
const bool bAlwaysLoadedCue = OwningObject == nullptr;
|
| 307 |
+
if (bAlwaysLoadedCue)
|
| 308 |
+
{
|
| 309 |
+
AlwaysLoadedCues.Add(LoadedGameplayCueClass);
|
| 310 |
+
PreloadedCues.Remove(LoadedGameplayCueClass);
|
| 311 |
+
PreloadedCueReferencers.Remove(LoadedGameplayCueClass);
|
| 312 |
+
}
|
| 313 |
+
else if ((OwningObject != LoadedGameplayCueClass) && (OwningObject != LoadedGameplayCueClass->GetDefaultObject()) && !AlwaysLoadedCues.Contains(LoadedGameplayCueClass))
|
| 314 |
+
{
|
| 315 |
+
PreloadedCues.Add(LoadedGameplayCueClass);
|
| 316 |
+
TSet<FObjectKey>& ReferencerSet = PreloadedCueReferencers.FindOrAdd(LoadedGameplayCueClass);
|
| 317 |
+
ReferencerSet.Add(OwningObject);
|
| 318 |
+
}
|
| 319 |
+
}
|
| 320 |
+
|
| 321 |
+
void ULyraGameplayCueManager::HandlePostLoadMap(UWorld* NewWorld)
|
| 322 |
+
{
|
| 323 |
+
if (RuntimeGameplayCueObjectLibrary.CueSet)
|
| 324 |
+
{
|
| 325 |
+
for (UClass* CueClass : AlwaysLoadedCues)
|
| 326 |
+
{
|
| 327 |
+
RuntimeGameplayCueObjectLibrary.CueSet->RemoveLoadedClass(CueClass);
|
| 328 |
+
}
|
| 329 |
+
|
| 330 |
+
for (UClass* CueClass : PreloadedCues)
|
| 331 |
+
{
|
| 332 |
+
RuntimeGameplayCueObjectLibrary.CueSet->RemoveLoadedClass(CueClass);
|
| 333 |
+
}
|
| 334 |
+
}
|
| 335 |
+
|
| 336 |
+
for (auto CueIt = PreloadedCues.CreateIterator(); CueIt; ++CueIt)
|
| 337 |
+
{
|
| 338 |
+
TSet<FObjectKey>& ReferencerSet = PreloadedCueReferencers.FindChecked(*CueIt);
|
| 339 |
+
for (auto RefIt = ReferencerSet.CreateIterator(); RefIt; ++RefIt)
|
| 340 |
+
{
|
| 341 |
+
if (!RefIt->ResolveObjectPtr())
|
| 342 |
+
{
|
| 343 |
+
RefIt.RemoveCurrent();
|
| 344 |
+
}
|
| 345 |
+
}
|
| 346 |
+
if (ReferencerSet.Num() == 0)
|
| 347 |
+
{
|
| 348 |
+
PreloadedCueReferencers.Remove(*CueIt);
|
| 349 |
+
CueIt.RemoveCurrent();
|
| 350 |
+
}
|
| 351 |
+
}
|
| 352 |
+
}
|
| 353 |
+
|
| 354 |
+
void ULyraGameplayCueManager::UpdateDelayLoadDelegateListeners()
|
| 355 |
+
{
|
| 356 |
+
UGameplayTagsManager::Get().OnGameplayTagLoadedDelegate.RemoveAll(this);
|
| 357 |
+
FCoreUObjectDelegates::GetPostGarbageCollect().RemoveAll(this);
|
| 358 |
+
FCoreUObjectDelegates::PostLoadMapWithWorld.RemoveAll(this);
|
| 359 |
+
|
| 360 |
+
switch (LyraGameplayCueManagerCvars::LoadMode)
|
| 361 |
+
{
|
| 362 |
+
case ELyraEditorLoadMode::LoadUpfront:
|
| 363 |
+
return;
|
| 364 |
+
case ELyraEditorLoadMode::PreloadAsCuesAreReferenced_GameOnly:
|
| 365 |
+
#if WITH_EDITOR
|
| 366 |
+
if (GIsEditor)
|
| 367 |
+
{
|
| 368 |
+
return;
|
| 369 |
+
}
|
| 370 |
+
#endif
|
| 371 |
+
break;
|
| 372 |
+
case ELyraEditorLoadMode::PreloadAsCuesAreReferenced:
|
| 373 |
+
break;
|
| 374 |
+
}
|
| 375 |
+
|
| 376 |
+
UGameplayTagsManager::Get().OnGameplayTagLoadedDelegate.AddUObject(this, &ThisClass::OnGameplayTagLoaded);
|
| 377 |
+
FCoreUObjectDelegates::GetPostGarbageCollect().AddUObject(this, &ThisClass::HandlePostGarbageCollect);
|
| 378 |
+
FCoreUObjectDelegates::PostLoadMapWithWorld.AddUObject(this, &ThisClass::HandlePostLoadMap);
|
| 379 |
+
}
|
| 380 |
+
|
| 381 |
+
bool ULyraGameplayCueManager::ShouldDelayLoadGameplayCues() const
|
| 382 |
+
{
|
| 383 |
+
const bool bClientDelayLoadGameplayCues = true;
|
| 384 |
+
return !IsRunningDedicatedServer() && bClientDelayLoadGameplayCues;
|
| 385 |
+
}
|
| 386 |
+
|
| 387 |
+
const FPrimaryAssetType UFortAssetManager_GameplayCueRefsType = TEXT("GameplayCueRefs");
|
| 388 |
+
const FName UFortAssetManager_GameplayCueRefsName = TEXT("GameplayCueReferences");
|
| 389 |
+
const FName UFortAssetManager_LoadStateClient = FName(TEXT("Client"));
|
| 390 |
+
|
| 391 |
+
void ULyraGameplayCueManager::RefreshGameplayCuePrimaryAsset()
|
| 392 |
+
{
|
| 393 |
+
TArray<FSoftObjectPath> CuePaths;
|
| 394 |
+
UGameplayCueSet* RuntimeGameplayCueSet = GetRuntimeCueSet();
|
| 395 |
+
if (RuntimeGameplayCueSet)
|
| 396 |
+
{
|
| 397 |
+
RuntimeGameplayCueSet->GetSoftObjectPaths(CuePaths);
|
| 398 |
+
}
|
| 399 |
+
|
| 400 |
+
FAssetBundleData BundleData;
|
| 401 |
+
BundleData.AddBundleAssetsTruncated(UFortAssetManager_LoadStateClient, CuePaths);
|
| 402 |
+
|
| 403 |
+
FPrimaryAssetId PrimaryAssetId = FPrimaryAssetId(UFortAssetManager_GameplayCueRefsType, UFortAssetManager_GameplayCueRefsName);
|
| 404 |
+
UAssetManager::Get().AddDynamicAsset(PrimaryAssetId, FSoftObjectPath(), BundleData);
|
| 405 |
+
}
|
| 406 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayCueManager.h
ADDED
|
@@ -0,0 +1,79 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "GameplayCueManager.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraGameplayCueManager.generated.h"
|
| 8 |
+
|
| 9 |
+
class FString;
|
| 10 |
+
class UClass;
|
| 11 |
+
class UObject;
|
| 12 |
+
class UWorld;
|
| 13 |
+
struct FObjectKey;
|
| 14 |
+
|
| 15 |
+
/**
|
| 16 |
+
* ULyraGameplayCueManager
|
| 17 |
+
*
|
| 18 |
+
* Game-specific manager for gameplay cues
|
| 19 |
+
*/
|
| 20 |
+
UCLASS()
|
| 21 |
+
class ULyraGameplayCueManager : public UGameplayCueManager
|
| 22 |
+
{
|
| 23 |
+
GENERATED_BODY()
|
| 24 |
+
|
| 25 |
+
public:
|
| 26 |
+
ULyraGameplayCueManager(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
|
| 27 |
+
|
| 28 |
+
static ULyraGameplayCueManager* Get();
|
| 29 |
+
|
| 30 |
+
//~UGameplayCueManager interface
|
| 31 |
+
virtual void OnCreated() override;
|
| 32 |
+
virtual bool ShouldAsyncLoadRuntimeObjectLibraries() const override;
|
| 33 |
+
virtual bool ShouldSyncLoadMissingGameplayCues() const override;
|
| 34 |
+
virtual bool ShouldAsyncLoadMissingGameplayCues() const override;
|
| 35 |
+
//~End of UGameplayCueManager interface
|
| 36 |
+
|
| 37 |
+
static void DumpGameplayCues(const TArray<FString>& Args);
|
| 38 |
+
|
| 39 |
+
// When delay loading cues, this will load the cues that must be always loaded anyway
|
| 40 |
+
void LoadAlwaysLoadedCues();
|
| 41 |
+
|
| 42 |
+
// Updates the bundles for the singular gameplay cue primary asset
|
| 43 |
+
void RefreshGameplayCuePrimaryAsset();
|
| 44 |
+
|
| 45 |
+
private:
|
| 46 |
+
void OnGameplayTagLoaded(const FGameplayTag& Tag);
|
| 47 |
+
void HandlePostGarbageCollect();
|
| 48 |
+
void ProcessLoadedTags();
|
| 49 |
+
void ProcessTagToPreload(const FGameplayTag& Tag, UObject* OwningObject);
|
| 50 |
+
void OnPreloadCueComplete(FSoftObjectPath Path, TWeakObjectPtr<UObject> OwningObject, bool bAlwaysLoadedCue);
|
| 51 |
+
void RegisterPreloadedCue(UClass* LoadedGameplayCueClass, UObject* OwningObject);
|
| 52 |
+
void HandlePostLoadMap(UWorld* NewWorld);
|
| 53 |
+
void UpdateDelayLoadDelegateListeners();
|
| 54 |
+
bool ShouldDelayLoadGameplayCues() const;
|
| 55 |
+
|
| 56 |
+
private:
|
| 57 |
+
struct FLoadedGameplayTagToProcessData
|
| 58 |
+
{
|
| 59 |
+
FGameplayTag Tag;
|
| 60 |
+
TWeakObjectPtr<UObject> WeakOwner;
|
| 61 |
+
|
| 62 |
+
FLoadedGameplayTagToProcessData() {}
|
| 63 |
+
FLoadedGameplayTagToProcessData(const FGameplayTag& InTag, const TWeakObjectPtr<UObject>& InWeakOwner) : Tag(InTag), WeakOwner(InWeakOwner) {}
|
| 64 |
+
};
|
| 65 |
+
|
| 66 |
+
private:
|
| 67 |
+
// Cues that were preloaded on the client due to being referenced by content
|
| 68 |
+
UPROPERTY(transient)
|
| 69 |
+
TSet<TObjectPtr<UClass>> PreloadedCues;
|
| 70 |
+
TMap<FObjectKey, TSet<FObjectKey>> PreloadedCueReferencers;
|
| 71 |
+
|
| 72 |
+
// Cues that were preloaded on the client and will always be loaded (code referenced or explicitly always loaded)
|
| 73 |
+
UPROPERTY(transient)
|
| 74 |
+
TSet<TObjectPtr<UClass>> AlwaysLoadedCues;
|
| 75 |
+
|
| 76 |
+
TArray<FLoadedGameplayTagToProcessData> LoadedGameplayTagsToProcess;
|
| 77 |
+
FCriticalSection LoadedGameplayTagsToProcessCS;
|
| 78 |
+
bool bProcessLoadedTagsAfterGC = false;
|
| 79 |
+
};
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayEffectContext.cpp
ADDED
|
@@ -0,0 +1,67 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraGameplayEffectContext.h"
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystem/LyraAbilitySourceInterface.h"
|
| 6 |
+
#include "Engine/HitResult.h"
|
| 7 |
+
#include "PhysicalMaterials/PhysicalMaterial.h"
|
| 8 |
+
|
| 9 |
+
#if UE_WITH_IRIS
|
| 10 |
+
#include "Iris/ReplicationState/PropertyNetSerializerInfoRegistry.h"
|
| 11 |
+
#include "Serialization/GameplayEffectContextNetSerializer.h"
|
| 12 |
+
#endif
|
| 13 |
+
|
| 14 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGameplayEffectContext)
|
| 15 |
+
|
| 16 |
+
class FArchive;
|
| 17 |
+
|
| 18 |
+
FLyraGameplayEffectContext* FLyraGameplayEffectContext::ExtractEffectContext(struct FGameplayEffectContextHandle Handle)
|
| 19 |
+
{
|
| 20 |
+
FGameplayEffectContext* BaseEffectContext = Handle.Get();
|
| 21 |
+
if ((BaseEffectContext != nullptr) && BaseEffectContext->GetScriptStruct()->IsChildOf(FLyraGameplayEffectContext::StaticStruct()))
|
| 22 |
+
{
|
| 23 |
+
return (FLyraGameplayEffectContext*)BaseEffectContext;
|
| 24 |
+
}
|
| 25 |
+
|
| 26 |
+
return nullptr;
|
| 27 |
+
}
|
| 28 |
+
|
| 29 |
+
bool FLyraGameplayEffectContext::NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess)
|
| 30 |
+
{
|
| 31 |
+
FGameplayEffectContext::NetSerialize(Ar, Map, bOutSuccess);
|
| 32 |
+
|
| 33 |
+
// Not serialized for post-activation use:
|
| 34 |
+
// CartridgeID
|
| 35 |
+
|
| 36 |
+
return true;
|
| 37 |
+
}
|
| 38 |
+
|
| 39 |
+
#if UE_WITH_IRIS
|
| 40 |
+
namespace UE::Net
|
| 41 |
+
{
|
| 42 |
+
// Forward to FGameplayEffectContextNetSerializer
|
| 43 |
+
// Note: If FLyraGameplayEffectContext::NetSerialize() is modified, a custom NetSerializesr must be implemented as the current fallback will no longer be sufficient.
|
| 44 |
+
UE_NET_IMPLEMENT_FORWARDING_NETSERIALIZER_AND_REGISTRY_DELEGATES(LyraGameplayEffectContext, FGameplayEffectContextNetSerializer);
|
| 45 |
+
}
|
| 46 |
+
#endif
|
| 47 |
+
|
| 48 |
+
void FLyraGameplayEffectContext::SetAbilitySource(const ILyraAbilitySourceInterface* InObject, float InSourceLevel)
|
| 49 |
+
{
|
| 50 |
+
AbilitySourceObject = MakeWeakObjectPtr(Cast<const UObject>(InObject));
|
| 51 |
+
//SourceLevel = InSourceLevel;
|
| 52 |
+
}
|
| 53 |
+
|
| 54 |
+
const ILyraAbilitySourceInterface* FLyraGameplayEffectContext::GetAbilitySource() const
|
| 55 |
+
{
|
| 56 |
+
return Cast<ILyraAbilitySourceInterface>(AbilitySourceObject.Get());
|
| 57 |
+
}
|
| 58 |
+
|
| 59 |
+
const UPhysicalMaterial* FLyraGameplayEffectContext::GetPhysicalMaterial() const
|
| 60 |
+
{
|
| 61 |
+
if (const FHitResult* HitResultPtr = GetHitResult())
|
| 62 |
+
{
|
| 63 |
+
return HitResultPtr->PhysMaterial.Get();
|
| 64 |
+
}
|
| 65 |
+
return nullptr;
|
| 66 |
+
}
|
| 67 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGameplayEffectContext.h
ADDED
|
@@ -0,0 +1,82 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "GameplayEffectTypes.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraGameplayEffectContext.generated.h"
|
| 8 |
+
|
| 9 |
+
class AActor;
|
| 10 |
+
class FArchive;
|
| 11 |
+
class ILyraAbilitySourceInterface;
|
| 12 |
+
class UObject;
|
| 13 |
+
class UPhysicalMaterial;
|
| 14 |
+
|
| 15 |
+
USTRUCT()
|
| 16 |
+
struct FLyraGameplayEffectContext : public FGameplayEffectContext
|
| 17 |
+
{
|
| 18 |
+
GENERATED_BODY()
|
| 19 |
+
|
| 20 |
+
FLyraGameplayEffectContext()
|
| 21 |
+
: FGameplayEffectContext()
|
| 22 |
+
{
|
| 23 |
+
}
|
| 24 |
+
|
| 25 |
+
FLyraGameplayEffectContext(AActor* InInstigator, AActor* InEffectCauser)
|
| 26 |
+
: FGameplayEffectContext(InInstigator, InEffectCauser)
|
| 27 |
+
{
|
| 28 |
+
}
|
| 29 |
+
|
| 30 |
+
/** Returns the wrapped FLyraGameplayEffectContext from the handle, or nullptr if it doesn't exist or is the wrong type */
|
| 31 |
+
static LYRAGAME_API FLyraGameplayEffectContext* ExtractEffectContext(struct FGameplayEffectContextHandle Handle);
|
| 32 |
+
|
| 33 |
+
/** Sets the object used as the ability source */
|
| 34 |
+
void SetAbilitySource(const ILyraAbilitySourceInterface* InObject, float InSourceLevel);
|
| 35 |
+
|
| 36 |
+
/** Returns the ability source interface associated with the source object. Only valid on the authority. */
|
| 37 |
+
const ILyraAbilitySourceInterface* GetAbilitySource() const;
|
| 38 |
+
|
| 39 |
+
virtual FGameplayEffectContext* Duplicate() const override
|
| 40 |
+
{
|
| 41 |
+
FLyraGameplayEffectContext* NewContext = new FLyraGameplayEffectContext();
|
| 42 |
+
*NewContext = *this;
|
| 43 |
+
if (GetHitResult())
|
| 44 |
+
{
|
| 45 |
+
// Does a deep copy of the hit result
|
| 46 |
+
NewContext->AddHitResult(*GetHitResult(), true);
|
| 47 |
+
}
|
| 48 |
+
return NewContext;
|
| 49 |
+
}
|
| 50 |
+
|
| 51 |
+
virtual UScriptStruct* GetScriptStruct() const override
|
| 52 |
+
{
|
| 53 |
+
return FLyraGameplayEffectContext::StaticStruct();
|
| 54 |
+
}
|
| 55 |
+
|
| 56 |
+
/** Overridden to serialize new fields */
|
| 57 |
+
virtual bool NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess) override;
|
| 58 |
+
|
| 59 |
+
/** Returns the physical material from the hit result if there is one */
|
| 60 |
+
const UPhysicalMaterial* GetPhysicalMaterial() const;
|
| 61 |
+
|
| 62 |
+
public:
|
| 63 |
+
/** ID to allow the identification of multiple bullets that were part of the same cartridge */
|
| 64 |
+
UPROPERTY()
|
| 65 |
+
int32 CartridgeID = -1;
|
| 66 |
+
|
| 67 |
+
protected:
|
| 68 |
+
/** Ability Source object (should implement ILyraAbilitySourceInterface). NOT replicated currently */
|
| 69 |
+
UPROPERTY()
|
| 70 |
+
TWeakObjectPtr<const UObject> AbilitySourceObject;
|
| 71 |
+
};
|
| 72 |
+
|
| 73 |
+
template<>
|
| 74 |
+
struct TStructOpsTypeTraits<FLyraGameplayEffectContext> : public TStructOpsTypeTraitsBase2<FLyraGameplayEffectContext>
|
| 75 |
+
{
|
| 76 |
+
enum
|
| 77 |
+
{
|
| 78 |
+
WithNetSerializer = true,
|
| 79 |
+
WithCopy = true
|
| 80 |
+
};
|
| 81 |
+
};
|
| 82 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGlobalAbilitySystem.cpp
ADDED
|
@@ -0,0 +1,156 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraGlobalAbilitySystem.h"
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystem/LyraAbilitySystemComponent.h"
|
| 6 |
+
|
| 7 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraGlobalAbilitySystem)
|
| 8 |
+
|
| 9 |
+
void FGlobalAppliedAbilityList::AddToASC(TSubclassOf<UGameplayAbility> Ability, ULyraAbilitySystemComponent* ASC)
|
| 10 |
+
{
|
| 11 |
+
if (FGameplayAbilitySpecHandle* SpecHandle = Handles.Find(ASC))
|
| 12 |
+
{
|
| 13 |
+
RemoveFromASC(ASC);
|
| 14 |
+
}
|
| 15 |
+
|
| 16 |
+
UGameplayAbility* AbilityCDO = Ability->GetDefaultObject<UGameplayAbility>();
|
| 17 |
+
FGameplayAbilitySpec AbilitySpec(AbilityCDO);
|
| 18 |
+
const FGameplayAbilitySpecHandle AbilitySpecHandle = ASC->GiveAbility(AbilitySpec);
|
| 19 |
+
Handles.Add(ASC, AbilitySpecHandle);
|
| 20 |
+
}
|
| 21 |
+
|
| 22 |
+
void FGlobalAppliedAbilityList::RemoveFromASC(ULyraAbilitySystemComponent* ASC)
|
| 23 |
+
{
|
| 24 |
+
if (FGameplayAbilitySpecHandle* SpecHandle = Handles.Find(ASC))
|
| 25 |
+
{
|
| 26 |
+
ASC->ClearAbility(*SpecHandle);
|
| 27 |
+
Handles.Remove(ASC);
|
| 28 |
+
}
|
| 29 |
+
}
|
| 30 |
+
|
| 31 |
+
void FGlobalAppliedAbilityList::RemoveFromAll()
|
| 32 |
+
{
|
| 33 |
+
for (auto& KVP : Handles)
|
| 34 |
+
{
|
| 35 |
+
if (KVP.Key != nullptr)
|
| 36 |
+
{
|
| 37 |
+
KVP.Key->ClearAbility(KVP.Value);
|
| 38 |
+
}
|
| 39 |
+
}
|
| 40 |
+
Handles.Empty();
|
| 41 |
+
}
|
| 42 |
+
|
| 43 |
+
|
| 44 |
+
|
| 45 |
+
void FGlobalAppliedEffectList::AddToASC(TSubclassOf<UGameplayEffect> Effect, ULyraAbilitySystemComponent* ASC)
|
| 46 |
+
{
|
| 47 |
+
if (FActiveGameplayEffectHandle* EffectHandle = Handles.Find(ASC))
|
| 48 |
+
{
|
| 49 |
+
RemoveFromASC(ASC);
|
| 50 |
+
}
|
| 51 |
+
|
| 52 |
+
const UGameplayEffect* GameplayEffectCDO = Effect->GetDefaultObject<UGameplayEffect>();
|
| 53 |
+
const FActiveGameplayEffectHandle GameplayEffectHandle = ASC->ApplyGameplayEffectToSelf(GameplayEffectCDO, /*Level=*/ 1, ASC->MakeEffectContext());
|
| 54 |
+
Handles.Add(ASC, GameplayEffectHandle);
|
| 55 |
+
}
|
| 56 |
+
|
| 57 |
+
void FGlobalAppliedEffectList::RemoveFromASC(ULyraAbilitySystemComponent* ASC)
|
| 58 |
+
{
|
| 59 |
+
if (FActiveGameplayEffectHandle* EffectHandle = Handles.Find(ASC))
|
| 60 |
+
{
|
| 61 |
+
ASC->RemoveActiveGameplayEffect(*EffectHandle);
|
| 62 |
+
Handles.Remove(ASC);
|
| 63 |
+
}
|
| 64 |
+
}
|
| 65 |
+
|
| 66 |
+
void FGlobalAppliedEffectList::RemoveFromAll()
|
| 67 |
+
{
|
| 68 |
+
for (auto& KVP : Handles)
|
| 69 |
+
{
|
| 70 |
+
if (KVP.Key != nullptr)
|
| 71 |
+
{
|
| 72 |
+
KVP.Key->RemoveActiveGameplayEffect(KVP.Value);
|
| 73 |
+
}
|
| 74 |
+
}
|
| 75 |
+
Handles.Empty();
|
| 76 |
+
}
|
| 77 |
+
|
| 78 |
+
ULyraGlobalAbilitySystem::ULyraGlobalAbilitySystem()
|
| 79 |
+
{
|
| 80 |
+
}
|
| 81 |
+
|
| 82 |
+
void ULyraGlobalAbilitySystem::ApplyAbilityToAll(TSubclassOf<UGameplayAbility> Ability)
|
| 83 |
+
{
|
| 84 |
+
if ((Ability.Get() != nullptr) && (!AppliedAbilities.Contains(Ability)))
|
| 85 |
+
{
|
| 86 |
+
FGlobalAppliedAbilityList& Entry = AppliedAbilities.Add(Ability);
|
| 87 |
+
for (ULyraAbilitySystemComponent* ASC : RegisteredASCs)
|
| 88 |
+
{
|
| 89 |
+
Entry.AddToASC(Ability, ASC);
|
| 90 |
+
}
|
| 91 |
+
}
|
| 92 |
+
}
|
| 93 |
+
|
| 94 |
+
void ULyraGlobalAbilitySystem::ApplyEffectToAll(TSubclassOf<UGameplayEffect> Effect)
|
| 95 |
+
{
|
| 96 |
+
if ((Effect.Get() != nullptr) && (!AppliedEffects.Contains(Effect)))
|
| 97 |
+
{
|
| 98 |
+
FGlobalAppliedEffectList& Entry = AppliedEffects.Add(Effect);
|
| 99 |
+
for (ULyraAbilitySystemComponent* ASC : RegisteredASCs)
|
| 100 |
+
{
|
| 101 |
+
Entry.AddToASC(Effect, ASC);
|
| 102 |
+
}
|
| 103 |
+
}
|
| 104 |
+
}
|
| 105 |
+
|
| 106 |
+
void ULyraGlobalAbilitySystem::RemoveAbilityFromAll(TSubclassOf<UGameplayAbility> Ability)
|
| 107 |
+
{
|
| 108 |
+
if ((Ability.Get() != nullptr) && AppliedAbilities.Contains(Ability))
|
| 109 |
+
{
|
| 110 |
+
FGlobalAppliedAbilityList& Entry = AppliedAbilities[Ability];
|
| 111 |
+
Entry.RemoveFromAll();
|
| 112 |
+
AppliedAbilities.Remove(Ability);
|
| 113 |
+
}
|
| 114 |
+
}
|
| 115 |
+
|
| 116 |
+
void ULyraGlobalAbilitySystem::RemoveEffectFromAll(TSubclassOf<UGameplayEffect> Effect)
|
| 117 |
+
{
|
| 118 |
+
if ((Effect.Get() != nullptr) && AppliedEffects.Contains(Effect))
|
| 119 |
+
{
|
| 120 |
+
FGlobalAppliedEffectList& Entry = AppliedEffects[Effect];
|
| 121 |
+
Entry.RemoveFromAll();
|
| 122 |
+
AppliedEffects.Remove(Effect);
|
| 123 |
+
}
|
| 124 |
+
}
|
| 125 |
+
|
| 126 |
+
void ULyraGlobalAbilitySystem::RegisterASC(ULyraAbilitySystemComponent* ASC)
|
| 127 |
+
{
|
| 128 |
+
check(ASC);
|
| 129 |
+
|
| 130 |
+
for (auto& Entry : AppliedAbilities)
|
| 131 |
+
{
|
| 132 |
+
Entry.Value.AddToASC(Entry.Key, ASC);
|
| 133 |
+
}
|
| 134 |
+
for (auto& Entry : AppliedEffects)
|
| 135 |
+
{
|
| 136 |
+
Entry.Value.AddToASC(Entry.Key, ASC);
|
| 137 |
+
}
|
| 138 |
+
|
| 139 |
+
RegisteredASCs.AddUnique(ASC);
|
| 140 |
+
}
|
| 141 |
+
|
| 142 |
+
void ULyraGlobalAbilitySystem::UnregisterASC(ULyraAbilitySystemComponent* ASC)
|
| 143 |
+
{
|
| 144 |
+
check(ASC);
|
| 145 |
+
for (auto& Entry : AppliedAbilities)
|
| 146 |
+
{
|
| 147 |
+
Entry.Value.RemoveFromASC(ASC);
|
| 148 |
+
}
|
| 149 |
+
for (auto& Entry : AppliedEffects)
|
| 150 |
+
{
|
| 151 |
+
Entry.Value.RemoveFromASC(ASC);
|
| 152 |
+
}
|
| 153 |
+
|
| 154 |
+
RegisteredASCs.Remove(ASC);
|
| 155 |
+
}
|
| 156 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraGlobalAbilitySystem.h
ADDED
|
@@ -0,0 +1,81 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "ActiveGameplayEffectHandle.h"
|
| 6 |
+
#include "Subsystems/WorldSubsystem.h"
|
| 7 |
+
#include "GameplayAbilitySpecHandle.h"
|
| 8 |
+
#include "Templates/SubclassOf.h"
|
| 9 |
+
|
| 10 |
+
#include "LyraGlobalAbilitySystem.generated.h"
|
| 11 |
+
|
| 12 |
+
class UGameplayAbility;
|
| 13 |
+
class UGameplayEffect;
|
| 14 |
+
class ULyraAbilitySystemComponent;
|
| 15 |
+
class UObject;
|
| 16 |
+
struct FActiveGameplayEffectHandle;
|
| 17 |
+
struct FFrame;
|
| 18 |
+
struct FGameplayAbilitySpecHandle;
|
| 19 |
+
|
| 20 |
+
USTRUCT()
|
| 21 |
+
struct FGlobalAppliedAbilityList
|
| 22 |
+
{
|
| 23 |
+
GENERATED_BODY()
|
| 24 |
+
|
| 25 |
+
UPROPERTY()
|
| 26 |
+
TMap<TObjectPtr<ULyraAbilitySystemComponent>, FGameplayAbilitySpecHandle> Handles;
|
| 27 |
+
|
| 28 |
+
void AddToASC(TSubclassOf<UGameplayAbility> Ability, ULyraAbilitySystemComponent* ASC);
|
| 29 |
+
void RemoveFromASC(ULyraAbilitySystemComponent* ASC);
|
| 30 |
+
void RemoveFromAll();
|
| 31 |
+
};
|
| 32 |
+
|
| 33 |
+
USTRUCT()
|
| 34 |
+
struct FGlobalAppliedEffectList
|
| 35 |
+
{
|
| 36 |
+
GENERATED_BODY()
|
| 37 |
+
|
| 38 |
+
UPROPERTY()
|
| 39 |
+
TMap<TObjectPtr<ULyraAbilitySystemComponent>, FActiveGameplayEffectHandle> Handles;
|
| 40 |
+
|
| 41 |
+
void AddToASC(TSubclassOf<UGameplayEffect> Effect, ULyraAbilitySystemComponent* ASC);
|
| 42 |
+
void RemoveFromASC(ULyraAbilitySystemComponent* ASC);
|
| 43 |
+
void RemoveFromAll();
|
| 44 |
+
};
|
| 45 |
+
|
| 46 |
+
UCLASS()
|
| 47 |
+
class ULyraGlobalAbilitySystem : public UWorldSubsystem
|
| 48 |
+
{
|
| 49 |
+
GENERATED_BODY()
|
| 50 |
+
|
| 51 |
+
public:
|
| 52 |
+
ULyraGlobalAbilitySystem();
|
| 53 |
+
|
| 54 |
+
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="Lyra")
|
| 55 |
+
void ApplyAbilityToAll(TSubclassOf<UGameplayAbility> Ability);
|
| 56 |
+
|
| 57 |
+
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category="Lyra")
|
| 58 |
+
void ApplyEffectToAll(TSubclassOf<UGameplayEffect> Effect);
|
| 59 |
+
|
| 60 |
+
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Lyra")
|
| 61 |
+
void RemoveAbilityFromAll(TSubclassOf<UGameplayAbility> Ability);
|
| 62 |
+
|
| 63 |
+
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Lyra")
|
| 64 |
+
void RemoveEffectFromAll(TSubclassOf<UGameplayEffect> Effect);
|
| 65 |
+
|
| 66 |
+
/** Register an ASC with global system and apply any active global effects/abilities. */
|
| 67 |
+
void RegisterASC(ULyraAbilitySystemComponent* ASC);
|
| 68 |
+
|
| 69 |
+
/** Removes an ASC from the global system, along with any active global effects/abilities. */
|
| 70 |
+
void UnregisterASC(ULyraAbilitySystemComponent* ASC);
|
| 71 |
+
|
| 72 |
+
private:
|
| 73 |
+
UPROPERTY()
|
| 74 |
+
TMap<TSubclassOf<UGameplayAbility>, FGlobalAppliedAbilityList> AppliedAbilities;
|
| 75 |
+
|
| 76 |
+
UPROPERTY()
|
| 77 |
+
TMap<TSubclassOf<UGameplayEffect>, FGlobalAppliedEffectList> AppliedEffects;
|
| 78 |
+
|
| 79 |
+
UPROPERTY()
|
| 80 |
+
TArray<TObjectPtr<ULyraAbilitySystemComponent>> RegisteredASCs;
|
| 81 |
+
};
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraTaggedActor.cpp
ADDED
|
@@ -0,0 +1,30 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraTaggedActor.h"
|
| 4 |
+
#include "UObject/UnrealType.h"
|
| 5 |
+
|
| 6 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTaggedActor)
|
| 7 |
+
|
| 8 |
+
ALyraTaggedActor::ALyraTaggedActor(const FObjectInitializer& ObjectInitializer)
|
| 9 |
+
: Super(ObjectInitializer)
|
| 10 |
+
{
|
| 11 |
+
}
|
| 12 |
+
|
| 13 |
+
void ALyraTaggedActor::GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const
|
| 14 |
+
{
|
| 15 |
+
TagContainer.AppendTags(StaticGameplayTags);
|
| 16 |
+
}
|
| 17 |
+
|
| 18 |
+
#if WITH_EDITOR
|
| 19 |
+
bool ALyraTaggedActor::CanEditChange(const FProperty* InProperty) const
|
| 20 |
+
{
|
| 21 |
+
// Prevent editing of the other tags property
|
| 22 |
+
if (InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(AActor, Tags))
|
| 23 |
+
{
|
| 24 |
+
return false;
|
| 25 |
+
}
|
| 26 |
+
|
| 27 |
+
return Super::CanEditChange(InProperty);
|
| 28 |
+
}
|
| 29 |
+
#endif
|
| 30 |
+
|
LyraStarterGame/Source/LyraGame/AbilitySystem/LyraTaggedActor.h
ADDED
|
@@ -0,0 +1,36 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "GameFramework/Actor.h"
|
| 6 |
+
#include "GameplayTagAssetInterface.h"
|
| 7 |
+
#include "GameplayTagContainer.h"
|
| 8 |
+
|
| 9 |
+
#include "LyraTaggedActor.generated.h"
|
| 10 |
+
|
| 11 |
+
// An actor that implements the gameplay tag asset interface
|
| 12 |
+
UCLASS()
|
| 13 |
+
class ALyraTaggedActor : public AActor, public IGameplayTagAssetInterface
|
| 14 |
+
{
|
| 15 |
+
GENERATED_BODY()
|
| 16 |
+
|
| 17 |
+
public:
|
| 18 |
+
|
| 19 |
+
ALyraTaggedActor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
|
| 20 |
+
|
| 21 |
+
//~IGameplayTagAssetInterface
|
| 22 |
+
virtual void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override;
|
| 23 |
+
//~End of IGameplayTagAssetInterface
|
| 24 |
+
|
| 25 |
+
//~UObject interface
|
| 26 |
+
#if WITH_EDITOR
|
| 27 |
+
virtual bool CanEditChange(const FProperty* InProperty) const override;
|
| 28 |
+
#endif
|
| 29 |
+
//~End of UObject interface
|
| 30 |
+
|
| 31 |
+
protected:
|
| 32 |
+
// Gameplay-related tags associated with this actor
|
| 33 |
+
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Actor)
|
| 34 |
+
FGameplayTagContainer StaticGameplayTags;
|
| 35 |
+
};
|
| 36 |
+
|
LyraStarterGame/Source/LyraGame/Animation/LyraAnimInstance.cpp
ADDED
|
@@ -0,0 +1,65 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraAnimInstance.h"
|
| 4 |
+
#include "AbilitySystemGlobals.h"
|
| 5 |
+
#include "Character/LyraCharacter.h"
|
| 6 |
+
#include "Character/LyraCharacterMovementComponent.h"
|
| 7 |
+
|
| 8 |
+
#if WITH_EDITOR
|
| 9 |
+
#include "Misc/DataValidation.h"
|
| 10 |
+
#endif
|
| 11 |
+
|
| 12 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAnimInstance)
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
ULyraAnimInstance::ULyraAnimInstance(const FObjectInitializer& ObjectInitializer)
|
| 16 |
+
: Super(ObjectInitializer)
|
| 17 |
+
{
|
| 18 |
+
}
|
| 19 |
+
|
| 20 |
+
void ULyraAnimInstance::InitializeWithAbilitySystem(UAbilitySystemComponent* ASC)
|
| 21 |
+
{
|
| 22 |
+
check(ASC);
|
| 23 |
+
|
| 24 |
+
GameplayTagPropertyMap.Initialize(this, ASC);
|
| 25 |
+
}
|
| 26 |
+
|
| 27 |
+
#if WITH_EDITOR
|
| 28 |
+
EDataValidationResult ULyraAnimInstance::IsDataValid(FDataValidationContext& Context) const
|
| 29 |
+
{
|
| 30 |
+
Super::IsDataValid(Context);
|
| 31 |
+
|
| 32 |
+
GameplayTagPropertyMap.IsDataValid(this, Context);
|
| 33 |
+
|
| 34 |
+
return ((Context.GetNumErrors() > 0) ? EDataValidationResult::Invalid : EDataValidationResult::Valid);
|
| 35 |
+
}
|
| 36 |
+
#endif // WITH_EDITOR
|
| 37 |
+
|
| 38 |
+
void ULyraAnimInstance::NativeInitializeAnimation()
|
| 39 |
+
{
|
| 40 |
+
Super::NativeInitializeAnimation();
|
| 41 |
+
|
| 42 |
+
if (AActor* OwningActor = GetOwningActor())
|
| 43 |
+
{
|
| 44 |
+
if (UAbilitySystemComponent* ASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(OwningActor))
|
| 45 |
+
{
|
| 46 |
+
InitializeWithAbilitySystem(ASC);
|
| 47 |
+
}
|
| 48 |
+
}
|
| 49 |
+
}
|
| 50 |
+
|
| 51 |
+
void ULyraAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
|
| 52 |
+
{
|
| 53 |
+
Super::NativeUpdateAnimation(DeltaSeconds);
|
| 54 |
+
|
| 55 |
+
const ALyraCharacter* Character = Cast<ALyraCharacter>(GetOwningActor());
|
| 56 |
+
if (!Character)
|
| 57 |
+
{
|
| 58 |
+
return;
|
| 59 |
+
}
|
| 60 |
+
|
| 61 |
+
ULyraCharacterMovementComponent* CharMoveComp = CastChecked<ULyraCharacterMovementComponent>(Character->GetCharacterMovement());
|
| 62 |
+
const FLyraCharacterGroundInfo& GroundInfo = CharMoveComp->GetGroundInfo();
|
| 63 |
+
GroundDistance = GroundInfo.GroundDistance;
|
| 64 |
+
}
|
| 65 |
+
|
LyraStarterGame/Source/LyraGame/Animation/LyraAnimInstance.h
ADDED
|
@@ -0,0 +1,46 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Animation/AnimInstance.h"
|
| 6 |
+
#include "GameplayEffectTypes.h"
|
| 7 |
+
#include "LyraAnimInstance.generated.h"
|
| 8 |
+
|
| 9 |
+
class UAbilitySystemComponent;
|
| 10 |
+
|
| 11 |
+
|
| 12 |
+
/**
|
| 13 |
+
* ULyraAnimInstance
|
| 14 |
+
*
|
| 15 |
+
* The base game animation instance class used by this project.
|
| 16 |
+
*/
|
| 17 |
+
UCLASS(Config = Game)
|
| 18 |
+
class ULyraAnimInstance : public UAnimInstance
|
| 19 |
+
{
|
| 20 |
+
GENERATED_BODY()
|
| 21 |
+
|
| 22 |
+
public:
|
| 23 |
+
|
| 24 |
+
ULyraAnimInstance(const FObjectInitializer& ObjectInitializer);
|
| 25 |
+
|
| 26 |
+
virtual void InitializeWithAbilitySystem(UAbilitySystemComponent* ASC);
|
| 27 |
+
|
| 28 |
+
protected:
|
| 29 |
+
|
| 30 |
+
#if WITH_EDITOR
|
| 31 |
+
virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override;
|
| 32 |
+
#endif // WITH_EDITOR
|
| 33 |
+
|
| 34 |
+
virtual void NativeInitializeAnimation() override;
|
| 35 |
+
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
|
| 36 |
+
|
| 37 |
+
protected:
|
| 38 |
+
|
| 39 |
+
// Gameplay tags that can be mapped to blueprint variables. The variables will automatically update as the tags are added or removed.
|
| 40 |
+
// These should be used instead of manually querying for the gameplay tags.
|
| 41 |
+
UPROPERTY(EditDefaultsOnly, Category = "GameplayTags")
|
| 42 |
+
FGameplayTagBlueprintPropertyMap GameplayTagPropertyMap;
|
| 43 |
+
|
| 44 |
+
UPROPERTY(BlueprintReadOnly, Category = "Character State Data")
|
| 45 |
+
float GroundDistance = -1.0f;
|
| 46 |
+
};
|
LyraStarterGame/Source/LyraGame/Audio/LyraAudioMixEffectsSubsystem.cpp
ADDED
|
@@ -0,0 +1,353 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
#include "Audio/LyraAudioMixEffectsSubsystem.h"
|
| 5 |
+
|
| 6 |
+
#include "AudioMixerBlueprintLibrary.h"
|
| 7 |
+
#include "AudioModulationStatics.h"
|
| 8 |
+
#include "Engine/GameInstance.h"
|
| 9 |
+
#include "Engine/World.h"
|
| 10 |
+
#include "LoadingScreenManager.h"
|
| 11 |
+
#include "LyraAudioSettings.h"
|
| 12 |
+
#include "Settings/LyraSettingsLocal.h"
|
| 13 |
+
#include "Sound/SoundEffectSubmix.h"
|
| 14 |
+
#include "SoundControlBus.h"
|
| 15 |
+
#include "SoundControlBusMix.h"
|
| 16 |
+
|
| 17 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAudioMixEffectsSubsystem)
|
| 18 |
+
|
| 19 |
+
class FSubsystemCollectionBase;
|
| 20 |
+
|
| 21 |
+
void ULyraAudioMixEffectsSubsystem::Initialize(FSubsystemCollectionBase& Collection)
|
| 22 |
+
{
|
| 23 |
+
Super::Initialize(Collection);
|
| 24 |
+
}
|
| 25 |
+
|
| 26 |
+
void ULyraAudioMixEffectsSubsystem::Deinitialize()
|
| 27 |
+
{
|
| 28 |
+
if (ULoadingScreenManager* LoadingScreenManager = UGameInstance::GetSubsystem<ULoadingScreenManager>(GetWorld()->GetGameInstance()))
|
| 29 |
+
{
|
| 30 |
+
LoadingScreenManager->OnLoadingScreenVisibilityChangedDelegate().RemoveAll(this);
|
| 31 |
+
ApplyOrRemoveLoadingScreenMix(false);
|
| 32 |
+
}
|
| 33 |
+
|
| 34 |
+
Super::Deinitialize();
|
| 35 |
+
}
|
| 36 |
+
|
| 37 |
+
bool ULyraAudioMixEffectsSubsystem::ShouldCreateSubsystem(UObject* Outer) const
|
| 38 |
+
{
|
| 39 |
+
bool bShouldCreateSubsystem = Super::ShouldCreateSubsystem(Outer);
|
| 40 |
+
|
| 41 |
+
if (Outer)
|
| 42 |
+
{
|
| 43 |
+
if (UWorld* World = Outer->GetWorld())
|
| 44 |
+
{
|
| 45 |
+
bShouldCreateSubsystem = DoesSupportWorldType(World->WorldType) && bShouldCreateSubsystem;
|
| 46 |
+
}
|
| 47 |
+
}
|
| 48 |
+
|
| 49 |
+
return bShouldCreateSubsystem;
|
| 50 |
+
}
|
| 51 |
+
|
| 52 |
+
void ULyraAudioMixEffectsSubsystem::PostInitialize()
|
| 53 |
+
{
|
| 54 |
+
if (const ULyraAudioSettings* LyraAudioSettings = GetDefault<ULyraAudioSettings>())
|
| 55 |
+
{
|
| 56 |
+
if (UObject* ObjPath = LyraAudioSettings->DefaultControlBusMix.TryLoad())
|
| 57 |
+
{
|
| 58 |
+
if (USoundControlBusMix* SoundControlBusMix = Cast<USoundControlBusMix>(ObjPath))
|
| 59 |
+
{
|
| 60 |
+
DefaultBaseMix = SoundControlBusMix;
|
| 61 |
+
}
|
| 62 |
+
else
|
| 63 |
+
{
|
| 64 |
+
ensureMsgf(SoundControlBusMix, TEXT("Default Control Bus Mix reference missing from Lyra Audio Settings."));
|
| 65 |
+
}
|
| 66 |
+
}
|
| 67 |
+
|
| 68 |
+
if (UObject* ObjPath = LyraAudioSettings->LoadingScreenControlBusMix.TryLoad())
|
| 69 |
+
{
|
| 70 |
+
if (USoundControlBusMix* SoundControlBusMix = Cast<USoundControlBusMix>(ObjPath))
|
| 71 |
+
{
|
| 72 |
+
LoadingScreenMix = SoundControlBusMix;
|
| 73 |
+
}
|
| 74 |
+
else
|
| 75 |
+
{
|
| 76 |
+
ensureMsgf(SoundControlBusMix, TEXT("Loading Screen Control Bus Mix reference missing from Lyra Audio Settings."));
|
| 77 |
+
}
|
| 78 |
+
}
|
| 79 |
+
|
| 80 |
+
if (UObject* ObjPath = LyraAudioSettings->UserSettingsControlBusMix.TryLoad())
|
| 81 |
+
{
|
| 82 |
+
if (USoundControlBusMix* SoundControlBusMix = Cast<USoundControlBusMix>(ObjPath))
|
| 83 |
+
{
|
| 84 |
+
UserMix = SoundControlBusMix;
|
| 85 |
+
}
|
| 86 |
+
else
|
| 87 |
+
{
|
| 88 |
+
ensureMsgf(SoundControlBusMix, TEXT("User Control Bus Mix reference missing from Lyra Audio Settings."));
|
| 89 |
+
}
|
| 90 |
+
}
|
| 91 |
+
|
| 92 |
+
if (UObject* ObjPath = LyraAudioSettings->OverallVolumeControlBus.TryLoad())
|
| 93 |
+
{
|
| 94 |
+
if (USoundControlBus* SoundControlBus = Cast<USoundControlBus>(ObjPath))
|
| 95 |
+
{
|
| 96 |
+
OverallControlBus = SoundControlBus;
|
| 97 |
+
}
|
| 98 |
+
else
|
| 99 |
+
{
|
| 100 |
+
ensureMsgf(SoundControlBus, TEXT("Overall Control Bus reference missing from Lyra Audio Settings."));
|
| 101 |
+
}
|
| 102 |
+
}
|
| 103 |
+
|
| 104 |
+
if (UObject* ObjPath = LyraAudioSettings->MusicVolumeControlBus.TryLoad())
|
| 105 |
+
{
|
| 106 |
+
if (USoundControlBus* SoundControlBus = Cast<USoundControlBus>(ObjPath))
|
| 107 |
+
{
|
| 108 |
+
MusicControlBus = SoundControlBus;
|
| 109 |
+
}
|
| 110 |
+
else
|
| 111 |
+
{
|
| 112 |
+
ensureMsgf(SoundControlBus, TEXT("Music Control Bus reference missing from Lyra Audio Settings."));
|
| 113 |
+
}
|
| 114 |
+
}
|
| 115 |
+
|
| 116 |
+
if (UObject* ObjPath = LyraAudioSettings->SoundFXVolumeControlBus.TryLoad())
|
| 117 |
+
{
|
| 118 |
+
if (USoundControlBus* SoundControlBus = Cast<USoundControlBus>(ObjPath))
|
| 119 |
+
{
|
| 120 |
+
SoundFXControlBus = SoundControlBus;
|
| 121 |
+
}
|
| 122 |
+
else
|
| 123 |
+
{
|
| 124 |
+
ensureMsgf(SoundControlBus, TEXT("SoundFX Control Bus reference missing from Lyra Audio Settings."));
|
| 125 |
+
}
|
| 126 |
+
}
|
| 127 |
+
|
| 128 |
+
if (UObject* ObjPath = LyraAudioSettings->DialogueVolumeControlBus.TryLoad())
|
| 129 |
+
{
|
| 130 |
+
if (USoundControlBus* SoundControlBus = Cast<USoundControlBus>(ObjPath))
|
| 131 |
+
{
|
| 132 |
+
DialogueControlBus = SoundControlBus;
|
| 133 |
+
}
|
| 134 |
+
else
|
| 135 |
+
{
|
| 136 |
+
ensureMsgf(SoundControlBus, TEXT("Dialogue Control Bus reference missing from Lyra Audio Settings."));
|
| 137 |
+
}
|
| 138 |
+
}
|
| 139 |
+
|
| 140 |
+
if (UObject* ObjPath = LyraAudioSettings->VoiceChatVolumeControlBus.TryLoad())
|
| 141 |
+
{
|
| 142 |
+
if (USoundControlBus* SoundControlBus = Cast<USoundControlBus>(ObjPath))
|
| 143 |
+
{
|
| 144 |
+
VoiceChatControlBus = SoundControlBus;
|
| 145 |
+
}
|
| 146 |
+
else
|
| 147 |
+
{
|
| 148 |
+
ensureMsgf(SoundControlBus, TEXT("VoiceChat Control Bus reference missing from Lyra Audio Settings."));
|
| 149 |
+
}
|
| 150 |
+
}
|
| 151 |
+
|
| 152 |
+
// Load HDR Submix Effect Chain
|
| 153 |
+
for (const FLyraSubmixEffectChainMap& SoftSubmixEffectChain : LyraAudioSettings->HDRAudioSubmixEffectChain)
|
| 154 |
+
{
|
| 155 |
+
FLyraAudioSubmixEffectsChain NewEffectChain;
|
| 156 |
+
|
| 157 |
+
if (UObject* SubmixObjPath = SoftSubmixEffectChain.Submix.LoadSynchronous())
|
| 158 |
+
{
|
| 159 |
+
if (USoundSubmix* Submix = Cast<USoundSubmix>(SubmixObjPath))
|
| 160 |
+
{
|
| 161 |
+
NewEffectChain.Submix = Submix;
|
| 162 |
+
TArray<USoundEffectSubmixPreset*> NewPresetChain;
|
| 163 |
+
|
| 164 |
+
for (const TSoftObjectPtr<USoundEffectSubmixPreset>& SoftEffect : SoftSubmixEffectChain.SubmixEffectChain)
|
| 165 |
+
{
|
| 166 |
+
if (UObject* EffectObjPath = SoftEffect.LoadSynchronous())
|
| 167 |
+
{
|
| 168 |
+
if (USoundEffectSubmixPreset* SubmixPreset = Cast<USoundEffectSubmixPreset>(EffectObjPath))
|
| 169 |
+
{
|
| 170 |
+
NewPresetChain.Add(SubmixPreset);
|
| 171 |
+
}
|
| 172 |
+
}
|
| 173 |
+
}
|
| 174 |
+
|
| 175 |
+
NewEffectChain.SubmixEffectChain.Append(NewPresetChain);
|
| 176 |
+
}
|
| 177 |
+
}
|
| 178 |
+
|
| 179 |
+
HDRSubmixEffectChain.Add(NewEffectChain);
|
| 180 |
+
}
|
| 181 |
+
|
| 182 |
+
// Load LDR Submix Effect Chain
|
| 183 |
+
for (const FLyraSubmixEffectChainMap& SoftSubmixEffectChain : LyraAudioSettings->LDRAudioSubmixEffectChain)
|
| 184 |
+
{
|
| 185 |
+
FLyraAudioSubmixEffectsChain NewEffectChain;
|
| 186 |
+
|
| 187 |
+
if (UObject* SubmixObjPath = SoftSubmixEffectChain.Submix.LoadSynchronous())
|
| 188 |
+
{
|
| 189 |
+
if (USoundSubmix* Submix = Cast<USoundSubmix>(SubmixObjPath))
|
| 190 |
+
{
|
| 191 |
+
NewEffectChain.Submix = Submix;
|
| 192 |
+
TArray<USoundEffectSubmixPreset*> NewPresetChain;
|
| 193 |
+
|
| 194 |
+
for (const TSoftObjectPtr<USoundEffectSubmixPreset>& SoftEffect : SoftSubmixEffectChain.SubmixEffectChain)
|
| 195 |
+
{
|
| 196 |
+
if (UObject* EffectObjPath = SoftEffect.LoadSynchronous())
|
| 197 |
+
{
|
| 198 |
+
if (USoundEffectSubmixPreset* SubmixPreset = Cast<USoundEffectSubmixPreset>(EffectObjPath))
|
| 199 |
+
{
|
| 200 |
+
NewPresetChain.Add(SubmixPreset);
|
| 201 |
+
}
|
| 202 |
+
}
|
| 203 |
+
}
|
| 204 |
+
|
| 205 |
+
NewEffectChain.SubmixEffectChain.Append(NewPresetChain);
|
| 206 |
+
}
|
| 207 |
+
}
|
| 208 |
+
|
| 209 |
+
LDRSubmixEffectChain.Add(NewEffectChain);
|
| 210 |
+
}
|
| 211 |
+
}
|
| 212 |
+
|
| 213 |
+
// Register with the loading screen manager
|
| 214 |
+
if (ULoadingScreenManager* LoadingScreenManager = UGameInstance::GetSubsystem<ULoadingScreenManager>(GetWorld()->GetGameInstance()))
|
| 215 |
+
{
|
| 216 |
+
LoadingScreenManager->OnLoadingScreenVisibilityChangedDelegate().AddUObject(this, &ThisClass::OnLoadingScreenStatusChanged);
|
| 217 |
+
ApplyOrRemoveLoadingScreenMix(LoadingScreenManager->GetLoadingScreenDisplayStatus());
|
| 218 |
+
}
|
| 219 |
+
}
|
| 220 |
+
|
| 221 |
+
void ULyraAudioMixEffectsSubsystem::OnWorldBeginPlay(UWorld& InWorld)
|
| 222 |
+
{
|
| 223 |
+
if (const UWorld* World = InWorld.GetWorld())
|
| 224 |
+
{
|
| 225 |
+
// Activate the default base mix
|
| 226 |
+
if (DefaultBaseMix)
|
| 227 |
+
{
|
| 228 |
+
UAudioModulationStatics::ActivateBusMix(World, DefaultBaseMix);
|
| 229 |
+
}
|
| 230 |
+
|
| 231 |
+
// Retrieve the user settings
|
| 232 |
+
if (const ULyraSettingsLocal* LyraSettingsLocal = GetDefault<ULyraSettingsLocal>())
|
| 233 |
+
{
|
| 234 |
+
// Activate the User Mix
|
| 235 |
+
if (UserMix)
|
| 236 |
+
{
|
| 237 |
+
UAudioModulationStatics::ActivateBusMix(World, UserMix);
|
| 238 |
+
|
| 239 |
+
if (OverallControlBus && MusicControlBus && SoundFXControlBus && DialogueControlBus && VoiceChatControlBus)
|
| 240 |
+
{
|
| 241 |
+
const FSoundControlBusMixStage OverallControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, OverallControlBus, LyraSettingsLocal->GetOverallVolume());
|
| 242 |
+
const FSoundControlBusMixStage MusicControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, MusicControlBus, LyraSettingsLocal->GetMusicVolume());
|
| 243 |
+
const FSoundControlBusMixStage SoundFXControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, SoundFXControlBus, LyraSettingsLocal->GetSoundFXVolume());
|
| 244 |
+
const FSoundControlBusMixStage DialogueControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, DialogueControlBus, LyraSettingsLocal->GetDialogueVolume());
|
| 245 |
+
const FSoundControlBusMixStage VoiceChatControlBusMixStage = UAudioModulationStatics::CreateBusMixStage(World, VoiceChatControlBus, LyraSettingsLocal->GetVoiceChatVolume());
|
| 246 |
+
|
| 247 |
+
TArray<FSoundControlBusMixStage> ControlBusMixStageArray;
|
| 248 |
+
ControlBusMixStageArray.Add(OverallControlBusMixStage);
|
| 249 |
+
ControlBusMixStageArray.Add(MusicControlBusMixStage);
|
| 250 |
+
ControlBusMixStageArray.Add(SoundFXControlBusMixStage);
|
| 251 |
+
ControlBusMixStageArray.Add(DialogueControlBusMixStage);
|
| 252 |
+
ControlBusMixStageArray.Add(VoiceChatControlBusMixStage);
|
| 253 |
+
|
| 254 |
+
UAudioModulationStatics::UpdateMix(World, UserMix, ControlBusMixStageArray);
|
| 255 |
+
}
|
| 256 |
+
}
|
| 257 |
+
|
| 258 |
+
ApplyDynamicRangeEffectsChains(LyraSettingsLocal->IsHDRAudioModeEnabled());
|
| 259 |
+
}
|
| 260 |
+
}
|
| 261 |
+
}
|
| 262 |
+
|
| 263 |
+
void ULyraAudioMixEffectsSubsystem::ApplyDynamicRangeEffectsChains(bool bHDRAudio)
|
| 264 |
+
{
|
| 265 |
+
TArray<FLyraAudioSubmixEffectsChain> AudioSubmixEffectsChainToApply;
|
| 266 |
+
TArray<FLyraAudioSubmixEffectsChain> AudioSubmixEffectsChainToClear;
|
| 267 |
+
|
| 268 |
+
// If HDR Audio is selected, then we clear out any existing LDR Submix Effect Chain Overrides
|
| 269 |
+
// otherwise the reverse is the case.
|
| 270 |
+
if (bHDRAudio)
|
| 271 |
+
{
|
| 272 |
+
AudioSubmixEffectsChainToApply.Append(HDRSubmixEffectChain);
|
| 273 |
+
AudioSubmixEffectsChainToClear.Append(LDRSubmixEffectChain);
|
| 274 |
+
}
|
| 275 |
+
else
|
| 276 |
+
{
|
| 277 |
+
AudioSubmixEffectsChainToApply.Append(LDRSubmixEffectChain);
|
| 278 |
+
AudioSubmixEffectsChainToClear.Append(HDRSubmixEffectChain);
|
| 279 |
+
}
|
| 280 |
+
|
| 281 |
+
// We want to collect just the submixes we need to actually clear, otherwise they'll be overridden by the new settings
|
| 282 |
+
TArray<USoundSubmix*> SubmixesLeftToClear;
|
| 283 |
+
|
| 284 |
+
// We want to get the submixes that are not being overridden by the new effect chains, so we can clear those out separately
|
| 285 |
+
for (const FLyraAudioSubmixEffectsChain& EffectChainToClear : AudioSubmixEffectsChainToClear)
|
| 286 |
+
{
|
| 287 |
+
bool bAddToList = true;
|
| 288 |
+
|
| 289 |
+
for (const FLyraAudioSubmixEffectsChain& SubmixEffectChain : AudioSubmixEffectsChainToApply)
|
| 290 |
+
{
|
| 291 |
+
if (SubmixEffectChain.Submix == EffectChainToClear.Submix)
|
| 292 |
+
{
|
| 293 |
+
bAddToList = false;
|
| 294 |
+
|
| 295 |
+
break;
|
| 296 |
+
}
|
| 297 |
+
}
|
| 298 |
+
|
| 299 |
+
if (bAddToList)
|
| 300 |
+
{
|
| 301 |
+
SubmixesLeftToClear.Add(EffectChainToClear.Submix);
|
| 302 |
+
}
|
| 303 |
+
}
|
| 304 |
+
|
| 305 |
+
|
| 306 |
+
// Override submixes
|
| 307 |
+
for (const FLyraAudioSubmixEffectsChain& SubmixEffectChain : AudioSubmixEffectsChainToApply)
|
| 308 |
+
{
|
| 309 |
+
if (SubmixEffectChain.Submix)
|
| 310 |
+
{
|
| 311 |
+
UAudioMixerBlueprintLibrary::SetSubmixEffectChainOverride(GetWorld(), SubmixEffectChain.Submix, SubmixEffectChain.SubmixEffectChain, 0.1f);
|
| 312 |
+
|
| 313 |
+
}
|
| 314 |
+
}
|
| 315 |
+
|
| 316 |
+
// Clear remaining submixes
|
| 317 |
+
for (USoundSubmix* Submix : SubmixesLeftToClear)
|
| 318 |
+
{
|
| 319 |
+
UAudioMixerBlueprintLibrary::ClearSubmixEffectChainOverride(GetWorld(), Submix, 0.1f);
|
| 320 |
+
}
|
| 321 |
+
}
|
| 322 |
+
|
| 323 |
+
void ULyraAudioMixEffectsSubsystem::OnLoadingScreenStatusChanged(bool bShowingLoadingScreen)
|
| 324 |
+
{
|
| 325 |
+
ApplyOrRemoveLoadingScreenMix(bShowingLoadingScreen);
|
| 326 |
+
}
|
| 327 |
+
|
| 328 |
+
void ULyraAudioMixEffectsSubsystem::ApplyOrRemoveLoadingScreenMix(bool bWantsLoadingScreenMix)
|
| 329 |
+
{
|
| 330 |
+
UWorld* World = GetWorld();
|
| 331 |
+
|
| 332 |
+
if (bAppliedLoadingScreenMix != bWantsLoadingScreenMix && LoadingScreenMix && World)
|
| 333 |
+
{
|
| 334 |
+
if (bWantsLoadingScreenMix)
|
| 335 |
+
{
|
| 336 |
+
// Apply the mix
|
| 337 |
+
UAudioModulationStatics::ActivateBusMix(World, LoadingScreenMix);
|
| 338 |
+
}
|
| 339 |
+
else
|
| 340 |
+
{
|
| 341 |
+
// Remove the mix
|
| 342 |
+
UAudioModulationStatics::DeactivateBusMix(World, LoadingScreenMix);
|
| 343 |
+
}
|
| 344 |
+
bAppliedLoadingScreenMix = bWantsLoadingScreenMix;
|
| 345 |
+
}
|
| 346 |
+
}
|
| 347 |
+
|
| 348 |
+
bool ULyraAudioMixEffectsSubsystem::DoesSupportWorldType(const EWorldType::Type World) const
|
| 349 |
+
{
|
| 350 |
+
// We only need this subsystem on Game worlds (PIE included)
|
| 351 |
+
return (World == EWorldType::Game || World == EWorldType::PIE);
|
| 352 |
+
}
|
| 353 |
+
|
LyraStarterGame/Source/LyraGame/Audio/LyraAudioMixEffectsSubsystem.h
ADDED
|
@@ -0,0 +1,112 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Subsystems/WorldSubsystem.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraAudioMixEffectsSubsystem.generated.h"
|
| 8 |
+
|
| 9 |
+
#define UE_API LYRAGAME_API
|
| 10 |
+
|
| 11 |
+
class FSubsystemCollectionBase;
|
| 12 |
+
class UObject;
|
| 13 |
+
class USoundControlBus;
|
| 14 |
+
class USoundControlBusMix;
|
| 15 |
+
class USoundEffectSubmixPreset;
|
| 16 |
+
class USoundSubmix;
|
| 17 |
+
class UWorld;
|
| 18 |
+
|
| 19 |
+
USTRUCT()
|
| 20 |
+
struct FLyraAudioSubmixEffectsChain
|
| 21 |
+
{
|
| 22 |
+
GENERATED_BODY()
|
| 23 |
+
|
| 24 |
+
// Submix on which to apply the Submix Effect Chain Override
|
| 25 |
+
UPROPERTY(Transient)
|
| 26 |
+
TObjectPtr<USoundSubmix> Submix = nullptr;
|
| 27 |
+
|
| 28 |
+
// Submix Effect Chain Override (Effects processed in Array index order)
|
| 29 |
+
UPROPERTY(Transient)
|
| 30 |
+
TArray<TObjectPtr<USoundEffectSubmixPreset>> SubmixEffectChain;
|
| 31 |
+
};
|
| 32 |
+
|
| 33 |
+
/**
|
| 34 |
+
* This subsystem is meant to automatically engage default and user control bus mixes
|
| 35 |
+
* to retrieve previously saved user settings and apply them to the activated user mix.
|
| 36 |
+
* Additionally, this subsystem will automatically apply HDR/LDR Audio Submix Effect Chain Overrides
|
| 37 |
+
* based on the user's preference for HDR Audio. Submix Effect Chain Overrides are defined in the
|
| 38 |
+
* Lyra Audio Settings.
|
| 39 |
+
*/
|
| 40 |
+
UCLASS(MinimalAPI)
|
| 41 |
+
class ULyraAudioMixEffectsSubsystem : public UWorldSubsystem
|
| 42 |
+
{
|
| 43 |
+
GENERATED_BODY()
|
| 44 |
+
|
| 45 |
+
public:
|
| 46 |
+
// USubsystem implementation Begin
|
| 47 |
+
UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
|
| 48 |
+
UE_API virtual void Deinitialize() override;
|
| 49 |
+
// USubsystem implementation End
|
| 50 |
+
|
| 51 |
+
UE_API virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
|
| 52 |
+
|
| 53 |
+
/** Called once all UWorldSubsystems have been initialized */
|
| 54 |
+
UE_API virtual void PostInitialize() override;
|
| 55 |
+
|
| 56 |
+
/** Called when world is ready to start gameplay before the game mode transitions to the correct state and call BeginPlay on all actors */
|
| 57 |
+
UE_API virtual void OnWorldBeginPlay(UWorld& InWorld) override;
|
| 58 |
+
|
| 59 |
+
/** Set whether the HDR Audio Submix Effect Chain Override settings are applied */
|
| 60 |
+
UE_API void ApplyDynamicRangeEffectsChains(bool bHDRAudio);
|
| 61 |
+
|
| 62 |
+
protected:
|
| 63 |
+
UE_API void OnLoadingScreenStatusChanged(bool bShowingLoadingScreen);
|
| 64 |
+
UE_API void ApplyOrRemoveLoadingScreenMix(bool bWantsLoadingScreenMix);
|
| 65 |
+
|
| 66 |
+
// Called when determining whether to create this Subsystem
|
| 67 |
+
UE_API virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const override;
|
| 68 |
+
|
| 69 |
+
// Default Sound Control Bus Mix retrieved from the Lyra Audio Settings
|
| 70 |
+
UPROPERTY(Transient)
|
| 71 |
+
TObjectPtr<USoundControlBusMix> DefaultBaseMix = nullptr;
|
| 72 |
+
|
| 73 |
+
// Loading Screen Sound Control Bus Mix retrieved from the Lyra Audio Settings
|
| 74 |
+
UPROPERTY(Transient)
|
| 75 |
+
TObjectPtr<USoundControlBusMix> LoadingScreenMix = nullptr;
|
| 76 |
+
|
| 77 |
+
// User Sound Control Bus Mix retrieved from the Lyra Audio Settings
|
| 78 |
+
UPROPERTY(Transient)
|
| 79 |
+
TObjectPtr<USoundControlBusMix> UserMix = nullptr;
|
| 80 |
+
|
| 81 |
+
// Overall Sound Control Bus retrieved from the Lyra Audio Settings and linked to the UI and game settings in LyraSettingsLocal
|
| 82 |
+
UPROPERTY(Transient)
|
| 83 |
+
TObjectPtr<USoundControlBus> OverallControlBus = nullptr;
|
| 84 |
+
|
| 85 |
+
// Music Sound Control Bus retrieved from the Lyra Audio Settings and linked to the UI and game settings in LyraSettingsLocal
|
| 86 |
+
UPROPERTY(Transient)
|
| 87 |
+
TObjectPtr<USoundControlBus> MusicControlBus = nullptr;
|
| 88 |
+
|
| 89 |
+
// SoundFX Sound Control Bus retrieved from the Lyra Audio Settings and linked to the UI and game settings in LyraSettingsLocal
|
| 90 |
+
UPROPERTY(Transient)
|
| 91 |
+
TObjectPtr<USoundControlBus> SoundFXControlBus = nullptr;
|
| 92 |
+
|
| 93 |
+
// Dialogue Sound Control Bus retrieved from the Lyra Audio Settings and linked to the UI and game settings in LyraSettingsLocal
|
| 94 |
+
UPROPERTY(Transient)
|
| 95 |
+
TObjectPtr<USoundControlBus> DialogueControlBus = nullptr;
|
| 96 |
+
|
| 97 |
+
// VoiceChat Sound Control Bus retrieved from the Lyra Audio Settings and linked to the UI and game settings in LyraSettingsLocal
|
| 98 |
+
UPROPERTY(Transient)
|
| 99 |
+
TObjectPtr<USoundControlBus> VoiceChatControlBus = nullptr;
|
| 100 |
+
|
| 101 |
+
// Submix Effect Chain Overrides to apply when HDR Audio is turned on
|
| 102 |
+
UPROPERTY(Transient)
|
| 103 |
+
TArray<FLyraAudioSubmixEffectsChain> HDRSubmixEffectChain;
|
| 104 |
+
|
| 105 |
+
// Submix Effect hain Overrides to apply when HDR Audio is turned off
|
| 106 |
+
UPROPERTY(Transient)
|
| 107 |
+
TArray<FLyraAudioSubmixEffectsChain> LDRSubmixEffectChain;
|
| 108 |
+
|
| 109 |
+
bool bAppliedLoadingScreenMix = false;
|
| 110 |
+
};
|
| 111 |
+
|
| 112 |
+
#undef UE_API
|
LyraStarterGame/Source/LyraGame/Audio/LyraAudioSettings.cpp
ADDED
|
@@ -0,0 +1,8 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
#include "Audio/LyraAudioSettings.h"
|
| 5 |
+
|
| 6 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraAudioSettings)
|
| 7 |
+
|
| 8 |
+
|
LyraStarterGame/Source/LyraGame/Audio/LyraAudioSettings.h
ADDED
|
@@ -0,0 +1,80 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Engine/DeveloperSettings.h"
|
| 6 |
+
#include "UObject/SoftObjectPtr.h"
|
| 7 |
+
|
| 8 |
+
#include "LyraAudioSettings.generated.h"
|
| 9 |
+
|
| 10 |
+
class UObject;
|
| 11 |
+
class USoundEffectSubmixPreset;
|
| 12 |
+
class USoundSubmix;
|
| 13 |
+
|
| 14 |
+
USTRUCT()
|
| 15 |
+
struct FLyraSubmixEffectChainMap
|
| 16 |
+
{
|
| 17 |
+
GENERATED_BODY()
|
| 18 |
+
|
| 19 |
+
UPROPERTY(EditAnywhere, meta = (AllowedClasses = "/Script/Engine.SoundSubmix"))
|
| 20 |
+
TSoftObjectPtr<USoundSubmix> Submix = nullptr;
|
| 21 |
+
|
| 22 |
+
UPROPERTY(EditAnywhere, meta = (AllowedClasses = "/Script/Engine.SoundEffectSubmixPreset"))
|
| 23 |
+
TArray<TSoftObjectPtr<USoundEffectSubmixPreset>> SubmixEffectChain;
|
| 24 |
+
|
| 25 |
+
};
|
| 26 |
+
|
| 27 |
+
/**
|
| 28 |
+
*
|
| 29 |
+
*/
|
| 30 |
+
UCLASS(MinimalAPI, config = Game, defaultconfig, meta = (DisplayName = "LyraAudioSettings"))
|
| 31 |
+
class ULyraAudioSettings : public UDeveloperSettings
|
| 32 |
+
{
|
| 33 |
+
GENERATED_BODY()
|
| 34 |
+
|
| 35 |
+
public:
|
| 36 |
+
|
| 37 |
+
/** The Default Base Control Bus Mix */
|
| 38 |
+
UPROPERTY(config, EditAnywhere, Category = MixSettings, meta = (AllowedClasses = "/Script/AudioModulation.SoundControlBusMix"))
|
| 39 |
+
FSoftObjectPath DefaultControlBusMix;
|
| 40 |
+
|
| 41 |
+
/** The Loading Screen Control Bus Mix - Called during loading screens to cover background audio events */
|
| 42 |
+
UPROPERTY(config, EditAnywhere, Category = MixSettings, meta = (AllowedClasses = "/Script/AudioModulation.SoundControlBusMix"))
|
| 43 |
+
FSoftObjectPath LoadingScreenControlBusMix;
|
| 44 |
+
|
| 45 |
+
/** The Default Base Control Bus Mix */
|
| 46 |
+
UPROPERTY(config, EditAnywhere, Category = UserMixSettings, meta = (AllowedClasses = "/Script/AudioModulation.SoundControlBusMix"))
|
| 47 |
+
FSoftObjectPath UserSettingsControlBusMix;
|
| 48 |
+
|
| 49 |
+
/** Control Bus assigned to the Overall sound volume setting */
|
| 50 |
+
UPROPERTY(config, EditAnywhere, Category = UserMixSettings, meta = (AllowedClasses = "/Script/AudioModulation.SoundControlBus"))
|
| 51 |
+
FSoftObjectPath OverallVolumeControlBus;
|
| 52 |
+
|
| 53 |
+
/** Control Bus assigned to the Music sound volume setting */
|
| 54 |
+
UPROPERTY(config, EditAnywhere, Category = UserMixSettings, meta = (AllowedClasses = "/Script/AudioModulation.SoundControlBus"))
|
| 55 |
+
FSoftObjectPath MusicVolumeControlBus;
|
| 56 |
+
|
| 57 |
+
/** Control Bus assigned to the SoundFX sound volume setting */
|
| 58 |
+
UPROPERTY(config, EditAnywhere, Category = UserMixSettings, meta = (AllowedClasses = "/Script/AudioModulation.SoundControlBus"))
|
| 59 |
+
FSoftObjectPath SoundFXVolumeControlBus;
|
| 60 |
+
|
| 61 |
+
/** Control Bus assigned to the Dialogue sound volume setting */
|
| 62 |
+
UPROPERTY(config, EditAnywhere, Category = UserMixSettings, meta = (AllowedClasses = "/Script/AudioModulation.SoundControlBus"))
|
| 63 |
+
FSoftObjectPath DialogueVolumeControlBus;
|
| 64 |
+
|
| 65 |
+
/** Control Bus assigned to the VoiceChat sound volume setting */
|
| 66 |
+
UPROPERTY(config, EditAnywhere, Category = UserMixSettings, meta = (AllowedClasses = "/Script/AudioModulation.SoundControlBus"))
|
| 67 |
+
FSoftObjectPath VoiceChatVolumeControlBus;
|
| 68 |
+
|
| 69 |
+
/** Submix Processing Chains to achieve high dynamic range audio output */
|
| 70 |
+
UPROPERTY(config, EditAnywhere, Category = EffectSettings)
|
| 71 |
+
TArray<FLyraSubmixEffectChainMap> HDRAudioSubmixEffectChain;
|
| 72 |
+
|
| 73 |
+
/** Submix Processing Chains to achieve low dynamic range audio output */
|
| 74 |
+
UPROPERTY(config, EditAnywhere, Category = EffectSettings)
|
| 75 |
+
TArray<FLyraSubmixEffectChainMap> LDRAudioSubmixEffectChain;
|
| 76 |
+
|
| 77 |
+
private:
|
| 78 |
+
|
| 79 |
+
|
| 80 |
+
};
|
LyraStarterGame/Source/LyraGame/Camera/LyraCameraAssistInterface.h
ADDED
|
@@ -0,0 +1,41 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "CoreMinimal.h"
|
| 6 |
+
#include "UObject/Interface.h"
|
| 7 |
+
|
| 8 |
+
#include "LyraCameraAssistInterface.generated.h"
|
| 9 |
+
|
| 10 |
+
/** */
|
| 11 |
+
UINTERFACE(BlueprintType)
|
| 12 |
+
class ULyraCameraAssistInterface : public UInterface
|
| 13 |
+
{
|
| 14 |
+
GENERATED_BODY()
|
| 15 |
+
};
|
| 16 |
+
|
| 17 |
+
class ILyraCameraAssistInterface
|
| 18 |
+
{
|
| 19 |
+
GENERATED_BODY()
|
| 20 |
+
|
| 21 |
+
public:
|
| 22 |
+
/**
|
| 23 |
+
* Get the list of actors that we're allowing the camera to penetrate. Useful in 3rd person cameras
|
| 24 |
+
* when you need the following camera to ignore things like the a collection of view targets, the pawn,
|
| 25 |
+
* a vehicle..etc.
|
| 26 |
+
*/
|
| 27 |
+
virtual void GetIgnoredActorsForCameraPentration(TArray<const AActor*>& OutActorsAllowPenetration) const { }
|
| 28 |
+
|
| 29 |
+
/**
|
| 30 |
+
* The target actor to prevent penetration on. Normally, this is almost always the view target, which if
|
| 31 |
+
* unimplemented will remain true. However, sometimes the view target, isn't the same as the root actor
|
| 32 |
+
* you need to keep in frame.
|
| 33 |
+
*/
|
| 34 |
+
virtual TOptional<AActor*> GetCameraPreventPenetrationTarget() const
|
| 35 |
+
{
|
| 36 |
+
return TOptional<AActor*>();
|
| 37 |
+
}
|
| 38 |
+
|
| 39 |
+
/** Called if the camera penetrates the focal target. Useful if you want to hide the target actor when being overlapped. */
|
| 40 |
+
virtual void OnCameraPenetratingTarget() { }
|
| 41 |
+
};
|
LyraStarterGame/Source/LyraGame/Camera/LyraCameraComponent.cpp
ADDED
|
@@ -0,0 +1,126 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraCameraComponent.h"
|
| 4 |
+
|
| 5 |
+
#include "Engine/Canvas.h"
|
| 6 |
+
#include "Engine/Engine.h"
|
| 7 |
+
#include "GameFramework/Pawn.h"
|
| 8 |
+
#include "GameFramework/PlayerController.h"
|
| 9 |
+
#include "LyraCameraMode.h"
|
| 10 |
+
|
| 11 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraCameraComponent)
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
ULyraCameraComponent::ULyraCameraComponent(const FObjectInitializer& ObjectInitializer)
|
| 15 |
+
: Super(ObjectInitializer)
|
| 16 |
+
{
|
| 17 |
+
CameraModeStack = nullptr;
|
| 18 |
+
FieldOfViewOffset = 0.0f;
|
| 19 |
+
}
|
| 20 |
+
|
| 21 |
+
void ULyraCameraComponent::OnRegister()
|
| 22 |
+
{
|
| 23 |
+
Super::OnRegister();
|
| 24 |
+
|
| 25 |
+
if (!CameraModeStack)
|
| 26 |
+
{
|
| 27 |
+
CameraModeStack = NewObject<ULyraCameraModeStack>(this);
|
| 28 |
+
check(CameraModeStack);
|
| 29 |
+
}
|
| 30 |
+
}
|
| 31 |
+
|
| 32 |
+
void ULyraCameraComponent::GetCameraView(float DeltaTime, FMinimalViewInfo& DesiredView)
|
| 33 |
+
{
|
| 34 |
+
check(CameraModeStack);
|
| 35 |
+
|
| 36 |
+
UpdateCameraModes();
|
| 37 |
+
|
| 38 |
+
FLyraCameraModeView CameraModeView;
|
| 39 |
+
CameraModeStack->EvaluateStack(DeltaTime, CameraModeView);
|
| 40 |
+
|
| 41 |
+
// Keep player controller in sync with the latest view.
|
| 42 |
+
if (APawn* TargetPawn = Cast<APawn>(GetTargetActor()))
|
| 43 |
+
{
|
| 44 |
+
if (APlayerController* PC = TargetPawn->GetController<APlayerController>())
|
| 45 |
+
{
|
| 46 |
+
PC->SetControlRotation(CameraModeView.ControlRotation);
|
| 47 |
+
}
|
| 48 |
+
}
|
| 49 |
+
|
| 50 |
+
// Apply any offset that was added to the field of view.
|
| 51 |
+
CameraModeView.FieldOfView += FieldOfViewOffset;
|
| 52 |
+
FieldOfViewOffset = 0.0f;
|
| 53 |
+
|
| 54 |
+
// Keep camera component in sync with the latest view.
|
| 55 |
+
SetWorldLocationAndRotation(CameraModeView.Location, CameraModeView.Rotation);
|
| 56 |
+
FieldOfView = CameraModeView.FieldOfView;
|
| 57 |
+
|
| 58 |
+
// Fill in desired view.
|
| 59 |
+
DesiredView.Location = CameraModeView.Location;
|
| 60 |
+
DesiredView.Rotation = CameraModeView.Rotation;
|
| 61 |
+
DesiredView.FOV = CameraModeView.FieldOfView;
|
| 62 |
+
DesiredView.OrthoWidth = OrthoWidth;
|
| 63 |
+
DesiredView.OrthoNearClipPlane = OrthoNearClipPlane;
|
| 64 |
+
DesiredView.OrthoFarClipPlane = OrthoFarClipPlane;
|
| 65 |
+
DesiredView.AspectRatio = AspectRatio;
|
| 66 |
+
DesiredView.bConstrainAspectRatio = bConstrainAspectRatio;
|
| 67 |
+
DesiredView.bUseFieldOfViewForLOD = bUseFieldOfViewForLOD;
|
| 68 |
+
DesiredView.ProjectionMode = ProjectionMode;
|
| 69 |
+
|
| 70 |
+
// See if the CameraActor wants to override the PostProcess settings used.
|
| 71 |
+
DesiredView.PostProcessBlendWeight = PostProcessBlendWeight;
|
| 72 |
+
if (PostProcessBlendWeight > 0.0f)
|
| 73 |
+
{
|
| 74 |
+
DesiredView.PostProcessSettings = PostProcessSettings;
|
| 75 |
+
}
|
| 76 |
+
|
| 77 |
+
|
| 78 |
+
if (IsXRHeadTrackedCamera())
|
| 79 |
+
{
|
| 80 |
+
// In XR much of the camera behavior above is irrellevant, but the post process settings are not.
|
| 81 |
+
Super::GetCameraView(DeltaTime, DesiredView);
|
| 82 |
+
}
|
| 83 |
+
}
|
| 84 |
+
|
| 85 |
+
void ULyraCameraComponent::UpdateCameraModes()
|
| 86 |
+
{
|
| 87 |
+
check(CameraModeStack);
|
| 88 |
+
|
| 89 |
+
if (CameraModeStack->IsStackActivate())
|
| 90 |
+
{
|
| 91 |
+
if (DetermineCameraModeDelegate.IsBound())
|
| 92 |
+
{
|
| 93 |
+
if (const TSubclassOf<ULyraCameraMode> CameraMode = DetermineCameraModeDelegate.Execute())
|
| 94 |
+
{
|
| 95 |
+
CameraModeStack->PushCameraMode(CameraMode);
|
| 96 |
+
}
|
| 97 |
+
}
|
| 98 |
+
}
|
| 99 |
+
}
|
| 100 |
+
|
| 101 |
+
void ULyraCameraComponent::DrawDebug(UCanvas* Canvas) const
|
| 102 |
+
{
|
| 103 |
+
check(Canvas);
|
| 104 |
+
|
| 105 |
+
FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
|
| 106 |
+
|
| 107 |
+
DisplayDebugManager.SetFont(GEngine->GetSmallFont());
|
| 108 |
+
DisplayDebugManager.SetDrawColor(FColor::Yellow);
|
| 109 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT("LyraCameraComponent: %s"), *GetNameSafe(GetTargetActor())));
|
| 110 |
+
|
| 111 |
+
DisplayDebugManager.SetDrawColor(FColor::White);
|
| 112 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT(" Location: %s"), *GetComponentLocation().ToCompactString()));
|
| 113 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT(" Rotation: %s"), *GetComponentRotation().ToCompactString()));
|
| 114 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT(" FOV: %f"), FieldOfView));
|
| 115 |
+
|
| 116 |
+
check(CameraModeStack);
|
| 117 |
+
CameraModeStack->DrawDebug(Canvas);
|
| 118 |
+
}
|
| 119 |
+
|
| 120 |
+
void ULyraCameraComponent::GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const
|
| 121 |
+
{
|
| 122 |
+
check(CameraModeStack);
|
| 123 |
+
CameraModeStack->GetBlendInfo(/*out*/ OutWeightOfTopLayer, /*out*/ OutTagOfTopLayer);
|
| 124 |
+
}
|
| 125 |
+
|
| 126 |
+
|
LyraStarterGame/Source/LyraGame/Camera/LyraCameraComponent.h
ADDED
|
@@ -0,0 +1,70 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Camera/CameraComponent.h"
|
| 6 |
+
#include "GameFramework/Actor.h"
|
| 7 |
+
|
| 8 |
+
#include "LyraCameraComponent.generated.h"
|
| 9 |
+
|
| 10 |
+
class UCanvas;
|
| 11 |
+
class ULyraCameraMode;
|
| 12 |
+
class ULyraCameraModeStack;
|
| 13 |
+
class UObject;
|
| 14 |
+
struct FFrame;
|
| 15 |
+
struct FGameplayTag;
|
| 16 |
+
struct FMinimalViewInfo;
|
| 17 |
+
template <class TClass> class TSubclassOf;
|
| 18 |
+
|
| 19 |
+
DECLARE_DELEGATE_RetVal(TSubclassOf<ULyraCameraMode>, FLyraCameraModeDelegate);
|
| 20 |
+
|
| 21 |
+
|
| 22 |
+
/**
|
| 23 |
+
* ULyraCameraComponent
|
| 24 |
+
*
|
| 25 |
+
* The base camera component class used by this project.
|
| 26 |
+
*/
|
| 27 |
+
UCLASS()
|
| 28 |
+
class ULyraCameraComponent : public UCameraComponent
|
| 29 |
+
{
|
| 30 |
+
GENERATED_BODY()
|
| 31 |
+
|
| 32 |
+
public:
|
| 33 |
+
|
| 34 |
+
ULyraCameraComponent(const FObjectInitializer& ObjectInitializer);
|
| 35 |
+
|
| 36 |
+
// Returns the camera component if one exists on the specified actor.
|
| 37 |
+
UFUNCTION(BlueprintPure, Category = "Lyra|Camera")
|
| 38 |
+
static ULyraCameraComponent* FindCameraComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<ULyraCameraComponent>() : nullptr); }
|
| 39 |
+
|
| 40 |
+
// Returns the target actor that the camera is looking at.
|
| 41 |
+
virtual AActor* GetTargetActor() const { return GetOwner(); }
|
| 42 |
+
|
| 43 |
+
// Delegate used to query for the best camera mode.
|
| 44 |
+
FLyraCameraModeDelegate DetermineCameraModeDelegate;
|
| 45 |
+
|
| 46 |
+
// Add an offset to the field of view. The offset is only for one frame, it gets cleared once it is applied.
|
| 47 |
+
void AddFieldOfViewOffset(float FovOffset) { FieldOfViewOffset += FovOffset; }
|
| 48 |
+
|
| 49 |
+
virtual void DrawDebug(UCanvas* Canvas) const;
|
| 50 |
+
|
| 51 |
+
// Gets the tag associated with the top layer and the blend weight of it
|
| 52 |
+
void GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const;
|
| 53 |
+
|
| 54 |
+
protected:
|
| 55 |
+
|
| 56 |
+
virtual void OnRegister() override;
|
| 57 |
+
virtual void GetCameraView(float DeltaTime, FMinimalViewInfo& DesiredView) override;
|
| 58 |
+
|
| 59 |
+
virtual void UpdateCameraModes();
|
| 60 |
+
|
| 61 |
+
protected:
|
| 62 |
+
|
| 63 |
+
// Stack used to blend the camera modes.
|
| 64 |
+
UPROPERTY()
|
| 65 |
+
TObjectPtr<ULyraCameraModeStack> CameraModeStack;
|
| 66 |
+
|
| 67 |
+
// Offset applied to the field of view. The offset is only for one frame, it gets cleared once it is applied.
|
| 68 |
+
float FieldOfViewOffset;
|
| 69 |
+
|
| 70 |
+
};
|
LyraStarterGame/Source/LyraGame/Camera/LyraCameraMode.cpp
ADDED
|
@@ -0,0 +1,465 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraCameraMode.h"
|
| 4 |
+
|
| 5 |
+
#include "Components/CapsuleComponent.h"
|
| 6 |
+
#include "Engine/Canvas.h"
|
| 7 |
+
#include "GameFramework/Character.h"
|
| 8 |
+
#include "LyraCameraComponent.h"
|
| 9 |
+
#include "LyraPlayerCameraManager.h"
|
| 10 |
+
|
| 11 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraCameraMode)
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
//////////////////////////////////////////////////////////////////////////
|
| 15 |
+
// FLyraCameraModeView
|
| 16 |
+
//////////////////////////////////////////////////////////////////////////
|
| 17 |
+
FLyraCameraModeView::FLyraCameraModeView()
|
| 18 |
+
: Location(ForceInit)
|
| 19 |
+
, Rotation(ForceInit)
|
| 20 |
+
, ControlRotation(ForceInit)
|
| 21 |
+
, FieldOfView(LYRA_CAMERA_DEFAULT_FOV)
|
| 22 |
+
{
|
| 23 |
+
}
|
| 24 |
+
|
| 25 |
+
void FLyraCameraModeView::Blend(const FLyraCameraModeView& Other, float OtherWeight)
|
| 26 |
+
{
|
| 27 |
+
if (OtherWeight <= 0.0f)
|
| 28 |
+
{
|
| 29 |
+
return;
|
| 30 |
+
}
|
| 31 |
+
else if (OtherWeight >= 1.0f)
|
| 32 |
+
{
|
| 33 |
+
*this = Other;
|
| 34 |
+
return;
|
| 35 |
+
}
|
| 36 |
+
|
| 37 |
+
Location = FMath::Lerp(Location, Other.Location, OtherWeight);
|
| 38 |
+
|
| 39 |
+
const FRotator DeltaRotation = (Other.Rotation - Rotation).GetNormalized();
|
| 40 |
+
Rotation = Rotation + (OtherWeight * DeltaRotation);
|
| 41 |
+
|
| 42 |
+
const FRotator DeltaControlRotation = (Other.ControlRotation - ControlRotation).GetNormalized();
|
| 43 |
+
ControlRotation = ControlRotation + (OtherWeight * DeltaControlRotation);
|
| 44 |
+
|
| 45 |
+
FieldOfView = FMath::Lerp(FieldOfView, Other.FieldOfView, OtherWeight);
|
| 46 |
+
}
|
| 47 |
+
|
| 48 |
+
|
| 49 |
+
//////////////////////////////////////////////////////////////////////////
|
| 50 |
+
// ULyraCameraMode
|
| 51 |
+
//////////////////////////////////////////////////////////////////////////
|
| 52 |
+
ULyraCameraMode::ULyraCameraMode()
|
| 53 |
+
{
|
| 54 |
+
FieldOfView = LYRA_CAMERA_DEFAULT_FOV;
|
| 55 |
+
ViewPitchMin = LYRA_CAMERA_DEFAULT_PITCH_MIN;
|
| 56 |
+
ViewPitchMax = LYRA_CAMERA_DEFAULT_PITCH_MAX;
|
| 57 |
+
|
| 58 |
+
BlendTime = 0.5f;
|
| 59 |
+
BlendFunction = ELyraCameraModeBlendFunction::EaseOut;
|
| 60 |
+
BlendExponent = 4.0f;
|
| 61 |
+
BlendAlpha = 1.0f;
|
| 62 |
+
BlendWeight = 1.0f;
|
| 63 |
+
}
|
| 64 |
+
|
| 65 |
+
ULyraCameraComponent* ULyraCameraMode::GetLyraCameraComponent() const
|
| 66 |
+
{
|
| 67 |
+
return CastChecked<ULyraCameraComponent>(GetOuter());
|
| 68 |
+
}
|
| 69 |
+
|
| 70 |
+
UWorld* ULyraCameraMode::GetWorld() const
|
| 71 |
+
{
|
| 72 |
+
return HasAnyFlags(RF_ClassDefaultObject) ? nullptr : GetOuter()->GetWorld();
|
| 73 |
+
}
|
| 74 |
+
|
| 75 |
+
AActor* ULyraCameraMode::GetTargetActor() const
|
| 76 |
+
{
|
| 77 |
+
const ULyraCameraComponent* LyraCameraComponent = GetLyraCameraComponent();
|
| 78 |
+
|
| 79 |
+
return LyraCameraComponent->GetTargetActor();
|
| 80 |
+
}
|
| 81 |
+
|
| 82 |
+
FVector ULyraCameraMode::GetPivotLocation() const
|
| 83 |
+
{
|
| 84 |
+
const AActor* TargetActor = GetTargetActor();
|
| 85 |
+
check(TargetActor);
|
| 86 |
+
|
| 87 |
+
if (const APawn* TargetPawn = Cast<APawn>(TargetActor))
|
| 88 |
+
{
|
| 89 |
+
// Height adjustments for characters to account for crouching.
|
| 90 |
+
if (const ACharacter* TargetCharacter = Cast<ACharacter>(TargetPawn))
|
| 91 |
+
{
|
| 92 |
+
const ACharacter* TargetCharacterCDO = TargetCharacter->GetClass()->GetDefaultObject<ACharacter>();
|
| 93 |
+
check(TargetCharacterCDO);
|
| 94 |
+
|
| 95 |
+
const UCapsuleComponent* CapsuleComp = TargetCharacter->GetCapsuleComponent();
|
| 96 |
+
check(CapsuleComp);
|
| 97 |
+
|
| 98 |
+
const UCapsuleComponent* CapsuleCompCDO = TargetCharacterCDO->GetCapsuleComponent();
|
| 99 |
+
check(CapsuleCompCDO);
|
| 100 |
+
|
| 101 |
+
const float DefaultHalfHeight = CapsuleCompCDO->GetUnscaledCapsuleHalfHeight();
|
| 102 |
+
const float ActualHalfHeight = CapsuleComp->GetUnscaledCapsuleHalfHeight();
|
| 103 |
+
const float HeightAdjustment = (DefaultHalfHeight - ActualHalfHeight) + TargetCharacterCDO->BaseEyeHeight;
|
| 104 |
+
|
| 105 |
+
return TargetCharacter->GetActorLocation() + (FVector::UpVector * HeightAdjustment);
|
| 106 |
+
}
|
| 107 |
+
|
| 108 |
+
return TargetPawn->GetPawnViewLocation();
|
| 109 |
+
}
|
| 110 |
+
|
| 111 |
+
return TargetActor->GetActorLocation();
|
| 112 |
+
}
|
| 113 |
+
|
| 114 |
+
FRotator ULyraCameraMode::GetPivotRotation() const
|
| 115 |
+
{
|
| 116 |
+
const AActor* TargetActor = GetTargetActor();
|
| 117 |
+
check(TargetActor);
|
| 118 |
+
|
| 119 |
+
if (const APawn* TargetPawn = Cast<APawn>(TargetActor))
|
| 120 |
+
{
|
| 121 |
+
return TargetPawn->GetViewRotation();
|
| 122 |
+
}
|
| 123 |
+
|
| 124 |
+
return TargetActor->GetActorRotation();
|
| 125 |
+
}
|
| 126 |
+
|
| 127 |
+
void ULyraCameraMode::UpdateCameraMode(float DeltaTime)
|
| 128 |
+
{
|
| 129 |
+
UpdateView(DeltaTime);
|
| 130 |
+
UpdateBlending(DeltaTime);
|
| 131 |
+
}
|
| 132 |
+
|
| 133 |
+
void ULyraCameraMode::UpdateView(float DeltaTime)
|
| 134 |
+
{
|
| 135 |
+
FVector PivotLocation = GetPivotLocation();
|
| 136 |
+
FRotator PivotRotation = GetPivotRotation();
|
| 137 |
+
|
| 138 |
+
PivotRotation.Pitch = FMath::ClampAngle(PivotRotation.Pitch, ViewPitchMin, ViewPitchMax);
|
| 139 |
+
|
| 140 |
+
View.Location = PivotLocation;
|
| 141 |
+
View.Rotation = PivotRotation;
|
| 142 |
+
View.ControlRotation = View.Rotation;
|
| 143 |
+
View.FieldOfView = FieldOfView;
|
| 144 |
+
}
|
| 145 |
+
|
| 146 |
+
void ULyraCameraMode::SetBlendWeight(float Weight)
|
| 147 |
+
{
|
| 148 |
+
BlendWeight = FMath::Clamp(Weight, 0.0f, 1.0f);
|
| 149 |
+
|
| 150 |
+
// Since we're setting the blend weight directly, we need to calculate the blend alpha to account for the blend function.
|
| 151 |
+
const float InvExponent = (BlendExponent > 0.0f) ? (1.0f / BlendExponent) : 1.0f;
|
| 152 |
+
|
| 153 |
+
switch (BlendFunction)
|
| 154 |
+
{
|
| 155 |
+
case ELyraCameraModeBlendFunction::Linear:
|
| 156 |
+
BlendAlpha = BlendWeight;
|
| 157 |
+
break;
|
| 158 |
+
|
| 159 |
+
case ELyraCameraModeBlendFunction::EaseIn:
|
| 160 |
+
BlendAlpha = FMath::InterpEaseIn(0.0f, 1.0f, BlendWeight, InvExponent);
|
| 161 |
+
break;
|
| 162 |
+
|
| 163 |
+
case ELyraCameraModeBlendFunction::EaseOut:
|
| 164 |
+
BlendAlpha = FMath::InterpEaseOut(0.0f, 1.0f, BlendWeight, InvExponent);
|
| 165 |
+
break;
|
| 166 |
+
|
| 167 |
+
case ELyraCameraModeBlendFunction::EaseInOut:
|
| 168 |
+
BlendAlpha = FMath::InterpEaseInOut(0.0f, 1.0f, BlendWeight, InvExponent);
|
| 169 |
+
break;
|
| 170 |
+
|
| 171 |
+
default:
|
| 172 |
+
checkf(false, TEXT("SetBlendWeight: Invalid BlendFunction [%d]\n"), (uint8)BlendFunction);
|
| 173 |
+
break;
|
| 174 |
+
}
|
| 175 |
+
}
|
| 176 |
+
|
| 177 |
+
void ULyraCameraMode::UpdateBlending(float DeltaTime)
|
| 178 |
+
{
|
| 179 |
+
if (BlendTime > 0.0f)
|
| 180 |
+
{
|
| 181 |
+
BlendAlpha += (DeltaTime / BlendTime);
|
| 182 |
+
BlendAlpha = FMath::Min(BlendAlpha, 1.0f);
|
| 183 |
+
}
|
| 184 |
+
else
|
| 185 |
+
{
|
| 186 |
+
BlendAlpha = 1.0f;
|
| 187 |
+
}
|
| 188 |
+
|
| 189 |
+
const float Exponent = (BlendExponent > 0.0f) ? BlendExponent : 1.0f;
|
| 190 |
+
|
| 191 |
+
switch (BlendFunction)
|
| 192 |
+
{
|
| 193 |
+
case ELyraCameraModeBlendFunction::Linear:
|
| 194 |
+
BlendWeight = BlendAlpha;
|
| 195 |
+
break;
|
| 196 |
+
|
| 197 |
+
case ELyraCameraModeBlendFunction::EaseIn:
|
| 198 |
+
BlendWeight = FMath::InterpEaseIn(0.0f, 1.0f, BlendAlpha, Exponent);
|
| 199 |
+
break;
|
| 200 |
+
|
| 201 |
+
case ELyraCameraModeBlendFunction::EaseOut:
|
| 202 |
+
BlendWeight = FMath::InterpEaseOut(0.0f, 1.0f, BlendAlpha, Exponent);
|
| 203 |
+
break;
|
| 204 |
+
|
| 205 |
+
case ELyraCameraModeBlendFunction::EaseInOut:
|
| 206 |
+
BlendWeight = FMath::InterpEaseInOut(0.0f, 1.0f, BlendAlpha, Exponent);
|
| 207 |
+
break;
|
| 208 |
+
|
| 209 |
+
default:
|
| 210 |
+
checkf(false, TEXT("UpdateBlending: Invalid BlendFunction [%d]\n"), (uint8)BlendFunction);
|
| 211 |
+
break;
|
| 212 |
+
}
|
| 213 |
+
}
|
| 214 |
+
|
| 215 |
+
void ULyraCameraMode::DrawDebug(UCanvas* Canvas) const
|
| 216 |
+
{
|
| 217 |
+
check(Canvas);
|
| 218 |
+
|
| 219 |
+
FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
|
| 220 |
+
|
| 221 |
+
DisplayDebugManager.SetDrawColor(FColor::White);
|
| 222 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT(" LyraCameraMode: %s (%f)"), *GetName(), BlendWeight));
|
| 223 |
+
}
|
| 224 |
+
|
| 225 |
+
|
| 226 |
+
//////////////////////////////////////////////////////////////////////////
|
| 227 |
+
// ULyraCameraModeStack
|
| 228 |
+
//////////////////////////////////////////////////////////////////////////
|
| 229 |
+
ULyraCameraModeStack::ULyraCameraModeStack()
|
| 230 |
+
{
|
| 231 |
+
bIsActive = true;
|
| 232 |
+
}
|
| 233 |
+
|
| 234 |
+
void ULyraCameraModeStack::ActivateStack()
|
| 235 |
+
{
|
| 236 |
+
if (!bIsActive)
|
| 237 |
+
{
|
| 238 |
+
bIsActive = true;
|
| 239 |
+
|
| 240 |
+
// Notify camera modes that they are being activated.
|
| 241 |
+
for (ULyraCameraMode* CameraMode : CameraModeStack)
|
| 242 |
+
{
|
| 243 |
+
check(CameraMode);
|
| 244 |
+
CameraMode->OnActivation();
|
| 245 |
+
}
|
| 246 |
+
}
|
| 247 |
+
}
|
| 248 |
+
|
| 249 |
+
void ULyraCameraModeStack::DeactivateStack()
|
| 250 |
+
{
|
| 251 |
+
if (bIsActive)
|
| 252 |
+
{
|
| 253 |
+
bIsActive = false;
|
| 254 |
+
|
| 255 |
+
// Notify camera modes that they are being deactivated.
|
| 256 |
+
for (ULyraCameraMode* CameraMode : CameraModeStack)
|
| 257 |
+
{
|
| 258 |
+
check(CameraMode);
|
| 259 |
+
CameraMode->OnDeactivation();
|
| 260 |
+
}
|
| 261 |
+
}
|
| 262 |
+
}
|
| 263 |
+
|
| 264 |
+
void ULyraCameraModeStack::PushCameraMode(TSubclassOf<ULyraCameraMode> CameraModeClass)
|
| 265 |
+
{
|
| 266 |
+
if (!CameraModeClass)
|
| 267 |
+
{
|
| 268 |
+
return;
|
| 269 |
+
}
|
| 270 |
+
|
| 271 |
+
ULyraCameraMode* CameraMode = GetCameraModeInstance(CameraModeClass);
|
| 272 |
+
check(CameraMode);
|
| 273 |
+
|
| 274 |
+
int32 StackSize = CameraModeStack.Num();
|
| 275 |
+
|
| 276 |
+
if ((StackSize > 0) && (CameraModeStack[0] == CameraMode))
|
| 277 |
+
{
|
| 278 |
+
// Already top of stack.
|
| 279 |
+
return;
|
| 280 |
+
}
|
| 281 |
+
|
| 282 |
+
// See if it's already in the stack and remove it.
|
| 283 |
+
// Figure out how much it was contributing to the stack.
|
| 284 |
+
int32 ExistingStackIndex = INDEX_NONE;
|
| 285 |
+
float ExistingStackContribution = 1.0f;
|
| 286 |
+
|
| 287 |
+
for (int32 StackIndex = 0; StackIndex < StackSize; ++StackIndex)
|
| 288 |
+
{
|
| 289 |
+
if (CameraModeStack[StackIndex] == CameraMode)
|
| 290 |
+
{
|
| 291 |
+
ExistingStackIndex = StackIndex;
|
| 292 |
+
ExistingStackContribution *= CameraMode->GetBlendWeight();
|
| 293 |
+
break;
|
| 294 |
+
}
|
| 295 |
+
else
|
| 296 |
+
{
|
| 297 |
+
ExistingStackContribution *= (1.0f - CameraModeStack[StackIndex]->GetBlendWeight());
|
| 298 |
+
}
|
| 299 |
+
}
|
| 300 |
+
|
| 301 |
+
if (ExistingStackIndex != INDEX_NONE)
|
| 302 |
+
{
|
| 303 |
+
CameraModeStack.RemoveAt(ExistingStackIndex);
|
| 304 |
+
StackSize--;
|
| 305 |
+
}
|
| 306 |
+
else
|
| 307 |
+
{
|
| 308 |
+
ExistingStackContribution = 0.0f;
|
| 309 |
+
}
|
| 310 |
+
|
| 311 |
+
// Decide what initial weight to start with.
|
| 312 |
+
const bool bShouldBlend = ((CameraMode->GetBlendTime() > 0.0f) && (StackSize > 0));
|
| 313 |
+
const float BlendWeight = (bShouldBlend ? ExistingStackContribution : 1.0f);
|
| 314 |
+
|
| 315 |
+
CameraMode->SetBlendWeight(BlendWeight);
|
| 316 |
+
|
| 317 |
+
// Add new entry to top of stack.
|
| 318 |
+
CameraModeStack.Insert(CameraMode, 0);
|
| 319 |
+
|
| 320 |
+
// Make sure stack bottom is always weighted 100%.
|
| 321 |
+
CameraModeStack.Last()->SetBlendWeight(1.0f);
|
| 322 |
+
|
| 323 |
+
// Let the camera mode know if it's being added to the stack.
|
| 324 |
+
if (ExistingStackIndex == INDEX_NONE)
|
| 325 |
+
{
|
| 326 |
+
CameraMode->OnActivation();
|
| 327 |
+
}
|
| 328 |
+
}
|
| 329 |
+
|
| 330 |
+
bool ULyraCameraModeStack::EvaluateStack(float DeltaTime, FLyraCameraModeView& OutCameraModeView)
|
| 331 |
+
{
|
| 332 |
+
if (!bIsActive)
|
| 333 |
+
{
|
| 334 |
+
return false;
|
| 335 |
+
}
|
| 336 |
+
|
| 337 |
+
UpdateStack(DeltaTime);
|
| 338 |
+
BlendStack(OutCameraModeView);
|
| 339 |
+
|
| 340 |
+
return true;
|
| 341 |
+
}
|
| 342 |
+
|
| 343 |
+
ULyraCameraMode* ULyraCameraModeStack::GetCameraModeInstance(TSubclassOf<ULyraCameraMode> CameraModeClass)
|
| 344 |
+
{
|
| 345 |
+
check(CameraModeClass);
|
| 346 |
+
|
| 347 |
+
// First see if we already created one.
|
| 348 |
+
for (ULyraCameraMode* CameraMode : CameraModeInstances)
|
| 349 |
+
{
|
| 350 |
+
if ((CameraMode != nullptr) && (CameraMode->GetClass() == CameraModeClass))
|
| 351 |
+
{
|
| 352 |
+
return CameraMode;
|
| 353 |
+
}
|
| 354 |
+
}
|
| 355 |
+
|
| 356 |
+
// Not found, so we need to create it.
|
| 357 |
+
ULyraCameraMode* NewCameraMode = NewObject<ULyraCameraMode>(GetOuter(), CameraModeClass, NAME_None, RF_NoFlags);
|
| 358 |
+
check(NewCameraMode);
|
| 359 |
+
|
| 360 |
+
CameraModeInstances.Add(NewCameraMode);
|
| 361 |
+
|
| 362 |
+
return NewCameraMode;
|
| 363 |
+
}
|
| 364 |
+
|
| 365 |
+
void ULyraCameraModeStack::UpdateStack(float DeltaTime)
|
| 366 |
+
{
|
| 367 |
+
const int32 StackSize = CameraModeStack.Num();
|
| 368 |
+
if (StackSize <= 0)
|
| 369 |
+
{
|
| 370 |
+
return;
|
| 371 |
+
}
|
| 372 |
+
|
| 373 |
+
int32 RemoveCount = 0;
|
| 374 |
+
int32 RemoveIndex = INDEX_NONE;
|
| 375 |
+
|
| 376 |
+
for (int32 StackIndex = 0; StackIndex < StackSize; ++StackIndex)
|
| 377 |
+
{
|
| 378 |
+
ULyraCameraMode* CameraMode = CameraModeStack[StackIndex];
|
| 379 |
+
check(CameraMode);
|
| 380 |
+
|
| 381 |
+
CameraMode->UpdateCameraMode(DeltaTime);
|
| 382 |
+
|
| 383 |
+
if (CameraMode->GetBlendWeight() >= 1.0f)
|
| 384 |
+
{
|
| 385 |
+
// Everything below this mode is now irrelevant and can be removed.
|
| 386 |
+
RemoveIndex = (StackIndex + 1);
|
| 387 |
+
RemoveCount = (StackSize - RemoveIndex);
|
| 388 |
+
break;
|
| 389 |
+
}
|
| 390 |
+
}
|
| 391 |
+
|
| 392 |
+
if (RemoveCount > 0)
|
| 393 |
+
{
|
| 394 |
+
// Let the camera modes know they being removed from the stack.
|
| 395 |
+
for (int32 StackIndex = RemoveIndex; StackIndex < StackSize; ++StackIndex)
|
| 396 |
+
{
|
| 397 |
+
ULyraCameraMode* CameraMode = CameraModeStack[StackIndex];
|
| 398 |
+
check(CameraMode);
|
| 399 |
+
|
| 400 |
+
CameraMode->OnDeactivation();
|
| 401 |
+
}
|
| 402 |
+
|
| 403 |
+
CameraModeStack.RemoveAt(RemoveIndex, RemoveCount);
|
| 404 |
+
}
|
| 405 |
+
}
|
| 406 |
+
|
| 407 |
+
void ULyraCameraModeStack::BlendStack(FLyraCameraModeView& OutCameraModeView) const
|
| 408 |
+
{
|
| 409 |
+
const int32 StackSize = CameraModeStack.Num();
|
| 410 |
+
if (StackSize <= 0)
|
| 411 |
+
{
|
| 412 |
+
return;
|
| 413 |
+
}
|
| 414 |
+
|
| 415 |
+
// Start at the bottom and blend up the stack
|
| 416 |
+
const ULyraCameraMode* CameraMode = CameraModeStack[StackSize - 1];
|
| 417 |
+
check(CameraMode);
|
| 418 |
+
|
| 419 |
+
OutCameraModeView = CameraMode->GetCameraModeView();
|
| 420 |
+
|
| 421 |
+
for (int32 StackIndex = (StackSize - 2); StackIndex >= 0; --StackIndex)
|
| 422 |
+
{
|
| 423 |
+
CameraMode = CameraModeStack[StackIndex];
|
| 424 |
+
check(CameraMode);
|
| 425 |
+
|
| 426 |
+
OutCameraModeView.Blend(CameraMode->GetCameraModeView(), CameraMode->GetBlendWeight());
|
| 427 |
+
}
|
| 428 |
+
}
|
| 429 |
+
|
| 430 |
+
void ULyraCameraModeStack::DrawDebug(UCanvas* Canvas) const
|
| 431 |
+
{
|
| 432 |
+
check(Canvas);
|
| 433 |
+
|
| 434 |
+
FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
|
| 435 |
+
|
| 436 |
+
DisplayDebugManager.SetDrawColor(FColor::Green);
|
| 437 |
+
DisplayDebugManager.DrawString(FString(TEXT(" --- Camera Modes (Begin) ---")));
|
| 438 |
+
|
| 439 |
+
for (const ULyraCameraMode* CameraMode : CameraModeStack)
|
| 440 |
+
{
|
| 441 |
+
check(CameraMode);
|
| 442 |
+
CameraMode->DrawDebug(Canvas);
|
| 443 |
+
}
|
| 444 |
+
|
| 445 |
+
DisplayDebugManager.SetDrawColor(FColor::Green);
|
| 446 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT(" --- Camera Modes (End) ---")));
|
| 447 |
+
}
|
| 448 |
+
|
| 449 |
+
void ULyraCameraModeStack::GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const
|
| 450 |
+
{
|
| 451 |
+
if (CameraModeStack.Num() == 0)
|
| 452 |
+
{
|
| 453 |
+
OutWeightOfTopLayer = 1.0f;
|
| 454 |
+
OutTagOfTopLayer = FGameplayTag();
|
| 455 |
+
return;
|
| 456 |
+
}
|
| 457 |
+
else
|
| 458 |
+
{
|
| 459 |
+
ULyraCameraMode* TopEntry = CameraModeStack.Last();
|
| 460 |
+
check(TopEntry);
|
| 461 |
+
OutWeightOfTopLayer = TopEntry->GetBlendWeight();
|
| 462 |
+
OutTagOfTopLayer = TopEntry->GetCameraTypeTag();
|
| 463 |
+
}
|
| 464 |
+
}
|
| 465 |
+
|
LyraStarterGame/Source/LyraGame/Camera/LyraCameraMode.h
ADDED
|
@@ -0,0 +1,203 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Engine/World.h"
|
| 6 |
+
#include "GameplayTagContainer.h"
|
| 7 |
+
|
| 8 |
+
#include "LyraCameraMode.generated.h"
|
| 9 |
+
|
| 10 |
+
#define UE_API LYRAGAME_API
|
| 11 |
+
|
| 12 |
+
class AActor;
|
| 13 |
+
class UCanvas;
|
| 14 |
+
class ULyraCameraComponent;
|
| 15 |
+
|
| 16 |
+
/**
|
| 17 |
+
* ELyraCameraModeBlendFunction
|
| 18 |
+
*
|
| 19 |
+
* Blend function used for transitioning between camera modes.
|
| 20 |
+
*/
|
| 21 |
+
UENUM(BlueprintType)
|
| 22 |
+
enum class ELyraCameraModeBlendFunction : uint8
|
| 23 |
+
{
|
| 24 |
+
// Does a simple linear interpolation.
|
| 25 |
+
Linear,
|
| 26 |
+
|
| 27 |
+
// Immediately accelerates, but smoothly decelerates into the target. Ease amount controlled by the exponent.
|
| 28 |
+
EaseIn,
|
| 29 |
+
|
| 30 |
+
// Smoothly accelerates, but does not decelerate into the target. Ease amount controlled by the exponent.
|
| 31 |
+
EaseOut,
|
| 32 |
+
|
| 33 |
+
// Smoothly accelerates and decelerates. Ease amount controlled by the exponent.
|
| 34 |
+
EaseInOut,
|
| 35 |
+
|
| 36 |
+
COUNT UMETA(Hidden)
|
| 37 |
+
};
|
| 38 |
+
|
| 39 |
+
|
| 40 |
+
/**
|
| 41 |
+
* FLyraCameraModeView
|
| 42 |
+
*
|
| 43 |
+
* View data produced by the camera mode that is used to blend camera modes.
|
| 44 |
+
*/
|
| 45 |
+
struct FLyraCameraModeView
|
| 46 |
+
{
|
| 47 |
+
public:
|
| 48 |
+
|
| 49 |
+
FLyraCameraModeView();
|
| 50 |
+
|
| 51 |
+
void Blend(const FLyraCameraModeView& Other, float OtherWeight);
|
| 52 |
+
|
| 53 |
+
public:
|
| 54 |
+
|
| 55 |
+
FVector Location;
|
| 56 |
+
FRotator Rotation;
|
| 57 |
+
FRotator ControlRotation;
|
| 58 |
+
float FieldOfView;
|
| 59 |
+
};
|
| 60 |
+
|
| 61 |
+
|
| 62 |
+
/**
|
| 63 |
+
* ULyraCameraMode
|
| 64 |
+
*
|
| 65 |
+
* Base class for all camera modes.
|
| 66 |
+
*/
|
| 67 |
+
UCLASS(MinimalAPI, Abstract, NotBlueprintable)
|
| 68 |
+
class ULyraCameraMode : public UObject
|
| 69 |
+
{
|
| 70 |
+
GENERATED_BODY()
|
| 71 |
+
|
| 72 |
+
public:
|
| 73 |
+
|
| 74 |
+
UE_API ULyraCameraMode();
|
| 75 |
+
|
| 76 |
+
UE_API ULyraCameraComponent* GetLyraCameraComponent() const;
|
| 77 |
+
|
| 78 |
+
UE_API virtual UWorld* GetWorld() const override;
|
| 79 |
+
|
| 80 |
+
UE_API AActor* GetTargetActor() const;
|
| 81 |
+
|
| 82 |
+
const FLyraCameraModeView& GetCameraModeView() const { return View; }
|
| 83 |
+
|
| 84 |
+
// Called when this camera mode is activated on the camera mode stack.
|
| 85 |
+
virtual void OnActivation() {};
|
| 86 |
+
|
| 87 |
+
// Called when this camera mode is deactivated on the camera mode stack.
|
| 88 |
+
virtual void OnDeactivation() {};
|
| 89 |
+
|
| 90 |
+
UE_API void UpdateCameraMode(float DeltaTime);
|
| 91 |
+
|
| 92 |
+
float GetBlendTime() const { return BlendTime; }
|
| 93 |
+
float GetBlendWeight() const { return BlendWeight; }
|
| 94 |
+
UE_API void SetBlendWeight(float Weight);
|
| 95 |
+
|
| 96 |
+
FGameplayTag GetCameraTypeTag() const
|
| 97 |
+
{
|
| 98 |
+
return CameraTypeTag;
|
| 99 |
+
}
|
| 100 |
+
|
| 101 |
+
UE_API virtual void DrawDebug(UCanvas* Canvas) const;
|
| 102 |
+
|
| 103 |
+
protected:
|
| 104 |
+
|
| 105 |
+
UE_API virtual FVector GetPivotLocation() const;
|
| 106 |
+
UE_API virtual FRotator GetPivotRotation() const;
|
| 107 |
+
|
| 108 |
+
UE_API virtual void UpdateView(float DeltaTime);
|
| 109 |
+
UE_API virtual void UpdateBlending(float DeltaTime);
|
| 110 |
+
|
| 111 |
+
protected:
|
| 112 |
+
// A tag that can be queried by gameplay code that cares when a kind of camera mode is active
|
| 113 |
+
// without having to ask about a specific mode (e.g., when aiming downsights to get more accuracy)
|
| 114 |
+
UPROPERTY(EditDefaultsOnly, Category = "Blending")
|
| 115 |
+
FGameplayTag CameraTypeTag;
|
| 116 |
+
|
| 117 |
+
// View output produced by the camera mode.
|
| 118 |
+
FLyraCameraModeView View;
|
| 119 |
+
|
| 120 |
+
// The horizontal field of view (in degrees).
|
| 121 |
+
UPROPERTY(EditDefaultsOnly, Category = "View", Meta = (UIMin = "5.0", UIMax = "170", ClampMin = "5.0", ClampMax = "170.0"))
|
| 122 |
+
float FieldOfView;
|
| 123 |
+
|
| 124 |
+
// Minimum view pitch (in degrees).
|
| 125 |
+
UPROPERTY(EditDefaultsOnly, Category = "View", Meta = (UIMin = "-89.9", UIMax = "89.9", ClampMin = "-89.9", ClampMax = "89.9"))
|
| 126 |
+
float ViewPitchMin;
|
| 127 |
+
|
| 128 |
+
// Maximum view pitch (in degrees).
|
| 129 |
+
UPROPERTY(EditDefaultsOnly, Category = "View", Meta = (UIMin = "-89.9", UIMax = "89.9", ClampMin = "-89.9", ClampMax = "89.9"))
|
| 130 |
+
float ViewPitchMax;
|
| 131 |
+
|
| 132 |
+
// How long it takes to blend in this mode.
|
| 133 |
+
UPROPERTY(EditDefaultsOnly, Category = "Blending")
|
| 134 |
+
float BlendTime;
|
| 135 |
+
|
| 136 |
+
// Function used for blending.
|
| 137 |
+
UPROPERTY(EditDefaultsOnly, Category = "Blending")
|
| 138 |
+
ELyraCameraModeBlendFunction BlendFunction;
|
| 139 |
+
|
| 140 |
+
// Exponent used by blend functions to control the shape of the curve.
|
| 141 |
+
UPROPERTY(EditDefaultsOnly, Category = "Blending")
|
| 142 |
+
float BlendExponent;
|
| 143 |
+
|
| 144 |
+
// Linear blend alpha used to determine the blend weight.
|
| 145 |
+
float BlendAlpha;
|
| 146 |
+
|
| 147 |
+
// Blend weight calculated using the blend alpha and function.
|
| 148 |
+
float BlendWeight;
|
| 149 |
+
|
| 150 |
+
protected:
|
| 151 |
+
/** If true, skips all interpolation and puts camera in ideal location. Automatically set to false next frame. */
|
| 152 |
+
UPROPERTY(transient)
|
| 153 |
+
uint32 bResetInterpolation:1;
|
| 154 |
+
};
|
| 155 |
+
|
| 156 |
+
|
| 157 |
+
/**
|
| 158 |
+
* ULyraCameraModeStack
|
| 159 |
+
*
|
| 160 |
+
* Stack used for blending camera modes.
|
| 161 |
+
*/
|
| 162 |
+
UCLASS()
|
| 163 |
+
class ULyraCameraModeStack : public UObject
|
| 164 |
+
{
|
| 165 |
+
GENERATED_BODY()
|
| 166 |
+
|
| 167 |
+
public:
|
| 168 |
+
|
| 169 |
+
ULyraCameraModeStack();
|
| 170 |
+
|
| 171 |
+
void ActivateStack();
|
| 172 |
+
void DeactivateStack();
|
| 173 |
+
|
| 174 |
+
bool IsStackActivate() const { return bIsActive; }
|
| 175 |
+
|
| 176 |
+
void PushCameraMode(TSubclassOf<ULyraCameraMode> CameraModeClass);
|
| 177 |
+
|
| 178 |
+
bool EvaluateStack(float DeltaTime, FLyraCameraModeView& OutCameraModeView);
|
| 179 |
+
|
| 180 |
+
void DrawDebug(UCanvas* Canvas) const;
|
| 181 |
+
|
| 182 |
+
// Gets the tag associated with the top layer and the blend weight of it
|
| 183 |
+
void GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const;
|
| 184 |
+
|
| 185 |
+
protected:
|
| 186 |
+
|
| 187 |
+
ULyraCameraMode* GetCameraModeInstance(TSubclassOf<ULyraCameraMode> CameraModeClass);
|
| 188 |
+
|
| 189 |
+
void UpdateStack(float DeltaTime);
|
| 190 |
+
void BlendStack(FLyraCameraModeView& OutCameraModeView) const;
|
| 191 |
+
|
| 192 |
+
protected:
|
| 193 |
+
|
| 194 |
+
bool bIsActive;
|
| 195 |
+
|
| 196 |
+
UPROPERTY()
|
| 197 |
+
TArray<TObjectPtr<ULyraCameraMode>> CameraModeInstances;
|
| 198 |
+
|
| 199 |
+
UPROPERTY()
|
| 200 |
+
TArray<TObjectPtr<ULyraCameraMode>> CameraModeStack;
|
| 201 |
+
};
|
| 202 |
+
|
| 203 |
+
#undef UE_API
|
LyraStarterGame/Source/LyraGame/Camera/LyraCameraMode_ThirdPerson.cpp
ADDED
|
@@ -0,0 +1,373 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraCameraMode_ThirdPerson.h"
|
| 4 |
+
#include "Camera/LyraCameraMode.h"
|
| 5 |
+
#include "Components/PrimitiveComponent.h"
|
| 6 |
+
#include "Camera/LyraPenetrationAvoidanceFeeler.h"
|
| 7 |
+
#include "Curves/CurveVector.h"
|
| 8 |
+
#include "Engine/Canvas.h"
|
| 9 |
+
#include "GameFramework/CameraBlockingVolume.h"
|
| 10 |
+
#include "LyraCameraAssistInterface.h"
|
| 11 |
+
#include "GameFramework/Controller.h"
|
| 12 |
+
#include "GameFramework/Character.h"
|
| 13 |
+
#include "Math/RotationMatrix.h"
|
| 14 |
+
|
| 15 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraCameraMode_ThirdPerson)
|
| 16 |
+
|
| 17 |
+
namespace LyraCameraMode_ThirdPerson_Statics
|
| 18 |
+
{
|
| 19 |
+
static const FName NAME_IgnoreCameraCollision = TEXT("IgnoreCameraCollision");
|
| 20 |
+
}
|
| 21 |
+
|
| 22 |
+
ULyraCameraMode_ThirdPerson::ULyraCameraMode_ThirdPerson()
|
| 23 |
+
{
|
| 24 |
+
TargetOffsetCurve = nullptr;
|
| 25 |
+
|
| 26 |
+
PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, +00.0f, 0.0f), 1.00f, 1.00f, 14.f, 0));
|
| 27 |
+
PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, +16.0f, 0.0f), 0.75f, 0.75f, 00.f, 3));
|
| 28 |
+
PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, -16.0f, 0.0f), 0.75f, 0.75f, 00.f, 3));
|
| 29 |
+
PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, +32.0f, 0.0f), 0.50f, 0.50f, 00.f, 5));
|
| 30 |
+
PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, -32.0f, 0.0f), 0.50f, 0.50f, 00.f, 5));
|
| 31 |
+
PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+20.0f, +00.0f, 0.0f), 1.00f, 1.00f, 00.f, 4));
|
| 32 |
+
PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(-20.0f, +00.0f, 0.0f), 0.50f, 0.50f, 00.f, 4));
|
| 33 |
+
}
|
| 34 |
+
|
| 35 |
+
void ULyraCameraMode_ThirdPerson::UpdateView(float DeltaTime)
|
| 36 |
+
{
|
| 37 |
+
UpdateForTarget(DeltaTime);
|
| 38 |
+
UpdateCrouchOffset(DeltaTime);
|
| 39 |
+
|
| 40 |
+
FVector PivotLocation = GetPivotLocation() + CurrentCrouchOffset;
|
| 41 |
+
FRotator PivotRotation = GetPivotRotation();
|
| 42 |
+
|
| 43 |
+
PivotRotation.Pitch = FMath::ClampAngle(PivotRotation.Pitch, ViewPitchMin, ViewPitchMax);
|
| 44 |
+
|
| 45 |
+
View.Location = PivotLocation;
|
| 46 |
+
View.Rotation = PivotRotation;
|
| 47 |
+
View.ControlRotation = View.Rotation;
|
| 48 |
+
View.FieldOfView = FieldOfView;
|
| 49 |
+
|
| 50 |
+
// Apply third person offset using pitch.
|
| 51 |
+
if (!bUseRuntimeFloatCurves)
|
| 52 |
+
{
|
| 53 |
+
if (TargetOffsetCurve)
|
| 54 |
+
{
|
| 55 |
+
const FVector TargetOffset = TargetOffsetCurve->GetVectorValue(PivotRotation.Pitch);
|
| 56 |
+
View.Location = PivotLocation + PivotRotation.RotateVector(TargetOffset);
|
| 57 |
+
}
|
| 58 |
+
}
|
| 59 |
+
else
|
| 60 |
+
{
|
| 61 |
+
FVector TargetOffset(0.0f);
|
| 62 |
+
|
| 63 |
+
TargetOffset.X = TargetOffsetX.GetRichCurveConst()->Eval(PivotRotation.Pitch);
|
| 64 |
+
TargetOffset.Y = TargetOffsetY.GetRichCurveConst()->Eval(PivotRotation.Pitch);
|
| 65 |
+
TargetOffset.Z = TargetOffsetZ.GetRichCurveConst()->Eval(PivotRotation.Pitch);
|
| 66 |
+
|
| 67 |
+
View.Location = PivotLocation + PivotRotation.RotateVector(TargetOffset);
|
| 68 |
+
}
|
| 69 |
+
|
| 70 |
+
// Adjust final desired camera location to prevent any penetration
|
| 71 |
+
UpdatePreventPenetration(DeltaTime);
|
| 72 |
+
}
|
| 73 |
+
|
| 74 |
+
void ULyraCameraMode_ThirdPerson::UpdateForTarget(float DeltaTime)
|
| 75 |
+
{
|
| 76 |
+
|
| 77 |
+
if (const ACharacter* TargetCharacter = Cast<ACharacter>(GetTargetActor()))
|
| 78 |
+
{
|
| 79 |
+
if (TargetCharacter->IsCrouched())
|
| 80 |
+
{
|
| 81 |
+
const ACharacter* TargetCharacterCDO = TargetCharacter->GetClass()->GetDefaultObject<ACharacter>();
|
| 82 |
+
const float CrouchedHeightAdjustment = TargetCharacterCDO->CrouchedEyeHeight - TargetCharacterCDO->BaseEyeHeight;
|
| 83 |
+
|
| 84 |
+
SetTargetCrouchOffset(FVector(0.f, 0.f, CrouchedHeightAdjustment));
|
| 85 |
+
|
| 86 |
+
return;
|
| 87 |
+
}
|
| 88 |
+
}
|
| 89 |
+
|
| 90 |
+
SetTargetCrouchOffset(FVector::ZeroVector);
|
| 91 |
+
}
|
| 92 |
+
|
| 93 |
+
void ULyraCameraMode_ThirdPerson::DrawDebug(UCanvas* Canvas) const
|
| 94 |
+
{
|
| 95 |
+
Super::DrawDebug(Canvas);
|
| 96 |
+
|
| 97 |
+
#if ENABLE_DRAW_DEBUG
|
| 98 |
+
FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
|
| 99 |
+
for (int i = 0; i < DebugActorsHitDuringCameraPenetration.Num(); i++)
|
| 100 |
+
{
|
| 101 |
+
DisplayDebugManager.DrawString(
|
| 102 |
+
FString::Printf(TEXT("HitActorDuringPenetration[%d]: %s")
|
| 103 |
+
, i
|
| 104 |
+
, *DebugActorsHitDuringCameraPenetration[i]->GetName()));
|
| 105 |
+
}
|
| 106 |
+
|
| 107 |
+
LastDrawDebugTime = GetWorld()->GetTimeSeconds();
|
| 108 |
+
#endif
|
| 109 |
+
}
|
| 110 |
+
|
| 111 |
+
void ULyraCameraMode_ThirdPerson::UpdatePreventPenetration(float DeltaTime)
|
| 112 |
+
{
|
| 113 |
+
if (!bPreventPenetration)
|
| 114 |
+
{
|
| 115 |
+
return;
|
| 116 |
+
}
|
| 117 |
+
|
| 118 |
+
AActor* TargetActor = GetTargetActor();
|
| 119 |
+
|
| 120 |
+
APawn* TargetPawn = Cast<APawn>(TargetActor);
|
| 121 |
+
AController* TargetController = TargetPawn ? TargetPawn->GetController() : nullptr;
|
| 122 |
+
ILyraCameraAssistInterface* TargetControllerAssist = Cast<ILyraCameraAssistInterface>(TargetController);
|
| 123 |
+
|
| 124 |
+
ILyraCameraAssistInterface* TargetActorAssist = Cast<ILyraCameraAssistInterface>(TargetActor);
|
| 125 |
+
|
| 126 |
+
TOptional<AActor*> OptionalPPTarget = TargetActorAssist ? TargetActorAssist->GetCameraPreventPenetrationTarget() : TOptional<AActor*>();
|
| 127 |
+
AActor* PPActor = OptionalPPTarget.IsSet() ? OptionalPPTarget.GetValue() : TargetActor;
|
| 128 |
+
ILyraCameraAssistInterface* PPActorAssist = OptionalPPTarget.IsSet() ? Cast<ILyraCameraAssistInterface>(PPActor) : nullptr;
|
| 129 |
+
|
| 130 |
+
const UPrimitiveComponent* PPActorRootComponent = Cast<UPrimitiveComponent>(PPActor->GetRootComponent());
|
| 131 |
+
if (PPActorRootComponent)
|
| 132 |
+
{
|
| 133 |
+
// Attempt at picking SafeLocation automatically, so we reduce camera translation when aiming.
|
| 134 |
+
// Our camera is our reticle, so we want to preserve our aim and keep that as steady and smooth as possible.
|
| 135 |
+
// Pick closest point on capsule to our aim line.
|
| 136 |
+
FVector ClosestPointOnLineToCapsuleCenter;
|
| 137 |
+
FVector SafeLocation = PPActor->GetActorLocation();
|
| 138 |
+
FMath::PointDistToLine(SafeLocation, View.Rotation.Vector(), View.Location, ClosestPointOnLineToCapsuleCenter);
|
| 139 |
+
|
| 140 |
+
// Adjust Safe distance height to be same as aim line, but within capsule.
|
| 141 |
+
float const PushInDistance = PenetrationAvoidanceFeelers[0].Extent + CollisionPushOutDistance;
|
| 142 |
+
float const MaxHalfHeight = PPActor->GetSimpleCollisionHalfHeight() - PushInDistance;
|
| 143 |
+
SafeLocation.Z = FMath::Clamp(ClosestPointOnLineToCapsuleCenter.Z, SafeLocation.Z - MaxHalfHeight, SafeLocation.Z + MaxHalfHeight);
|
| 144 |
+
|
| 145 |
+
float DistanceSqr;
|
| 146 |
+
PPActorRootComponent->GetSquaredDistanceToCollision(ClosestPointOnLineToCapsuleCenter, DistanceSqr, SafeLocation);
|
| 147 |
+
// Push back inside capsule to avoid initial penetration when doing line checks.
|
| 148 |
+
if (PenetrationAvoidanceFeelers.Num() > 0)
|
| 149 |
+
{
|
| 150 |
+
SafeLocation += (SafeLocation - ClosestPointOnLineToCapsuleCenter).GetSafeNormal() * PushInDistance;
|
| 151 |
+
}
|
| 152 |
+
|
| 153 |
+
// Then aim line to desired camera position
|
| 154 |
+
bool const bSingleRayPenetrationCheck = !bDoPredictiveAvoidance;
|
| 155 |
+
PreventCameraPenetration(*PPActor, SafeLocation, View.Location, DeltaTime, AimLineToDesiredPosBlockedPct, bSingleRayPenetrationCheck);
|
| 156 |
+
|
| 157 |
+
ILyraCameraAssistInterface* AssistArray[] = { TargetControllerAssist, TargetActorAssist, PPActorAssist };
|
| 158 |
+
|
| 159 |
+
if (AimLineToDesiredPosBlockedPct < ReportPenetrationPercent)
|
| 160 |
+
{
|
| 161 |
+
for (ILyraCameraAssistInterface* Assist : AssistArray)
|
| 162 |
+
{
|
| 163 |
+
if (Assist)
|
| 164 |
+
{
|
| 165 |
+
// camera is too close, tell the assists
|
| 166 |
+
Assist->OnCameraPenetratingTarget();
|
| 167 |
+
}
|
| 168 |
+
}
|
| 169 |
+
}
|
| 170 |
+
}
|
| 171 |
+
}
|
| 172 |
+
|
| 173 |
+
void ULyraCameraMode_ThirdPerson::PreventCameraPenetration(class AActor const& ViewTarget, FVector const& SafeLoc, FVector& CameraLoc, float const& DeltaTime, float& DistBlockedPct, bool bSingleRayOnly)
|
| 174 |
+
{
|
| 175 |
+
#if ENABLE_DRAW_DEBUG
|
| 176 |
+
DebugActorsHitDuringCameraPenetration.Reset();
|
| 177 |
+
#endif
|
| 178 |
+
|
| 179 |
+
float HardBlockedPct = DistBlockedPct;
|
| 180 |
+
float SoftBlockedPct = DistBlockedPct;
|
| 181 |
+
|
| 182 |
+
FVector BaseRay = CameraLoc - SafeLoc;
|
| 183 |
+
FRotationMatrix BaseRayMatrix(BaseRay.Rotation());
|
| 184 |
+
FVector BaseRayLocalUp, BaseRayLocalFwd, BaseRayLocalRight;
|
| 185 |
+
|
| 186 |
+
BaseRayMatrix.GetScaledAxes(BaseRayLocalFwd, BaseRayLocalRight, BaseRayLocalUp);
|
| 187 |
+
|
| 188 |
+
float DistBlockedPctThisFrame = 1.f;
|
| 189 |
+
|
| 190 |
+
int32 const NumRaysToShoot = bSingleRayOnly ? FMath::Min(1, PenetrationAvoidanceFeelers.Num()) : PenetrationAvoidanceFeelers.Num();
|
| 191 |
+
FCollisionQueryParams SphereParams(SCENE_QUERY_STAT(CameraPen), false, nullptr/*PlayerCamera*/);
|
| 192 |
+
|
| 193 |
+
SphereParams.AddIgnoredActor(&ViewTarget);
|
| 194 |
+
|
| 195 |
+
//TODO ILyraCameraTarget.GetIgnoredActorsForCameraPentration();
|
| 196 |
+
//if (IgnoreActorForCameraPenetration)
|
| 197 |
+
//{
|
| 198 |
+
// SphereParams.AddIgnoredActor(IgnoreActorForCameraPenetration);
|
| 199 |
+
//}
|
| 200 |
+
|
| 201 |
+
FCollisionShape SphereShape = FCollisionShape::MakeSphere(0.f);
|
| 202 |
+
UWorld* World = GetWorld();
|
| 203 |
+
|
| 204 |
+
for (int32 RayIdx = 0; RayIdx < NumRaysToShoot; ++RayIdx)
|
| 205 |
+
{
|
| 206 |
+
FLyraPenetrationAvoidanceFeeler& Feeler = PenetrationAvoidanceFeelers[RayIdx];
|
| 207 |
+
if (Feeler.FramesUntilNextTrace <= 0)
|
| 208 |
+
{
|
| 209 |
+
// calc ray target
|
| 210 |
+
FVector RayTarget;
|
| 211 |
+
{
|
| 212 |
+
FVector RotatedRay = BaseRay.RotateAngleAxis(Feeler.AdjustmentRot.Yaw, BaseRayLocalUp);
|
| 213 |
+
RotatedRay = RotatedRay.RotateAngleAxis(Feeler.AdjustmentRot.Pitch, BaseRayLocalRight);
|
| 214 |
+
RayTarget = SafeLoc + RotatedRay;
|
| 215 |
+
}
|
| 216 |
+
|
| 217 |
+
// cast for world and pawn hits separately. this is so we can safely ignore the
|
| 218 |
+
// camera's target pawn
|
| 219 |
+
SphereShape.Sphere.Radius = Feeler.Extent;
|
| 220 |
+
ECollisionChannel TraceChannel = ECC_Camera; //(Feeler.PawnWeight > 0.f) ? ECC_Pawn : ECC_Camera;
|
| 221 |
+
|
| 222 |
+
// do multi-line check to make sure the hits we throw out aren't
|
| 223 |
+
// masking real hits behind (these are important rays).
|
| 224 |
+
|
| 225 |
+
// MT-> passing camera as actor so that camerablockingvolumes know when it's the camera doing traces
|
| 226 |
+
FHitResult Hit;
|
| 227 |
+
const bool bHit = World->SweepSingleByChannel(Hit, SafeLoc, RayTarget, FQuat::Identity, TraceChannel, SphereShape, SphereParams);
|
| 228 |
+
#if ENABLE_DRAW_DEBUG
|
| 229 |
+
if (World->TimeSince(LastDrawDebugTime) < 1.f)
|
| 230 |
+
{
|
| 231 |
+
DrawDebugSphere(World, SafeLoc, SphereShape.Sphere.Radius, 8, FColor::Red);
|
| 232 |
+
DrawDebugSphere(World, bHit ? Hit.Location : RayTarget, SphereShape.Sphere.Radius, 8, FColor::Red);
|
| 233 |
+
DrawDebugLine(World, SafeLoc, bHit ? Hit.Location : RayTarget, FColor::Red);
|
| 234 |
+
}
|
| 235 |
+
#endif // ENABLE_DRAW_DEBUG
|
| 236 |
+
|
| 237 |
+
Feeler.FramesUntilNextTrace = Feeler.TraceInterval;
|
| 238 |
+
|
| 239 |
+
const AActor* HitActor = Hit.GetActor();
|
| 240 |
+
|
| 241 |
+
if (bHit && HitActor)
|
| 242 |
+
{
|
| 243 |
+
bool bIgnoreHit = false;
|
| 244 |
+
|
| 245 |
+
if (HitActor->ActorHasTag(LyraCameraMode_ThirdPerson_Statics::NAME_IgnoreCameraCollision))
|
| 246 |
+
{
|
| 247 |
+
bIgnoreHit = true;
|
| 248 |
+
SphereParams.AddIgnoredActor(HitActor);
|
| 249 |
+
}
|
| 250 |
+
|
| 251 |
+
// Ignore CameraBlockingVolume hits that occur in front of the ViewTarget.
|
| 252 |
+
if (!bIgnoreHit && HitActor->IsA<ACameraBlockingVolume>())
|
| 253 |
+
{
|
| 254 |
+
const FVector ViewTargetForwardXY = ViewTarget.GetActorForwardVector().GetSafeNormal2D();
|
| 255 |
+
const FVector ViewTargetLocation = ViewTarget.GetActorLocation();
|
| 256 |
+
const FVector HitOffset = Hit.Location - ViewTargetLocation;
|
| 257 |
+
const FVector HitDirectionXY = HitOffset.GetSafeNormal2D();
|
| 258 |
+
const float DotHitDirection = FVector::DotProduct(ViewTargetForwardXY, HitDirectionXY);
|
| 259 |
+
if (DotHitDirection > 0.0f)
|
| 260 |
+
{
|
| 261 |
+
bIgnoreHit = true;
|
| 262 |
+
// Ignore this CameraBlockingVolume on the remaining sweeps.
|
| 263 |
+
SphereParams.AddIgnoredActor(HitActor);
|
| 264 |
+
}
|
| 265 |
+
else
|
| 266 |
+
{
|
| 267 |
+
#if ENABLE_DRAW_DEBUG
|
| 268 |
+
DebugActorsHitDuringCameraPenetration.AddUnique(TObjectPtr<const AActor>(HitActor));
|
| 269 |
+
#endif
|
| 270 |
+
}
|
| 271 |
+
}
|
| 272 |
+
|
| 273 |
+
if (!bIgnoreHit)
|
| 274 |
+
{
|
| 275 |
+
float const Weight = Cast<APawn>(Hit.GetActor()) ? Feeler.PawnWeight : Feeler.WorldWeight;
|
| 276 |
+
float NewBlockPct = Hit.Time;
|
| 277 |
+
NewBlockPct += (1.f - NewBlockPct) * (1.f - Weight);
|
| 278 |
+
|
| 279 |
+
// Recompute blocked pct taking into account pushout distance.
|
| 280 |
+
NewBlockPct = ((Hit.Location - SafeLoc).Size() - CollisionPushOutDistance) / (RayTarget - SafeLoc).Size();
|
| 281 |
+
DistBlockedPctThisFrame = FMath::Min(NewBlockPct, DistBlockedPctThisFrame);
|
| 282 |
+
|
| 283 |
+
// This feeler got a hit, so do another trace next frame
|
| 284 |
+
Feeler.FramesUntilNextTrace = 0;
|
| 285 |
+
|
| 286 |
+
#if ENABLE_DRAW_DEBUG
|
| 287 |
+
DebugActorsHitDuringCameraPenetration.AddUnique(TObjectPtr<const AActor>(HitActor));
|
| 288 |
+
#endif
|
| 289 |
+
}
|
| 290 |
+
}
|
| 291 |
+
|
| 292 |
+
if (RayIdx == 0)
|
| 293 |
+
{
|
| 294 |
+
// don't interpolate toward this one, snap to it
|
| 295 |
+
// assumes ray 0 is the center/main ray
|
| 296 |
+
HardBlockedPct = DistBlockedPctThisFrame;
|
| 297 |
+
}
|
| 298 |
+
else
|
| 299 |
+
{
|
| 300 |
+
SoftBlockedPct = DistBlockedPctThisFrame;
|
| 301 |
+
}
|
| 302 |
+
}
|
| 303 |
+
else
|
| 304 |
+
{
|
| 305 |
+
--Feeler.FramesUntilNextTrace;
|
| 306 |
+
}
|
| 307 |
+
}
|
| 308 |
+
|
| 309 |
+
if (bResetInterpolation)
|
| 310 |
+
{
|
| 311 |
+
DistBlockedPct = DistBlockedPctThisFrame;
|
| 312 |
+
}
|
| 313 |
+
else if (DistBlockedPct < DistBlockedPctThisFrame)
|
| 314 |
+
{
|
| 315 |
+
// interpolate smoothly out
|
| 316 |
+
if (PenetrationBlendOutTime > DeltaTime)
|
| 317 |
+
{
|
| 318 |
+
DistBlockedPct = DistBlockedPct + DeltaTime / PenetrationBlendOutTime * (DistBlockedPctThisFrame - DistBlockedPct);
|
| 319 |
+
}
|
| 320 |
+
else
|
| 321 |
+
{
|
| 322 |
+
DistBlockedPct = DistBlockedPctThisFrame;
|
| 323 |
+
}
|
| 324 |
+
}
|
| 325 |
+
else
|
| 326 |
+
{
|
| 327 |
+
if (DistBlockedPct > HardBlockedPct)
|
| 328 |
+
{
|
| 329 |
+
DistBlockedPct = HardBlockedPct;
|
| 330 |
+
}
|
| 331 |
+
else if (DistBlockedPct > SoftBlockedPct)
|
| 332 |
+
{
|
| 333 |
+
// interpolate smoothly in
|
| 334 |
+
if (PenetrationBlendInTime > DeltaTime)
|
| 335 |
+
{
|
| 336 |
+
DistBlockedPct = DistBlockedPct - DeltaTime / PenetrationBlendInTime * (DistBlockedPct - SoftBlockedPct);
|
| 337 |
+
}
|
| 338 |
+
else
|
| 339 |
+
{
|
| 340 |
+
DistBlockedPct = SoftBlockedPct;
|
| 341 |
+
}
|
| 342 |
+
}
|
| 343 |
+
}
|
| 344 |
+
|
| 345 |
+
DistBlockedPct = FMath::Clamp<float>(DistBlockedPct, 0.f, 1.f);
|
| 346 |
+
if (DistBlockedPct < (1.f - ZERO_ANIMWEIGHT_THRESH))
|
| 347 |
+
{
|
| 348 |
+
CameraLoc = SafeLoc + (CameraLoc - SafeLoc) * DistBlockedPct;
|
| 349 |
+
}
|
| 350 |
+
}
|
| 351 |
+
|
| 352 |
+
void ULyraCameraMode_ThirdPerson::SetTargetCrouchOffset(FVector NewTargetOffset)
|
| 353 |
+
{
|
| 354 |
+
CrouchOffsetBlendPct = 0.0f;
|
| 355 |
+
InitialCrouchOffset = CurrentCrouchOffset;
|
| 356 |
+
TargetCrouchOffset = NewTargetOffset;
|
| 357 |
+
}
|
| 358 |
+
|
| 359 |
+
|
| 360 |
+
void ULyraCameraMode_ThirdPerson::UpdateCrouchOffset(float DeltaTime)
|
| 361 |
+
{
|
| 362 |
+
if (CrouchOffsetBlendPct < 1.0f)
|
| 363 |
+
{
|
| 364 |
+
CrouchOffsetBlendPct = FMath::Min(CrouchOffsetBlendPct + DeltaTime * CrouchOffsetBlendMultiplier, 1.0f);
|
| 365 |
+
CurrentCrouchOffset = FMath::InterpEaseInOut(InitialCrouchOffset, TargetCrouchOffset, CrouchOffsetBlendPct, 1.0f);
|
| 366 |
+
}
|
| 367 |
+
else
|
| 368 |
+
{
|
| 369 |
+
CurrentCrouchOffset = TargetCrouchOffset;
|
| 370 |
+
CrouchOffsetBlendPct = 1.0f;
|
| 371 |
+
}
|
| 372 |
+
}
|
| 373 |
+
|
LyraStarterGame/Source/LyraGame/Camera/LyraCameraMode_ThirdPerson.h
ADDED
|
@@ -0,0 +1,114 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "LyraCameraMode.h"
|
| 6 |
+
#include "Curves/CurveFloat.h"
|
| 7 |
+
#include "LyraPenetrationAvoidanceFeeler.h"
|
| 8 |
+
#include "DrawDebugHelpers.h"
|
| 9 |
+
#include "LyraCameraMode_ThirdPerson.generated.h"
|
| 10 |
+
|
| 11 |
+
class UCurveVector;
|
| 12 |
+
|
| 13 |
+
/**
|
| 14 |
+
* ULyraCameraMode_ThirdPerson
|
| 15 |
+
*
|
| 16 |
+
* A basic third person camera mode.
|
| 17 |
+
*/
|
| 18 |
+
UCLASS(Abstract, Blueprintable)
|
| 19 |
+
class ULyraCameraMode_ThirdPerson : public ULyraCameraMode
|
| 20 |
+
{
|
| 21 |
+
GENERATED_BODY()
|
| 22 |
+
|
| 23 |
+
public:
|
| 24 |
+
|
| 25 |
+
ULyraCameraMode_ThirdPerson();
|
| 26 |
+
|
| 27 |
+
protected:
|
| 28 |
+
|
| 29 |
+
virtual void UpdateView(float DeltaTime) override;
|
| 30 |
+
|
| 31 |
+
void UpdateForTarget(float DeltaTime);
|
| 32 |
+
void UpdatePreventPenetration(float DeltaTime);
|
| 33 |
+
void PreventCameraPenetration(class AActor const& ViewTarget, FVector const& SafeLoc, FVector& CameraLoc, float const& DeltaTime, float& DistBlockedPct, bool bSingleRayOnly);
|
| 34 |
+
|
| 35 |
+
virtual void DrawDebug(UCanvas* Canvas) const override;
|
| 36 |
+
|
| 37 |
+
protected:
|
| 38 |
+
|
| 39 |
+
// Curve that defines local-space offsets from the target using the view pitch to evaluate the curve.
|
| 40 |
+
UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "!bUseRuntimeFloatCurves"))
|
| 41 |
+
TObjectPtr<const UCurveVector> TargetOffsetCurve;
|
| 42 |
+
|
| 43 |
+
// UE-103986: Live editing of RuntimeFloatCurves during PIE does not work (unlike curve assets).
|
| 44 |
+
// Once that is resolved this will become the default and TargetOffsetCurve will be removed.
|
| 45 |
+
UPROPERTY(EditDefaultsOnly, Category = "Third Person")
|
| 46 |
+
bool bUseRuntimeFloatCurves;
|
| 47 |
+
|
| 48 |
+
UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "bUseRuntimeFloatCurves"))
|
| 49 |
+
FRuntimeFloatCurve TargetOffsetX;
|
| 50 |
+
|
| 51 |
+
UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "bUseRuntimeFloatCurves"))
|
| 52 |
+
FRuntimeFloatCurve TargetOffsetY;
|
| 53 |
+
|
| 54 |
+
UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "bUseRuntimeFloatCurves"))
|
| 55 |
+
FRuntimeFloatCurve TargetOffsetZ;
|
| 56 |
+
|
| 57 |
+
// Alters the speed that a crouch offset is blended in or out
|
| 58 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Third Person")
|
| 59 |
+
float CrouchOffsetBlendMultiplier = 5.0f;
|
| 60 |
+
|
| 61 |
+
// Penetration prevention
|
| 62 |
+
public:
|
| 63 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Collision")
|
| 64 |
+
float PenetrationBlendInTime = 0.1f;
|
| 65 |
+
|
| 66 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Collision")
|
| 67 |
+
float PenetrationBlendOutTime = 0.15f;
|
| 68 |
+
|
| 69 |
+
/** If true, does collision checks to keep the camera out of the world. */
|
| 70 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Collision")
|
| 71 |
+
bool bPreventPenetration = true;
|
| 72 |
+
|
| 73 |
+
/** If true, try to detect nearby walls and move the camera in anticipation. Helps prevent popping. */
|
| 74 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Collision")
|
| 75 |
+
bool bDoPredictiveAvoidance = true;
|
| 76 |
+
|
| 77 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Collision")
|
| 78 |
+
float CollisionPushOutDistance = 2.f;
|
| 79 |
+
|
| 80 |
+
/** When the camera's distance is pushed into this percentage of its full distance due to penetration */
|
| 81 |
+
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Collision")
|
| 82 |
+
float ReportPenetrationPercent = 0.f;
|
| 83 |
+
|
| 84 |
+
/**
|
| 85 |
+
* These are the feeler rays that are used to find where to place the camera.
|
| 86 |
+
* Index: 0 : This is the normal feeler we use to prevent collisions.
|
| 87 |
+
* Index: 1+ : These feelers are used if you bDoPredictiveAvoidance=true, to scan for potential impacts if the player
|
| 88 |
+
* were to rotate towards that direction and primitively collide the camera so that it pulls in before
|
| 89 |
+
* impacting the occluder.
|
| 90 |
+
*/
|
| 91 |
+
UPROPERTY(EditDefaultsOnly, Category = "Collision")
|
| 92 |
+
TArray<FLyraPenetrationAvoidanceFeeler> PenetrationAvoidanceFeelers;
|
| 93 |
+
|
| 94 |
+
UPROPERTY(Transient)
|
| 95 |
+
float AimLineToDesiredPosBlockedPct;
|
| 96 |
+
|
| 97 |
+
UPROPERTY(Transient)
|
| 98 |
+
TArray<TObjectPtr<const AActor>> DebugActorsHitDuringCameraPenetration;
|
| 99 |
+
|
| 100 |
+
#if ENABLE_DRAW_DEBUG
|
| 101 |
+
mutable float LastDrawDebugTime = -MAX_FLT;
|
| 102 |
+
#endif
|
| 103 |
+
|
| 104 |
+
protected:
|
| 105 |
+
|
| 106 |
+
void SetTargetCrouchOffset(FVector NewTargetOffset);
|
| 107 |
+
void UpdateCrouchOffset(float DeltaTime);
|
| 108 |
+
|
| 109 |
+
FVector InitialCrouchOffset = FVector::ZeroVector;
|
| 110 |
+
FVector TargetCrouchOffset = FVector::ZeroVector;
|
| 111 |
+
float CrouchOffsetBlendPct = 1.0f;
|
| 112 |
+
FVector CurrentCrouchOffset = FVector::ZeroVector;
|
| 113 |
+
|
| 114 |
+
};
|
LyraStarterGame/Source/LyraGame/Camera/LyraPenetrationAvoidanceFeeler.h
ADDED
|
@@ -0,0 +1,66 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "CoreMinimal.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraPenetrationAvoidanceFeeler.generated.h"
|
| 8 |
+
|
| 9 |
+
/**
|
| 10 |
+
* Struct defining a feeler ray used for camera penetration avoidance.
|
| 11 |
+
*/
|
| 12 |
+
USTRUCT()
|
| 13 |
+
struct FLyraPenetrationAvoidanceFeeler
|
| 14 |
+
{
|
| 15 |
+
GENERATED_BODY()
|
| 16 |
+
|
| 17 |
+
/** FRotator describing deviance from main ray */
|
| 18 |
+
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
| 19 |
+
FRotator AdjustmentRot;
|
| 20 |
+
|
| 21 |
+
/** how much this feeler affects the final position if it hits the world */
|
| 22 |
+
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
| 23 |
+
float WorldWeight;
|
| 24 |
+
|
| 25 |
+
/** how much this feeler affects the final position if it hits a APawn (setting to 0 will not attempt to collide with pawns at all) */
|
| 26 |
+
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
| 27 |
+
float PawnWeight;
|
| 28 |
+
|
| 29 |
+
/** extent to use for collision when tracing this feeler */
|
| 30 |
+
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
| 31 |
+
float Extent;
|
| 32 |
+
|
| 33 |
+
/** minimum frame interval between traces with this feeler if nothing was hit last frame */
|
| 34 |
+
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
| 35 |
+
int32 TraceInterval;
|
| 36 |
+
|
| 37 |
+
/** number of frames since this feeler was used */
|
| 38 |
+
UPROPERTY(transient)
|
| 39 |
+
int32 FramesUntilNextTrace;
|
| 40 |
+
|
| 41 |
+
|
| 42 |
+
FLyraPenetrationAvoidanceFeeler()
|
| 43 |
+
: AdjustmentRot(ForceInit)
|
| 44 |
+
, WorldWeight(0)
|
| 45 |
+
, PawnWeight(0)
|
| 46 |
+
, Extent(0)
|
| 47 |
+
, TraceInterval(0)
|
| 48 |
+
, FramesUntilNextTrace(0)
|
| 49 |
+
{
|
| 50 |
+
}
|
| 51 |
+
|
| 52 |
+
FLyraPenetrationAvoidanceFeeler(const FRotator& InAdjustmentRot,
|
| 53 |
+
const float& InWorldWeight,
|
| 54 |
+
const float& InPawnWeight,
|
| 55 |
+
const float& InExtent,
|
| 56 |
+
const int32& InTraceInterval = 0,
|
| 57 |
+
const int32& InFramesUntilNextTrace = 0)
|
| 58 |
+
: AdjustmentRot(InAdjustmentRot)
|
| 59 |
+
, WorldWeight(InWorldWeight)
|
| 60 |
+
, PawnWeight(InPawnWeight)
|
| 61 |
+
, Extent(InExtent)
|
| 62 |
+
, TraceInterval(InTraceInterval)
|
| 63 |
+
, FramesUntilNextTrace(InFramesUntilNextTrace)
|
| 64 |
+
{
|
| 65 |
+
}
|
| 66 |
+
};
|
LyraStarterGame/Source/LyraGame/Camera/LyraPlayerCameraManager.cpp
ADDED
|
@@ -0,0 +1,66 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraPlayerCameraManager.h"
|
| 4 |
+
|
| 5 |
+
#include "Async/TaskGraphInterfaces.h"
|
| 6 |
+
#include "Engine/Canvas.h"
|
| 7 |
+
#include "Engine/Engine.h"
|
| 8 |
+
#include "GameFramework/Pawn.h"
|
| 9 |
+
#include "GameFramework/PlayerController.h"
|
| 10 |
+
#include "LyraCameraComponent.h"
|
| 11 |
+
#include "LyraUICameraManagerComponent.h"
|
| 12 |
+
|
| 13 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPlayerCameraManager)
|
| 14 |
+
|
| 15 |
+
class FDebugDisplayInfo;
|
| 16 |
+
|
| 17 |
+
static FName UICameraComponentName(TEXT("UICamera"));
|
| 18 |
+
|
| 19 |
+
ALyraPlayerCameraManager::ALyraPlayerCameraManager(const FObjectInitializer& ObjectInitializer)
|
| 20 |
+
: Super(ObjectInitializer)
|
| 21 |
+
{
|
| 22 |
+
DefaultFOV = LYRA_CAMERA_DEFAULT_FOV;
|
| 23 |
+
ViewPitchMin = LYRA_CAMERA_DEFAULT_PITCH_MIN;
|
| 24 |
+
ViewPitchMax = LYRA_CAMERA_DEFAULT_PITCH_MAX;
|
| 25 |
+
|
| 26 |
+
UICamera = CreateDefaultSubobject<ULyraUICameraManagerComponent>(UICameraComponentName);
|
| 27 |
+
}
|
| 28 |
+
|
| 29 |
+
ULyraUICameraManagerComponent* ALyraPlayerCameraManager::GetUICameraComponent() const
|
| 30 |
+
{
|
| 31 |
+
return UICamera;
|
| 32 |
+
}
|
| 33 |
+
|
| 34 |
+
void ALyraPlayerCameraManager::UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime)
|
| 35 |
+
{
|
| 36 |
+
// If the UI Camera is looking at something, let it have priority.
|
| 37 |
+
if (UICamera->NeedsToUpdateViewTarget())
|
| 38 |
+
{
|
| 39 |
+
Super::UpdateViewTarget(OutVT, DeltaTime);
|
| 40 |
+
UICamera->UpdateViewTarget(OutVT, DeltaTime);
|
| 41 |
+
return;
|
| 42 |
+
}
|
| 43 |
+
|
| 44 |
+
Super::UpdateViewTarget(OutVT, DeltaTime);
|
| 45 |
+
}
|
| 46 |
+
|
| 47 |
+
void ALyraPlayerCameraManager::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
|
| 48 |
+
{
|
| 49 |
+
check(Canvas);
|
| 50 |
+
|
| 51 |
+
FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
|
| 52 |
+
|
| 53 |
+
DisplayDebugManager.SetFont(GEngine->GetSmallFont());
|
| 54 |
+
DisplayDebugManager.SetDrawColor(FColor::Yellow);
|
| 55 |
+
DisplayDebugManager.DrawString(FString::Printf(TEXT("LyraPlayerCameraManager: %s"), *GetNameSafe(this)));
|
| 56 |
+
|
| 57 |
+
Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);
|
| 58 |
+
|
| 59 |
+
const APawn* Pawn = (PCOwner ? PCOwner->GetPawn() : nullptr);
|
| 60 |
+
|
| 61 |
+
if (const ULyraCameraComponent* CameraComponent = ULyraCameraComponent::FindCameraComponent(Pawn))
|
| 62 |
+
{
|
| 63 |
+
CameraComponent->DrawDebug(Canvas);
|
| 64 |
+
}
|
| 65 |
+
}
|
| 66 |
+
|
LyraStarterGame/Source/LyraGame/Camera/LyraPlayerCameraManager.h
ADDED
|
@@ -0,0 +1,46 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Camera/PlayerCameraManager.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraPlayerCameraManager.generated.h"
|
| 8 |
+
|
| 9 |
+
class FDebugDisplayInfo;
|
| 10 |
+
class UCanvas;
|
| 11 |
+
class UObject;
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
#define LYRA_CAMERA_DEFAULT_FOV (80.0f)
|
| 15 |
+
#define LYRA_CAMERA_DEFAULT_PITCH_MIN (-89.0f)
|
| 16 |
+
#define LYRA_CAMERA_DEFAULT_PITCH_MAX (89.0f)
|
| 17 |
+
|
| 18 |
+
class ULyraUICameraManagerComponent;
|
| 19 |
+
|
| 20 |
+
/**
|
| 21 |
+
* ALyraPlayerCameraManager
|
| 22 |
+
*
|
| 23 |
+
* The base player camera manager class used by this project.
|
| 24 |
+
*/
|
| 25 |
+
UCLASS(notplaceable, MinimalAPI)
|
| 26 |
+
class ALyraPlayerCameraManager : public APlayerCameraManager
|
| 27 |
+
{
|
| 28 |
+
GENERATED_BODY()
|
| 29 |
+
|
| 30 |
+
public:
|
| 31 |
+
|
| 32 |
+
ALyraPlayerCameraManager(const FObjectInitializer& ObjectInitializer);
|
| 33 |
+
|
| 34 |
+
ULyraUICameraManagerComponent* GetUICameraComponent() const;
|
| 35 |
+
|
| 36 |
+
protected:
|
| 37 |
+
|
| 38 |
+
virtual void UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime) override;
|
| 39 |
+
|
| 40 |
+
virtual void DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos) override;
|
| 41 |
+
|
| 42 |
+
private:
|
| 43 |
+
/** The UI Camera Component, controls the camera when UI is doing something important that gameplay doesn't get priority over. */
|
| 44 |
+
UPROPERTY(Transient)
|
| 45 |
+
TObjectPtr<ULyraUICameraManagerComponent> UICamera;
|
| 46 |
+
};
|
LyraStarterGame/Source/LyraGame/Camera/LyraUICameraManagerComponent.cpp
ADDED
|
@@ -0,0 +1,65 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraUICameraManagerComponent.h"
|
| 4 |
+
|
| 5 |
+
#include "GameFramework/HUD.h"
|
| 6 |
+
#include "GameFramework/PlayerController.h"
|
| 7 |
+
#include "LyraPlayerCameraManager.h"
|
| 8 |
+
|
| 9 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraUICameraManagerComponent)
|
| 10 |
+
|
| 11 |
+
class AActor;
|
| 12 |
+
class FDebugDisplayInfo;
|
| 13 |
+
|
| 14 |
+
ULyraUICameraManagerComponent* ULyraUICameraManagerComponent::GetComponent(APlayerController* PC)
|
| 15 |
+
{
|
| 16 |
+
if (PC != nullptr)
|
| 17 |
+
{
|
| 18 |
+
if (ALyraPlayerCameraManager* PCCamera = Cast<ALyraPlayerCameraManager>(PC->PlayerCameraManager))
|
| 19 |
+
{
|
| 20 |
+
return PCCamera->GetUICameraComponent();
|
| 21 |
+
}
|
| 22 |
+
}
|
| 23 |
+
|
| 24 |
+
return nullptr;
|
| 25 |
+
}
|
| 26 |
+
|
| 27 |
+
ULyraUICameraManagerComponent::ULyraUICameraManagerComponent()
|
| 28 |
+
{
|
| 29 |
+
bWantsInitializeComponent = true;
|
| 30 |
+
|
| 31 |
+
if (!HasAnyFlags(RF_ClassDefaultObject))
|
| 32 |
+
{
|
| 33 |
+
// Register "showdebug" hook.
|
| 34 |
+
if (!IsRunningDedicatedServer())
|
| 35 |
+
{
|
| 36 |
+
AHUD::OnShowDebugInfo.AddUObject(this, &ThisClass::OnShowDebugInfo);
|
| 37 |
+
}
|
| 38 |
+
}
|
| 39 |
+
}
|
| 40 |
+
|
| 41 |
+
void ULyraUICameraManagerComponent::InitializeComponent()
|
| 42 |
+
{
|
| 43 |
+
Super::InitializeComponent();
|
| 44 |
+
}
|
| 45 |
+
|
| 46 |
+
void ULyraUICameraManagerComponent::SetViewTarget(AActor* InViewTarget, FViewTargetTransitionParams TransitionParams)
|
| 47 |
+
{
|
| 48 |
+
TGuardValue<bool> UpdatingViewTargetGuard(bUpdatingViewTarget, true);
|
| 49 |
+
|
| 50 |
+
ViewTarget = InViewTarget;
|
| 51 |
+
CastChecked<ALyraPlayerCameraManager>(GetOwner())->SetViewTarget(ViewTarget, TransitionParams);
|
| 52 |
+
}
|
| 53 |
+
|
| 54 |
+
bool ULyraUICameraManagerComponent::NeedsToUpdateViewTarget() const
|
| 55 |
+
{
|
| 56 |
+
return false;
|
| 57 |
+
}
|
| 58 |
+
|
| 59 |
+
void ULyraUICameraManagerComponent::UpdateViewTarget(struct FTViewTarget& OutVT, float DeltaTime)
|
| 60 |
+
{
|
| 61 |
+
}
|
| 62 |
+
|
| 63 |
+
void ULyraUICameraManagerComponent::OnShowDebugInfo(AHUD* HUD, UCanvas* Canvas, const FDebugDisplayInfo& DisplayInfo, float& YL, float& YPos)
|
| 64 |
+
{
|
| 65 |
+
}
|
LyraStarterGame/Source/LyraGame/Camera/LyraUICameraManagerComponent.h
ADDED
|
@@ -0,0 +1,45 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Camera/PlayerCameraManager.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraUICameraManagerComponent.generated.h"
|
| 8 |
+
|
| 9 |
+
class ALyraPlayerCameraManager;
|
| 10 |
+
|
| 11 |
+
class AActor;
|
| 12 |
+
class AHUD;
|
| 13 |
+
class APlayerController;
|
| 14 |
+
class FDebugDisplayInfo;
|
| 15 |
+
class UCanvas;
|
| 16 |
+
class UObject;
|
| 17 |
+
|
| 18 |
+
UCLASS( Transient, Within=LyraPlayerCameraManager )
|
| 19 |
+
class ULyraUICameraManagerComponent : public UActorComponent
|
| 20 |
+
{
|
| 21 |
+
GENERATED_BODY()
|
| 22 |
+
|
| 23 |
+
public:
|
| 24 |
+
static ULyraUICameraManagerComponent* GetComponent(APlayerController* PC);
|
| 25 |
+
|
| 26 |
+
public:
|
| 27 |
+
ULyraUICameraManagerComponent();
|
| 28 |
+
virtual void InitializeComponent() override;
|
| 29 |
+
|
| 30 |
+
bool IsSettingViewTarget() const { return bUpdatingViewTarget; }
|
| 31 |
+
AActor* GetViewTarget() const { return ViewTarget; }
|
| 32 |
+
void SetViewTarget(AActor* InViewTarget, FViewTargetTransitionParams TransitionParams = FViewTargetTransitionParams());
|
| 33 |
+
|
| 34 |
+
bool NeedsToUpdateViewTarget() const;
|
| 35 |
+
void UpdateViewTarget(struct FTViewTarget& OutVT, float DeltaTime);
|
| 36 |
+
|
| 37 |
+
void OnShowDebugInfo(AHUD* HUD, UCanvas* Canvas, const FDebugDisplayInfo& DisplayInfo, float& YL, float& YPos);
|
| 38 |
+
|
| 39 |
+
private:
|
| 40 |
+
UPROPERTY(Transient)
|
| 41 |
+
TObjectPtr<AActor> ViewTarget;
|
| 42 |
+
|
| 43 |
+
UPROPERTY(Transient)
|
| 44 |
+
bool bUpdatingViewTarget;
|
| 45 |
+
};
|
LyraStarterGame/Source/LyraGame/Character/LyraCharacter.cpp
ADDED
|
@@ -0,0 +1,682 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraCharacter.h"
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystem/LyraAbilitySystemComponent.h"
|
| 6 |
+
#include "Camera/LyraCameraComponent.h"
|
| 7 |
+
#include "Character/LyraHealthComponent.h"
|
| 8 |
+
#include "Character/LyraPawnExtensionComponent.h"
|
| 9 |
+
#include "Components/CapsuleComponent.h"
|
| 10 |
+
#include "Components/SkeletalMeshComponent.h"
|
| 11 |
+
#include "LyraCharacterMovementComponent.h"
|
| 12 |
+
#include "LyraGameplayTags.h"
|
| 13 |
+
#include "LyraLogChannels.h"
|
| 14 |
+
#include "Net/UnrealNetwork.h"
|
| 15 |
+
#include "Player/LyraPlayerController.h"
|
| 16 |
+
#include "Player/LyraPlayerState.h"
|
| 17 |
+
#include "System/LyraSignificanceManager.h"
|
| 18 |
+
#include "TimerManager.h"
|
| 19 |
+
|
| 20 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraCharacter)
|
| 21 |
+
|
| 22 |
+
class AActor;
|
| 23 |
+
class FLifetimeProperty;
|
| 24 |
+
class IRepChangedPropertyTracker;
|
| 25 |
+
class UInputComponent;
|
| 26 |
+
|
| 27 |
+
static FName NAME_LyraCharacterCollisionProfile_Capsule(TEXT("LyraPawnCapsule"));
|
| 28 |
+
static FName NAME_LyraCharacterCollisionProfile_Mesh(TEXT("LyraPawnMesh"));
|
| 29 |
+
|
| 30 |
+
ALyraCharacter::ALyraCharacter(const FObjectInitializer& ObjectInitializer)
|
| 31 |
+
: Super(ObjectInitializer.SetDefaultSubobjectClass<ULyraCharacterMovementComponent>(ACharacter::CharacterMovementComponentName))
|
| 32 |
+
{
|
| 33 |
+
// Avoid ticking characters if possible.
|
| 34 |
+
PrimaryActorTick.bCanEverTick = false;
|
| 35 |
+
PrimaryActorTick.bStartWithTickEnabled = false;
|
| 36 |
+
|
| 37 |
+
SetNetCullDistanceSquared(900000000.0f);
|
| 38 |
+
|
| 39 |
+
UCapsuleComponent* CapsuleComp = GetCapsuleComponent();
|
| 40 |
+
check(CapsuleComp);
|
| 41 |
+
CapsuleComp->InitCapsuleSize(40.0f, 90.0f);
|
| 42 |
+
CapsuleComp->SetCollisionProfileName(NAME_LyraCharacterCollisionProfile_Capsule);
|
| 43 |
+
|
| 44 |
+
USkeletalMeshComponent* MeshComp = GetMesh();
|
| 45 |
+
check(MeshComp);
|
| 46 |
+
MeshComp->SetRelativeRotation(FRotator(0.0f, -90.0f, 0.0f)); // Rotate mesh to be X forward since it is exported as Y forward.
|
| 47 |
+
MeshComp->SetCollisionProfileName(NAME_LyraCharacterCollisionProfile_Mesh);
|
| 48 |
+
|
| 49 |
+
ULyraCharacterMovementComponent* LyraMoveComp = CastChecked<ULyraCharacterMovementComponent>(GetCharacterMovement());
|
| 50 |
+
LyraMoveComp->GravityScale = 1.0f;
|
| 51 |
+
LyraMoveComp->MaxAcceleration = 2400.0f;
|
| 52 |
+
LyraMoveComp->BrakingFrictionFactor = 1.0f;
|
| 53 |
+
LyraMoveComp->BrakingFriction = 6.0f;
|
| 54 |
+
LyraMoveComp->GroundFriction = 8.0f;
|
| 55 |
+
LyraMoveComp->BrakingDecelerationWalking = 1400.0f;
|
| 56 |
+
LyraMoveComp->bUseControllerDesiredRotation = false;
|
| 57 |
+
LyraMoveComp->bOrientRotationToMovement = false;
|
| 58 |
+
LyraMoveComp->RotationRate = FRotator(0.0f, 720.0f, 0.0f);
|
| 59 |
+
LyraMoveComp->bAllowPhysicsRotationDuringAnimRootMotion = false;
|
| 60 |
+
LyraMoveComp->GetNavAgentPropertiesRef().bCanCrouch = true;
|
| 61 |
+
LyraMoveComp->bCanWalkOffLedgesWhenCrouching = true;
|
| 62 |
+
LyraMoveComp->SetCrouchedHalfHeight(65.0f);
|
| 63 |
+
|
| 64 |
+
PawnExtComponent = CreateDefaultSubobject<ULyraPawnExtensionComponent>(TEXT("PawnExtensionComponent"));
|
| 65 |
+
PawnExtComponent->OnAbilitySystemInitialized_RegisterAndCall(FSimpleMulticastDelegate::FDelegate::CreateUObject(this, &ThisClass::OnAbilitySystemInitialized));
|
| 66 |
+
PawnExtComponent->OnAbilitySystemUninitialized_Register(FSimpleMulticastDelegate::FDelegate::CreateUObject(this, &ThisClass::OnAbilitySystemUninitialized));
|
| 67 |
+
|
| 68 |
+
HealthComponent = CreateDefaultSubobject<ULyraHealthComponent>(TEXT("HealthComponent"));
|
| 69 |
+
HealthComponent->OnDeathStarted.AddDynamic(this, &ThisClass::OnDeathStarted);
|
| 70 |
+
HealthComponent->OnDeathFinished.AddDynamic(this, &ThisClass::OnDeathFinished);
|
| 71 |
+
|
| 72 |
+
CameraComponent = CreateDefaultSubobject<ULyraCameraComponent>(TEXT("CameraComponent"));
|
| 73 |
+
CameraComponent->SetRelativeLocation(FVector(-300.0f, 0.0f, 75.0f));
|
| 74 |
+
|
| 75 |
+
bUseControllerRotationPitch = false;
|
| 76 |
+
bUseControllerRotationYaw = true;
|
| 77 |
+
bUseControllerRotationRoll = false;
|
| 78 |
+
|
| 79 |
+
BaseEyeHeight = 80.0f;
|
| 80 |
+
CrouchedEyeHeight = 50.0f;
|
| 81 |
+
}
|
| 82 |
+
|
| 83 |
+
void ALyraCharacter::PreInitializeComponents()
|
| 84 |
+
{
|
| 85 |
+
Super::PreInitializeComponents();
|
| 86 |
+
}
|
| 87 |
+
|
| 88 |
+
void ALyraCharacter::BeginPlay()
|
| 89 |
+
{
|
| 90 |
+
Super::BeginPlay();
|
| 91 |
+
|
| 92 |
+
UWorld* World = GetWorld();
|
| 93 |
+
|
| 94 |
+
const bool bRegisterWithSignificanceManager = !IsNetMode(NM_DedicatedServer);
|
| 95 |
+
if (bRegisterWithSignificanceManager)
|
| 96 |
+
{
|
| 97 |
+
if (ULyraSignificanceManager* SignificanceManager = USignificanceManager::Get<ULyraSignificanceManager>(World))
|
| 98 |
+
{
|
| 99 |
+
//@TODO: SignificanceManager->RegisterObject(this, (EFortSignificanceType)SignificanceType);
|
| 100 |
+
}
|
| 101 |
+
}
|
| 102 |
+
}
|
| 103 |
+
|
| 104 |
+
void ALyraCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
| 105 |
+
{
|
| 106 |
+
Super::EndPlay(EndPlayReason);
|
| 107 |
+
|
| 108 |
+
UWorld* World = GetWorld();
|
| 109 |
+
|
| 110 |
+
const bool bRegisterWithSignificanceManager = !IsNetMode(NM_DedicatedServer);
|
| 111 |
+
if (bRegisterWithSignificanceManager)
|
| 112 |
+
{
|
| 113 |
+
if (ULyraSignificanceManager* SignificanceManager = USignificanceManager::Get<ULyraSignificanceManager>(World))
|
| 114 |
+
{
|
| 115 |
+
SignificanceManager->UnregisterObject(this);
|
| 116 |
+
}
|
| 117 |
+
}
|
| 118 |
+
}
|
| 119 |
+
|
| 120 |
+
void ALyraCharacter::Reset()
|
| 121 |
+
{
|
| 122 |
+
DisableMovementAndCollision();
|
| 123 |
+
|
| 124 |
+
K2_OnReset();
|
| 125 |
+
|
| 126 |
+
UninitAndDestroy();
|
| 127 |
+
}
|
| 128 |
+
|
| 129 |
+
void ALyraCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const
|
| 130 |
+
{
|
| 131 |
+
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
| 132 |
+
|
| 133 |
+
DOREPLIFETIME_CONDITION(ThisClass, ReplicatedAcceleration, COND_SimulatedOnly);
|
| 134 |
+
DOREPLIFETIME(ThisClass, MyTeamID)
|
| 135 |
+
}
|
| 136 |
+
|
| 137 |
+
void ALyraCharacter::PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker)
|
| 138 |
+
{
|
| 139 |
+
Super::PreReplication(ChangedPropertyTracker);
|
| 140 |
+
|
| 141 |
+
if (UCharacterMovementComponent* MovementComponent = GetCharacterMovement())
|
| 142 |
+
{
|
| 143 |
+
// Compress Acceleration: XY components as direction + magnitude, Z component as direct value
|
| 144 |
+
const double MaxAccel = MovementComponent->MaxAcceleration;
|
| 145 |
+
const FVector CurrentAccel = MovementComponent->GetCurrentAcceleration();
|
| 146 |
+
double AccelXYRadians, AccelXYMagnitude;
|
| 147 |
+
FMath::CartesianToPolar(CurrentAccel.X, CurrentAccel.Y, AccelXYMagnitude, AccelXYRadians);
|
| 148 |
+
|
| 149 |
+
ReplicatedAcceleration.AccelXYRadians = FMath::FloorToInt((AccelXYRadians / TWO_PI) * 255.0); // [0, 2PI] -> [0, 255]
|
| 150 |
+
ReplicatedAcceleration.AccelXYMagnitude = FMath::FloorToInt((AccelXYMagnitude / MaxAccel) * 255.0); // [0, MaxAccel] -> [0, 255]
|
| 151 |
+
ReplicatedAcceleration.AccelZ = FMath::FloorToInt((CurrentAccel.Z / MaxAccel) * 127.0); // [-MaxAccel, MaxAccel] -> [-127, 127]
|
| 152 |
+
}
|
| 153 |
+
}
|
| 154 |
+
|
| 155 |
+
void ALyraCharacter::NotifyControllerChanged()
|
| 156 |
+
{
|
| 157 |
+
const FGenericTeamId OldTeamId = GetGenericTeamId();
|
| 158 |
+
|
| 159 |
+
Super::NotifyControllerChanged();
|
| 160 |
+
|
| 161 |
+
// Update our team ID based on the controller
|
| 162 |
+
if (HasAuthority() && (GetController() != nullptr))
|
| 163 |
+
{
|
| 164 |
+
if (ILyraTeamAgentInterface* ControllerWithTeam = Cast<ILyraTeamAgentInterface>(GetController()))
|
| 165 |
+
{
|
| 166 |
+
MyTeamID = ControllerWithTeam->GetGenericTeamId();
|
| 167 |
+
ConditionalBroadcastTeamChanged(this, OldTeamId, MyTeamID);
|
| 168 |
+
}
|
| 169 |
+
}
|
| 170 |
+
}
|
| 171 |
+
|
| 172 |
+
ALyraPlayerController* ALyraCharacter::GetLyraPlayerController() const
|
| 173 |
+
{
|
| 174 |
+
return CastChecked<ALyraPlayerController>(GetController(), ECastCheckedType::NullAllowed);
|
| 175 |
+
}
|
| 176 |
+
|
| 177 |
+
ALyraPlayerState* ALyraCharacter::GetLyraPlayerState() const
|
| 178 |
+
{
|
| 179 |
+
return CastChecked<ALyraPlayerState>(GetPlayerState(), ECastCheckedType::NullAllowed);
|
| 180 |
+
}
|
| 181 |
+
|
| 182 |
+
ULyraAbilitySystemComponent* ALyraCharacter::GetLyraAbilitySystemComponent() const
|
| 183 |
+
{
|
| 184 |
+
return Cast<ULyraAbilitySystemComponent>(GetAbilitySystemComponent());
|
| 185 |
+
}
|
| 186 |
+
|
| 187 |
+
UAbilitySystemComponent* ALyraCharacter::GetAbilitySystemComponent() const
|
| 188 |
+
{
|
| 189 |
+
if (PawnExtComponent == nullptr)
|
| 190 |
+
{
|
| 191 |
+
return nullptr;
|
| 192 |
+
}
|
| 193 |
+
|
| 194 |
+
return PawnExtComponent->GetLyraAbilitySystemComponent();
|
| 195 |
+
}
|
| 196 |
+
|
| 197 |
+
void ALyraCharacter::OnAbilitySystemInitialized()
|
| 198 |
+
{
|
| 199 |
+
ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent();
|
| 200 |
+
check(LyraASC);
|
| 201 |
+
|
| 202 |
+
HealthComponent->InitializeWithAbilitySystem(LyraASC);
|
| 203 |
+
|
| 204 |
+
InitializeGameplayTags();
|
| 205 |
+
}
|
| 206 |
+
|
| 207 |
+
void ALyraCharacter::OnAbilitySystemUninitialized()
|
| 208 |
+
{
|
| 209 |
+
HealthComponent->UninitializeFromAbilitySystem();
|
| 210 |
+
}
|
| 211 |
+
|
| 212 |
+
void ALyraCharacter::PossessedBy(AController* NewController)
|
| 213 |
+
{
|
| 214 |
+
const FGenericTeamId OldTeamID = MyTeamID;
|
| 215 |
+
|
| 216 |
+
Super::PossessedBy(NewController);
|
| 217 |
+
|
| 218 |
+
PawnExtComponent->HandleControllerChanged();
|
| 219 |
+
|
| 220 |
+
// Grab the current team ID and listen for future changes
|
| 221 |
+
if (ILyraTeamAgentInterface* ControllerAsTeamProvider = Cast<ILyraTeamAgentInterface>(NewController))
|
| 222 |
+
{
|
| 223 |
+
MyTeamID = ControllerAsTeamProvider->GetGenericTeamId();
|
| 224 |
+
ControllerAsTeamProvider->GetTeamChangedDelegateChecked().AddDynamic(this, &ThisClass::OnControllerChangedTeam);
|
| 225 |
+
}
|
| 226 |
+
ConditionalBroadcastTeamChanged(this, OldTeamID, MyTeamID);
|
| 227 |
+
}
|
| 228 |
+
|
| 229 |
+
void ALyraCharacter::UnPossessed()
|
| 230 |
+
{
|
| 231 |
+
AController* const OldController = GetController();
|
| 232 |
+
|
| 233 |
+
// Stop listening for changes from the old controller
|
| 234 |
+
const FGenericTeamId OldTeamID = MyTeamID;
|
| 235 |
+
if (ILyraTeamAgentInterface* ControllerAsTeamProvider = Cast<ILyraTeamAgentInterface>(OldController))
|
| 236 |
+
{
|
| 237 |
+
ControllerAsTeamProvider->GetTeamChangedDelegateChecked().RemoveAll(this);
|
| 238 |
+
}
|
| 239 |
+
|
| 240 |
+
Super::UnPossessed();
|
| 241 |
+
|
| 242 |
+
PawnExtComponent->HandleControllerChanged();
|
| 243 |
+
|
| 244 |
+
// Determine what the new team ID should be afterwards
|
| 245 |
+
MyTeamID = DetermineNewTeamAfterPossessionEnds(OldTeamID);
|
| 246 |
+
ConditionalBroadcastTeamChanged(this, OldTeamID, MyTeamID);
|
| 247 |
+
}
|
| 248 |
+
|
| 249 |
+
void ALyraCharacter::OnRep_Controller()
|
| 250 |
+
{
|
| 251 |
+
Super::OnRep_Controller();
|
| 252 |
+
|
| 253 |
+
PawnExtComponent->HandleControllerChanged();
|
| 254 |
+
}
|
| 255 |
+
|
| 256 |
+
void ALyraCharacter::OnRep_PlayerState()
|
| 257 |
+
{
|
| 258 |
+
Super::OnRep_PlayerState();
|
| 259 |
+
|
| 260 |
+
PawnExtComponent->HandlePlayerStateReplicated();
|
| 261 |
+
}
|
| 262 |
+
|
| 263 |
+
void ALyraCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
| 264 |
+
{
|
| 265 |
+
Super::SetupPlayerInputComponent(PlayerInputComponent);
|
| 266 |
+
|
| 267 |
+
PawnExtComponent->SetupPlayerInputComponent();
|
| 268 |
+
}
|
| 269 |
+
|
| 270 |
+
void ALyraCharacter::InitializeGameplayTags()
|
| 271 |
+
{
|
| 272 |
+
// Clear tags that may be lingering on the ability system from the previous pawn.
|
| 273 |
+
if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent())
|
| 274 |
+
{
|
| 275 |
+
for (const TPair<uint8, FGameplayTag>& TagMapping : LyraGameplayTags::MovementModeTagMap)
|
| 276 |
+
{
|
| 277 |
+
if (TagMapping.Value.IsValid())
|
| 278 |
+
{
|
| 279 |
+
LyraASC->SetLooseGameplayTagCount(TagMapping.Value, 0);
|
| 280 |
+
}
|
| 281 |
+
}
|
| 282 |
+
|
| 283 |
+
for (const TPair<uint8, FGameplayTag>& TagMapping : LyraGameplayTags::CustomMovementModeTagMap)
|
| 284 |
+
{
|
| 285 |
+
if (TagMapping.Value.IsValid())
|
| 286 |
+
{
|
| 287 |
+
LyraASC->SetLooseGameplayTagCount(TagMapping.Value, 0);
|
| 288 |
+
}
|
| 289 |
+
}
|
| 290 |
+
|
| 291 |
+
ULyraCharacterMovementComponent* LyraMoveComp = CastChecked<ULyraCharacterMovementComponent>(GetCharacterMovement());
|
| 292 |
+
SetMovementModeTag(LyraMoveComp->MovementMode, LyraMoveComp->CustomMovementMode, true);
|
| 293 |
+
}
|
| 294 |
+
}
|
| 295 |
+
|
| 296 |
+
void ALyraCharacter::GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const
|
| 297 |
+
{
|
| 298 |
+
if (const ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent())
|
| 299 |
+
{
|
| 300 |
+
LyraASC->GetOwnedGameplayTags(TagContainer);
|
| 301 |
+
}
|
| 302 |
+
}
|
| 303 |
+
|
| 304 |
+
bool ALyraCharacter::HasMatchingGameplayTag(FGameplayTag TagToCheck) const
|
| 305 |
+
{
|
| 306 |
+
if (const ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent())
|
| 307 |
+
{
|
| 308 |
+
return LyraASC->HasMatchingGameplayTag(TagToCheck);
|
| 309 |
+
}
|
| 310 |
+
|
| 311 |
+
return false;
|
| 312 |
+
}
|
| 313 |
+
|
| 314 |
+
bool ALyraCharacter::HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const
|
| 315 |
+
{
|
| 316 |
+
if (const ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent())
|
| 317 |
+
{
|
| 318 |
+
return LyraASC->HasAllMatchingGameplayTags(TagContainer);
|
| 319 |
+
}
|
| 320 |
+
|
| 321 |
+
return false;
|
| 322 |
+
}
|
| 323 |
+
|
| 324 |
+
bool ALyraCharacter::HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const
|
| 325 |
+
{
|
| 326 |
+
if (const ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent())
|
| 327 |
+
{
|
| 328 |
+
return LyraASC->HasAnyMatchingGameplayTags(TagContainer);
|
| 329 |
+
}
|
| 330 |
+
|
| 331 |
+
return false;
|
| 332 |
+
}
|
| 333 |
+
|
| 334 |
+
void ALyraCharacter::FellOutOfWorld(const class UDamageType& dmgType)
|
| 335 |
+
{
|
| 336 |
+
HealthComponent->DamageSelfDestruct(/*bFellOutOfWorld=*/ true);
|
| 337 |
+
}
|
| 338 |
+
|
| 339 |
+
void ALyraCharacter::OnDeathStarted(AActor*)
|
| 340 |
+
{
|
| 341 |
+
DisableMovementAndCollision();
|
| 342 |
+
}
|
| 343 |
+
|
| 344 |
+
void ALyraCharacter::OnDeathFinished(AActor*)
|
| 345 |
+
{
|
| 346 |
+
GetWorld()->GetTimerManager().SetTimerForNextTick(this, &ThisClass::DestroyDueToDeath);
|
| 347 |
+
}
|
| 348 |
+
|
| 349 |
+
|
| 350 |
+
void ALyraCharacter::DisableMovementAndCollision()
|
| 351 |
+
{
|
| 352 |
+
if (GetController())
|
| 353 |
+
{
|
| 354 |
+
GetController()->SetIgnoreMoveInput(true);
|
| 355 |
+
}
|
| 356 |
+
|
| 357 |
+
UCapsuleComponent* CapsuleComp = GetCapsuleComponent();
|
| 358 |
+
check(CapsuleComp);
|
| 359 |
+
CapsuleComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
| 360 |
+
CapsuleComp->SetCollisionResponseToAllChannels(ECR_Ignore);
|
| 361 |
+
|
| 362 |
+
ULyraCharacterMovementComponent* LyraMoveComp = CastChecked<ULyraCharacterMovementComponent>(GetCharacterMovement());
|
| 363 |
+
LyraMoveComp->StopMovementImmediately();
|
| 364 |
+
LyraMoveComp->DisableMovement();
|
| 365 |
+
}
|
| 366 |
+
|
| 367 |
+
void ALyraCharacter::DestroyDueToDeath()
|
| 368 |
+
{
|
| 369 |
+
K2_OnDeathFinished();
|
| 370 |
+
|
| 371 |
+
UninitAndDestroy();
|
| 372 |
+
}
|
| 373 |
+
|
| 374 |
+
|
| 375 |
+
void ALyraCharacter::UninitAndDestroy()
|
| 376 |
+
{
|
| 377 |
+
if (GetLocalRole() == ROLE_Authority)
|
| 378 |
+
{
|
| 379 |
+
DetachFromControllerPendingDestroy();
|
| 380 |
+
SetLifeSpan(0.1f);
|
| 381 |
+
}
|
| 382 |
+
|
| 383 |
+
// Uninitialize the ASC if we're still the avatar actor (otherwise another pawn already did it when they became the avatar actor)
|
| 384 |
+
if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent())
|
| 385 |
+
{
|
| 386 |
+
if (LyraASC->GetAvatarActor() == this)
|
| 387 |
+
{
|
| 388 |
+
PawnExtComponent->UninitializeAbilitySystem();
|
| 389 |
+
}
|
| 390 |
+
}
|
| 391 |
+
|
| 392 |
+
SetActorHiddenInGame(true);
|
| 393 |
+
}
|
| 394 |
+
|
| 395 |
+
void ALyraCharacter::OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode)
|
| 396 |
+
{
|
| 397 |
+
Super::OnMovementModeChanged(PrevMovementMode, PreviousCustomMode);
|
| 398 |
+
|
| 399 |
+
ULyraCharacterMovementComponent* LyraMoveComp = CastChecked<ULyraCharacterMovementComponent>(GetCharacterMovement());
|
| 400 |
+
|
| 401 |
+
SetMovementModeTag(PrevMovementMode, PreviousCustomMode, false);
|
| 402 |
+
SetMovementModeTag(LyraMoveComp->MovementMode, LyraMoveComp->CustomMovementMode, true);
|
| 403 |
+
}
|
| 404 |
+
|
| 405 |
+
void ALyraCharacter::SetMovementModeTag(EMovementMode MovementMode, uint8 CustomMovementMode, bool bTagEnabled)
|
| 406 |
+
{
|
| 407 |
+
if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent())
|
| 408 |
+
{
|
| 409 |
+
const FGameplayTag* MovementModeTag = nullptr;
|
| 410 |
+
if (MovementMode == MOVE_Custom)
|
| 411 |
+
{
|
| 412 |
+
MovementModeTag = LyraGameplayTags::CustomMovementModeTagMap.Find(CustomMovementMode);
|
| 413 |
+
}
|
| 414 |
+
else
|
| 415 |
+
{
|
| 416 |
+
MovementModeTag = LyraGameplayTags::MovementModeTagMap.Find(MovementMode);
|
| 417 |
+
}
|
| 418 |
+
|
| 419 |
+
if (MovementModeTag && MovementModeTag->IsValid())
|
| 420 |
+
{
|
| 421 |
+
LyraASC->SetLooseGameplayTagCount(*MovementModeTag, (bTagEnabled ? 1 : 0));
|
| 422 |
+
}
|
| 423 |
+
}
|
| 424 |
+
}
|
| 425 |
+
|
| 426 |
+
void ALyraCharacter::ToggleCrouch()
|
| 427 |
+
{
|
| 428 |
+
const ULyraCharacterMovementComponent* LyraMoveComp = CastChecked<ULyraCharacterMovementComponent>(GetCharacterMovement());
|
| 429 |
+
|
| 430 |
+
if (IsCrouched() || LyraMoveComp->bWantsToCrouch)
|
| 431 |
+
{
|
| 432 |
+
UnCrouch();
|
| 433 |
+
}
|
| 434 |
+
else if (LyraMoveComp->IsMovingOnGround())
|
| 435 |
+
{
|
| 436 |
+
Crouch();
|
| 437 |
+
}
|
| 438 |
+
}
|
| 439 |
+
|
| 440 |
+
void ALyraCharacter::OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
|
| 441 |
+
{
|
| 442 |
+
if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent())
|
| 443 |
+
{
|
| 444 |
+
LyraASC->SetLooseGameplayTagCount(LyraGameplayTags::Status_Crouching, 1);
|
| 445 |
+
}
|
| 446 |
+
|
| 447 |
+
|
| 448 |
+
Super::OnStartCrouch(HalfHeightAdjust, ScaledHalfHeightAdjust);
|
| 449 |
+
}
|
| 450 |
+
|
| 451 |
+
void ALyraCharacter::OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
|
| 452 |
+
{
|
| 453 |
+
if (ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent())
|
| 454 |
+
{
|
| 455 |
+
LyraASC->SetLooseGameplayTagCount(LyraGameplayTags::Status_Crouching, 0);
|
| 456 |
+
}
|
| 457 |
+
|
| 458 |
+
Super::OnEndCrouch(HalfHeightAdjust, ScaledHalfHeightAdjust);
|
| 459 |
+
}
|
| 460 |
+
|
| 461 |
+
bool ALyraCharacter::CanJumpInternal_Implementation() const
|
| 462 |
+
{
|
| 463 |
+
// same as ACharacter's implementation but without the crouch check
|
| 464 |
+
return JumpIsAllowedInternal();
|
| 465 |
+
}
|
| 466 |
+
|
| 467 |
+
void ALyraCharacter::OnRep_ReplicatedAcceleration()
|
| 468 |
+
{
|
| 469 |
+
if (ULyraCharacterMovementComponent* LyraMovementComponent = Cast<ULyraCharacterMovementComponent>(GetCharacterMovement()))
|
| 470 |
+
{
|
| 471 |
+
// Decompress Acceleration
|
| 472 |
+
const double MaxAccel = LyraMovementComponent->MaxAcceleration;
|
| 473 |
+
const double AccelXYMagnitude = double(ReplicatedAcceleration.AccelXYMagnitude) * MaxAccel / 255.0; // [0, 255] -> [0, MaxAccel]
|
| 474 |
+
const double AccelXYRadians = double(ReplicatedAcceleration.AccelXYRadians) * TWO_PI / 255.0; // [0, 255] -> [0, 2PI]
|
| 475 |
+
|
| 476 |
+
FVector UnpackedAcceleration(FVector::ZeroVector);
|
| 477 |
+
FMath::PolarToCartesian(AccelXYMagnitude, AccelXYRadians, UnpackedAcceleration.X, UnpackedAcceleration.Y);
|
| 478 |
+
UnpackedAcceleration.Z = double(ReplicatedAcceleration.AccelZ) * MaxAccel / 127.0; // [-127, 127] -> [-MaxAccel, MaxAccel]
|
| 479 |
+
|
| 480 |
+
LyraMovementComponent->SetReplicatedAcceleration(UnpackedAcceleration);
|
| 481 |
+
}
|
| 482 |
+
}
|
| 483 |
+
|
| 484 |
+
void ALyraCharacter::SetGenericTeamId(const FGenericTeamId& NewTeamID)
|
| 485 |
+
{
|
| 486 |
+
if (GetController() == nullptr)
|
| 487 |
+
{
|
| 488 |
+
if (HasAuthority())
|
| 489 |
+
{
|
| 490 |
+
const FGenericTeamId OldTeamID = MyTeamID;
|
| 491 |
+
MyTeamID = NewTeamID;
|
| 492 |
+
ConditionalBroadcastTeamChanged(this, OldTeamID, MyTeamID);
|
| 493 |
+
}
|
| 494 |
+
else
|
| 495 |
+
{
|
| 496 |
+
UE_LOG(LogLyraTeams, Error, TEXT("You can't set the team ID on a character (%s) except on the authority"), *GetPathNameSafe(this));
|
| 497 |
+
}
|
| 498 |
+
}
|
| 499 |
+
else
|
| 500 |
+
{
|
| 501 |
+
UE_LOG(LogLyraTeams, Error, TEXT("You can't set the team ID on a possessed character (%s); it's driven by the associated controller"), *GetPathNameSafe(this));
|
| 502 |
+
}
|
| 503 |
+
}
|
| 504 |
+
|
| 505 |
+
FGenericTeamId ALyraCharacter::GetGenericTeamId() const
|
| 506 |
+
{
|
| 507 |
+
return MyTeamID;
|
| 508 |
+
}
|
| 509 |
+
|
| 510 |
+
FOnLyraTeamIndexChangedDelegate* ALyraCharacter::GetOnTeamIndexChangedDelegate()
|
| 511 |
+
{
|
| 512 |
+
return &OnTeamChangedDelegate;
|
| 513 |
+
}
|
| 514 |
+
|
| 515 |
+
void ALyraCharacter::OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam)
|
| 516 |
+
{
|
| 517 |
+
const FGenericTeamId MyOldTeamID = MyTeamID;
|
| 518 |
+
MyTeamID = IntegerToGenericTeamId(NewTeam);
|
| 519 |
+
ConditionalBroadcastTeamChanged(this, MyOldTeamID, MyTeamID);
|
| 520 |
+
}
|
| 521 |
+
|
| 522 |
+
void ALyraCharacter::OnRep_MyTeamID(FGenericTeamId OldTeamID)
|
| 523 |
+
{
|
| 524 |
+
ConditionalBroadcastTeamChanged(this, OldTeamID, MyTeamID);
|
| 525 |
+
}
|
| 526 |
+
|
| 527 |
+
bool ALyraCharacter::UpdateSharedReplication()
|
| 528 |
+
{
|
| 529 |
+
if (GetLocalRole() == ROLE_Authority)
|
| 530 |
+
{
|
| 531 |
+
FSharedRepMovement SharedMovement;
|
| 532 |
+
if (SharedMovement.FillForCharacter(this))
|
| 533 |
+
{
|
| 534 |
+
// Only call FastSharedReplication if data has changed since the last frame.
|
| 535 |
+
// Skipping this call will cause replication to reuse the same bunch that we previously
|
| 536 |
+
// produced, but not send it to clients that already received. (But a new client who has not received
|
| 537 |
+
// it, will get it this frame)
|
| 538 |
+
if (!SharedMovement.Equals(LastSharedReplication, this))
|
| 539 |
+
{
|
| 540 |
+
LastSharedReplication = SharedMovement;
|
| 541 |
+
SetReplicatedMovementMode(SharedMovement.RepMovementMode);
|
| 542 |
+
|
| 543 |
+
FastSharedReplication(SharedMovement);
|
| 544 |
+
}
|
| 545 |
+
return true;
|
| 546 |
+
}
|
| 547 |
+
}
|
| 548 |
+
|
| 549 |
+
// We cannot fastrep right now. Don't send anything.
|
| 550 |
+
return false;
|
| 551 |
+
}
|
| 552 |
+
|
| 553 |
+
void ALyraCharacter::FastSharedReplication_Implementation(const FSharedRepMovement& SharedRepMovement)
|
| 554 |
+
{
|
| 555 |
+
if (GetWorld()->IsPlayingReplay())
|
| 556 |
+
{
|
| 557 |
+
return;
|
| 558 |
+
}
|
| 559 |
+
|
| 560 |
+
// Timestamp is checked to reject old moves.
|
| 561 |
+
if (GetLocalRole() == ROLE_SimulatedProxy)
|
| 562 |
+
{
|
| 563 |
+
// Timestamp
|
| 564 |
+
SetReplicatedServerLastTransformUpdateTimeStamp(SharedRepMovement.RepTimeStamp);
|
| 565 |
+
|
| 566 |
+
// Movement mode
|
| 567 |
+
if (GetReplicatedMovementMode() != SharedRepMovement.RepMovementMode)
|
| 568 |
+
{
|
| 569 |
+
SetReplicatedMovementMode(SharedRepMovement.RepMovementMode);
|
| 570 |
+
GetCharacterMovement()->bNetworkMovementModeChanged = true;
|
| 571 |
+
GetCharacterMovement()->bNetworkUpdateReceived = true;
|
| 572 |
+
}
|
| 573 |
+
|
| 574 |
+
// Location, Rotation, Velocity, etc.
|
| 575 |
+
FRepMovement& MutableRepMovement = GetReplicatedMovement_Mutable();
|
| 576 |
+
MutableRepMovement = SharedRepMovement.RepMovement;
|
| 577 |
+
|
| 578 |
+
// This also sets LastRepMovement
|
| 579 |
+
OnRep_ReplicatedMovement();
|
| 580 |
+
|
| 581 |
+
// Jump force
|
| 582 |
+
SetProxyIsJumpForceApplied(SharedRepMovement.bProxyIsJumpForceApplied);
|
| 583 |
+
|
| 584 |
+
// Crouch
|
| 585 |
+
if (IsCrouched() != SharedRepMovement.bIsCrouched)
|
| 586 |
+
{
|
| 587 |
+
SetIsCrouched(SharedRepMovement.bIsCrouched);
|
| 588 |
+
OnRep_IsCrouched();
|
| 589 |
+
}
|
| 590 |
+
}
|
| 591 |
+
}
|
| 592 |
+
|
| 593 |
+
FSharedRepMovement::FSharedRepMovement()
|
| 594 |
+
{
|
| 595 |
+
RepMovement.LocationQuantizationLevel = EVectorQuantization::RoundTwoDecimals;
|
| 596 |
+
}
|
| 597 |
+
|
| 598 |
+
bool FSharedRepMovement::FillForCharacter(ACharacter* Character)
|
| 599 |
+
{
|
| 600 |
+
if (USceneComponent* PawnRootComponent = Character->GetRootComponent())
|
| 601 |
+
{
|
| 602 |
+
UCharacterMovementComponent* CharacterMovement = Character->GetCharacterMovement();
|
| 603 |
+
|
| 604 |
+
RepMovement.Location = FRepMovement::RebaseOntoZeroOrigin(PawnRootComponent->GetComponentLocation(), Character);
|
| 605 |
+
RepMovement.Rotation = PawnRootComponent->GetComponentRotation();
|
| 606 |
+
RepMovement.LinearVelocity = CharacterMovement->Velocity;
|
| 607 |
+
RepMovementMode = CharacterMovement->PackNetworkMovementMode();
|
| 608 |
+
bProxyIsJumpForceApplied = Character->GetProxyIsJumpForceApplied() || (Character->JumpForceTimeRemaining > 0.0f);
|
| 609 |
+
bIsCrouched = Character->IsCrouched();
|
| 610 |
+
|
| 611 |
+
// Timestamp is sent as zero if unused
|
| 612 |
+
if ((CharacterMovement->NetworkSmoothingMode == ENetworkSmoothingMode::Linear) || CharacterMovement->bNetworkAlwaysReplicateTransformUpdateTimestamp)
|
| 613 |
+
{
|
| 614 |
+
RepTimeStamp = CharacterMovement->GetServerLastTransformUpdateTimeStamp();
|
| 615 |
+
}
|
| 616 |
+
else
|
| 617 |
+
{
|
| 618 |
+
RepTimeStamp = 0.f;
|
| 619 |
+
}
|
| 620 |
+
|
| 621 |
+
return true;
|
| 622 |
+
}
|
| 623 |
+
return false;
|
| 624 |
+
}
|
| 625 |
+
|
| 626 |
+
bool FSharedRepMovement::Equals(const FSharedRepMovement& Other, ACharacter* Character) const
|
| 627 |
+
{
|
| 628 |
+
if (RepMovement.Location != Other.RepMovement.Location)
|
| 629 |
+
{
|
| 630 |
+
return false;
|
| 631 |
+
}
|
| 632 |
+
|
| 633 |
+
if (RepMovement.Rotation != Other.RepMovement.Rotation)
|
| 634 |
+
{
|
| 635 |
+
return false;
|
| 636 |
+
}
|
| 637 |
+
|
| 638 |
+
if (RepMovement.LinearVelocity != Other.RepMovement.LinearVelocity)
|
| 639 |
+
{
|
| 640 |
+
return false;
|
| 641 |
+
}
|
| 642 |
+
|
| 643 |
+
if (RepMovementMode != Other.RepMovementMode)
|
| 644 |
+
{
|
| 645 |
+
return false;
|
| 646 |
+
}
|
| 647 |
+
|
| 648 |
+
if (bProxyIsJumpForceApplied != Other.bProxyIsJumpForceApplied)
|
| 649 |
+
{
|
| 650 |
+
return false;
|
| 651 |
+
}
|
| 652 |
+
|
| 653 |
+
if (bIsCrouched != Other.bIsCrouched)
|
| 654 |
+
{
|
| 655 |
+
return false;
|
| 656 |
+
}
|
| 657 |
+
|
| 658 |
+
return true;
|
| 659 |
+
}
|
| 660 |
+
|
| 661 |
+
bool FSharedRepMovement::NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess)
|
| 662 |
+
{
|
| 663 |
+
bOutSuccess = true;
|
| 664 |
+
RepMovement.NetSerialize(Ar, Map, bOutSuccess);
|
| 665 |
+
Ar << RepMovementMode;
|
| 666 |
+
Ar << bProxyIsJumpForceApplied;
|
| 667 |
+
Ar << bIsCrouched;
|
| 668 |
+
|
| 669 |
+
// Timestamp, if non-zero.
|
| 670 |
+
uint8 bHasTimeStamp = (RepTimeStamp != 0.f);
|
| 671 |
+
Ar.SerializeBits(&bHasTimeStamp, 1);
|
| 672 |
+
if (bHasTimeStamp)
|
| 673 |
+
{
|
| 674 |
+
Ar << RepTimeStamp;
|
| 675 |
+
}
|
| 676 |
+
else
|
| 677 |
+
{
|
| 678 |
+
RepTimeStamp = 0.f;
|
| 679 |
+
}
|
| 680 |
+
|
| 681 |
+
return true;
|
| 682 |
+
}
|
LyraStarterGame/Source/LyraGame/Character/LyraCharacter.h
ADDED
|
@@ -0,0 +1,231 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystemInterface.h"
|
| 6 |
+
#include "GameplayCueInterface.h"
|
| 7 |
+
#include "GameplayTagAssetInterface.h"
|
| 8 |
+
#include "ModularCharacter.h"
|
| 9 |
+
#include "Teams/LyraTeamAgentInterface.h"
|
| 10 |
+
|
| 11 |
+
#include "LyraCharacter.generated.h"
|
| 12 |
+
|
| 13 |
+
#define UE_API LYRAGAME_API
|
| 14 |
+
|
| 15 |
+
class AActor;
|
| 16 |
+
class AController;
|
| 17 |
+
class ALyraPlayerController;
|
| 18 |
+
class ALyraPlayerState;
|
| 19 |
+
class FLifetimeProperty;
|
| 20 |
+
class IRepChangedPropertyTracker;
|
| 21 |
+
class UAbilitySystemComponent;
|
| 22 |
+
class UInputComponent;
|
| 23 |
+
class ULyraAbilitySystemComponent;
|
| 24 |
+
class ULyraCameraComponent;
|
| 25 |
+
class ULyraHealthComponent;
|
| 26 |
+
class ULyraPawnExtensionComponent;
|
| 27 |
+
class UObject;
|
| 28 |
+
struct FFrame;
|
| 29 |
+
struct FGameplayTag;
|
| 30 |
+
struct FGameplayTagContainer;
|
| 31 |
+
|
| 32 |
+
|
| 33 |
+
/**
|
| 34 |
+
* FLyraReplicatedAcceleration: Compressed representation of acceleration
|
| 35 |
+
*/
|
| 36 |
+
USTRUCT()
|
| 37 |
+
struct FLyraReplicatedAcceleration
|
| 38 |
+
{
|
| 39 |
+
GENERATED_BODY()
|
| 40 |
+
|
| 41 |
+
UPROPERTY()
|
| 42 |
+
uint8 AccelXYRadians = 0; // Direction of XY accel component, quantized to represent [0, 2*pi]
|
| 43 |
+
|
| 44 |
+
UPROPERTY()
|
| 45 |
+
uint8 AccelXYMagnitude = 0; //Accel rate of XY component, quantized to represent [0, MaxAcceleration]
|
| 46 |
+
|
| 47 |
+
UPROPERTY()
|
| 48 |
+
int8 AccelZ = 0; // Raw Z accel rate component, quantized to represent [-MaxAcceleration, MaxAcceleration]
|
| 49 |
+
};
|
| 50 |
+
|
| 51 |
+
/** The type we use to send FastShared movement updates. */
|
| 52 |
+
USTRUCT()
|
| 53 |
+
struct FSharedRepMovement
|
| 54 |
+
{
|
| 55 |
+
GENERATED_BODY()
|
| 56 |
+
|
| 57 |
+
FSharedRepMovement();
|
| 58 |
+
|
| 59 |
+
bool FillForCharacter(ACharacter* Character);
|
| 60 |
+
bool Equals(const FSharedRepMovement& Other, ACharacter* Character) const;
|
| 61 |
+
|
| 62 |
+
bool NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess);
|
| 63 |
+
|
| 64 |
+
UPROPERTY(Transient)
|
| 65 |
+
FRepMovement RepMovement;
|
| 66 |
+
|
| 67 |
+
UPROPERTY(Transient)
|
| 68 |
+
float RepTimeStamp = 0.0f;
|
| 69 |
+
|
| 70 |
+
UPROPERTY(Transient)
|
| 71 |
+
uint8 RepMovementMode = 0;
|
| 72 |
+
|
| 73 |
+
UPROPERTY(Transient)
|
| 74 |
+
bool bProxyIsJumpForceApplied = false;
|
| 75 |
+
|
| 76 |
+
UPROPERTY(Transient)
|
| 77 |
+
bool bIsCrouched = false;
|
| 78 |
+
};
|
| 79 |
+
|
| 80 |
+
template<>
|
| 81 |
+
struct TStructOpsTypeTraits<FSharedRepMovement> : public TStructOpsTypeTraitsBase2<FSharedRepMovement>
|
| 82 |
+
{
|
| 83 |
+
enum
|
| 84 |
+
{
|
| 85 |
+
WithNetSerializer = true,
|
| 86 |
+
WithNetSharedSerialization = true,
|
| 87 |
+
};
|
| 88 |
+
};
|
| 89 |
+
|
| 90 |
+
/**
|
| 91 |
+
* ALyraCharacter
|
| 92 |
+
*
|
| 93 |
+
* The base character pawn class used by this project.
|
| 94 |
+
* Responsible for sending events to pawn components.
|
| 95 |
+
* New behavior should be added via pawn components when possible.
|
| 96 |
+
*/
|
| 97 |
+
UCLASS(MinimalAPI, Config = Game, Meta = (ShortTooltip = "The base character pawn class used by this project."))
|
| 98 |
+
class ALyraCharacter : public AModularCharacter, public IAbilitySystemInterface, public IGameplayCueInterface, public IGameplayTagAssetInterface, public ILyraTeamAgentInterface
|
| 99 |
+
{
|
| 100 |
+
GENERATED_BODY()
|
| 101 |
+
|
| 102 |
+
public:
|
| 103 |
+
|
| 104 |
+
UE_API ALyraCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
|
| 105 |
+
|
| 106 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|Character")
|
| 107 |
+
UE_API ALyraPlayerController* GetLyraPlayerController() const;
|
| 108 |
+
|
| 109 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|Character")
|
| 110 |
+
UE_API ALyraPlayerState* GetLyraPlayerState() const;
|
| 111 |
+
|
| 112 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|Character")
|
| 113 |
+
UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponent() const;
|
| 114 |
+
UE_API virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
|
| 115 |
+
|
| 116 |
+
UE_API virtual void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override;
|
| 117 |
+
UE_API virtual bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override;
|
| 118 |
+
UE_API virtual bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override;
|
| 119 |
+
UE_API virtual bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override;
|
| 120 |
+
|
| 121 |
+
UE_API void ToggleCrouch();
|
| 122 |
+
|
| 123 |
+
//~AActor interface
|
| 124 |
+
UE_API virtual void PreInitializeComponents() override;
|
| 125 |
+
UE_API virtual void BeginPlay() override;
|
| 126 |
+
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
| 127 |
+
UE_API virtual void Reset() override;
|
| 128 |
+
UE_API virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
| 129 |
+
UE_API virtual void PreReplication(IRepChangedPropertyTracker& ChangedPropertyTracker) override;
|
| 130 |
+
//~End of AActor interface
|
| 131 |
+
|
| 132 |
+
//~APawn interface
|
| 133 |
+
UE_API virtual void NotifyControllerChanged() override;
|
| 134 |
+
//~End of APawn interface
|
| 135 |
+
|
| 136 |
+
//~ILyraTeamAgentInterface interface
|
| 137 |
+
UE_API virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
|
| 138 |
+
UE_API virtual FGenericTeamId GetGenericTeamId() const override;
|
| 139 |
+
UE_API virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override;
|
| 140 |
+
//~End of ILyraTeamAgentInterface interface
|
| 141 |
+
|
| 142 |
+
/** RPCs that is called on frames when default property replication is skipped. This replicates a single movement update to everyone. */
|
| 143 |
+
UFUNCTION(NetMulticast, unreliable)
|
| 144 |
+
UE_API void FastSharedReplication(const FSharedRepMovement& SharedRepMovement);
|
| 145 |
+
|
| 146 |
+
// Last FSharedRepMovement we sent, to avoid sending repeatedly.
|
| 147 |
+
FSharedRepMovement LastSharedReplication;
|
| 148 |
+
|
| 149 |
+
UE_API virtual bool UpdateSharedReplication();
|
| 150 |
+
|
| 151 |
+
protected:
|
| 152 |
+
|
| 153 |
+
UE_API virtual void OnAbilitySystemInitialized();
|
| 154 |
+
UE_API virtual void OnAbilitySystemUninitialized();
|
| 155 |
+
|
| 156 |
+
UE_API virtual void PossessedBy(AController* NewController) override;
|
| 157 |
+
UE_API virtual void UnPossessed() override;
|
| 158 |
+
|
| 159 |
+
UE_API virtual void OnRep_Controller() override;
|
| 160 |
+
UE_API virtual void OnRep_PlayerState() override;
|
| 161 |
+
|
| 162 |
+
UE_API virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
|
| 163 |
+
|
| 164 |
+
UE_API void InitializeGameplayTags();
|
| 165 |
+
|
| 166 |
+
UE_API virtual void FellOutOfWorld(const class UDamageType& dmgType) override;
|
| 167 |
+
|
| 168 |
+
// Begins the death sequence for the character (disables collision, disables movement, etc...)
|
| 169 |
+
UFUNCTION()
|
| 170 |
+
UE_API virtual void OnDeathStarted(AActor* OwningActor);
|
| 171 |
+
|
| 172 |
+
// Ends the death sequence for the character (detaches controller, destroys pawn, etc...)
|
| 173 |
+
UFUNCTION()
|
| 174 |
+
UE_API virtual void OnDeathFinished(AActor* OwningActor);
|
| 175 |
+
|
| 176 |
+
UE_API void DisableMovementAndCollision();
|
| 177 |
+
UE_API void DestroyDueToDeath();
|
| 178 |
+
UE_API void UninitAndDestroy();
|
| 179 |
+
|
| 180 |
+
// Called when the death sequence for the character has completed
|
| 181 |
+
UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName="OnDeathFinished"))
|
| 182 |
+
UE_API void K2_OnDeathFinished();
|
| 183 |
+
|
| 184 |
+
UE_API virtual void OnMovementModeChanged(EMovementMode PrevMovementMode, uint8 PreviousCustomMode) override;
|
| 185 |
+
UE_API void SetMovementModeTag(EMovementMode MovementMode, uint8 CustomMovementMode, bool bTagEnabled);
|
| 186 |
+
|
| 187 |
+
UE_API virtual void OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust) override;
|
| 188 |
+
UE_API virtual void OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust) override;
|
| 189 |
+
|
| 190 |
+
UE_API virtual bool CanJumpInternal_Implementation() const;
|
| 191 |
+
|
| 192 |
+
private:
|
| 193 |
+
|
| 194 |
+
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true"))
|
| 195 |
+
TObjectPtr<ULyraPawnExtensionComponent> PawnExtComponent;
|
| 196 |
+
|
| 197 |
+
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true"))
|
| 198 |
+
TObjectPtr<ULyraHealthComponent> HealthComponent;
|
| 199 |
+
|
| 200 |
+
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Lyra|Character", Meta = (AllowPrivateAccess = "true"))
|
| 201 |
+
TObjectPtr<ULyraCameraComponent> CameraComponent;
|
| 202 |
+
|
| 203 |
+
UPROPERTY(Transient, ReplicatedUsing = OnRep_ReplicatedAcceleration)
|
| 204 |
+
FLyraReplicatedAcceleration ReplicatedAcceleration;
|
| 205 |
+
|
| 206 |
+
UPROPERTY(ReplicatedUsing = OnRep_MyTeamID)
|
| 207 |
+
FGenericTeamId MyTeamID;
|
| 208 |
+
|
| 209 |
+
UPROPERTY()
|
| 210 |
+
FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate;
|
| 211 |
+
|
| 212 |
+
protected:
|
| 213 |
+
// Called to determine what happens to the team ID when possession ends
|
| 214 |
+
virtual FGenericTeamId DetermineNewTeamAfterPossessionEnds(FGenericTeamId OldTeamID) const
|
| 215 |
+
{
|
| 216 |
+
// This could be changed to return, e.g., OldTeamID if you want to keep it assigned afterwards, or return an ID for some neutral faction, or etc...
|
| 217 |
+
return FGenericTeamId::NoTeam;
|
| 218 |
+
}
|
| 219 |
+
|
| 220 |
+
private:
|
| 221 |
+
UFUNCTION()
|
| 222 |
+
UE_API void OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam);
|
| 223 |
+
|
| 224 |
+
UFUNCTION()
|
| 225 |
+
UE_API void OnRep_ReplicatedAcceleration();
|
| 226 |
+
|
| 227 |
+
UFUNCTION()
|
| 228 |
+
UE_API void OnRep_MyTeamID(FGenericTeamId OldTeamID);
|
| 229 |
+
};
|
| 230 |
+
|
| 231 |
+
#undef UE_API
|
LyraStarterGame/Source/LyraGame/Character/LyraCharacterMovementComponent.cpp
ADDED
|
@@ -0,0 +1,131 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraCharacterMovementComponent.h"
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystemComponent.h"
|
| 6 |
+
#include "AbilitySystemGlobals.h"
|
| 7 |
+
#include "Components/CapsuleComponent.h"
|
| 8 |
+
#include "Engine/World.h"
|
| 9 |
+
#include "GameFramework/Character.h"
|
| 10 |
+
|
| 11 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraCharacterMovementComponent)
|
| 12 |
+
|
| 13 |
+
UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_MovementStopped, "Gameplay.MovementStopped");
|
| 14 |
+
|
| 15 |
+
namespace LyraCharacter
|
| 16 |
+
{
|
| 17 |
+
static float GroundTraceDistance = 100000.0f;
|
| 18 |
+
FAutoConsoleVariableRef CVar_GroundTraceDistance(TEXT("LyraCharacter.GroundTraceDistance"), GroundTraceDistance, TEXT("Distance to trace down when generating ground information."), ECVF_Cheat);
|
| 19 |
+
};
|
| 20 |
+
|
| 21 |
+
|
| 22 |
+
ULyraCharacterMovementComponent::ULyraCharacterMovementComponent(const FObjectInitializer& ObjectInitializer)
|
| 23 |
+
: Super(ObjectInitializer)
|
| 24 |
+
{
|
| 25 |
+
}
|
| 26 |
+
|
| 27 |
+
void ULyraCharacterMovementComponent::SimulateMovement(float DeltaTime)
|
| 28 |
+
{
|
| 29 |
+
if (bHasReplicatedAcceleration)
|
| 30 |
+
{
|
| 31 |
+
// Preserve our replicated acceleration
|
| 32 |
+
const FVector OriginalAcceleration = Acceleration;
|
| 33 |
+
Super::SimulateMovement(DeltaTime);
|
| 34 |
+
Acceleration = OriginalAcceleration;
|
| 35 |
+
}
|
| 36 |
+
else
|
| 37 |
+
{
|
| 38 |
+
Super::SimulateMovement(DeltaTime);
|
| 39 |
+
}
|
| 40 |
+
}
|
| 41 |
+
|
| 42 |
+
bool ULyraCharacterMovementComponent::CanAttemptJump() const
|
| 43 |
+
{
|
| 44 |
+
// Same as UCharacterMovementComponent's implementation but without the crouch check
|
| 45 |
+
return IsJumpAllowed() &&
|
| 46 |
+
(IsMovingOnGround() || IsFalling()); // Falling included for double-jump and non-zero jump hold time, but validated by character.
|
| 47 |
+
}
|
| 48 |
+
|
| 49 |
+
void ULyraCharacterMovementComponent::InitializeComponent()
|
| 50 |
+
{
|
| 51 |
+
Super::InitializeComponent();
|
| 52 |
+
}
|
| 53 |
+
|
| 54 |
+
const FLyraCharacterGroundInfo& ULyraCharacterMovementComponent::GetGroundInfo()
|
| 55 |
+
{
|
| 56 |
+
if (!CharacterOwner || (GFrameCounter == CachedGroundInfo.LastUpdateFrame))
|
| 57 |
+
{
|
| 58 |
+
return CachedGroundInfo;
|
| 59 |
+
}
|
| 60 |
+
|
| 61 |
+
if (MovementMode == MOVE_Walking)
|
| 62 |
+
{
|
| 63 |
+
CachedGroundInfo.GroundHitResult = CurrentFloor.HitResult;
|
| 64 |
+
CachedGroundInfo.GroundDistance = 0.0f;
|
| 65 |
+
}
|
| 66 |
+
else
|
| 67 |
+
{
|
| 68 |
+
const UCapsuleComponent* CapsuleComp = CharacterOwner->GetCapsuleComponent();
|
| 69 |
+
check(CapsuleComp);
|
| 70 |
+
|
| 71 |
+
const float CapsuleHalfHeight = CapsuleComp->GetUnscaledCapsuleHalfHeight();
|
| 72 |
+
const ECollisionChannel CollisionChannel = (UpdatedComponent ? UpdatedComponent->GetCollisionObjectType() : ECC_Pawn);
|
| 73 |
+
const FVector TraceStart(GetActorLocation());
|
| 74 |
+
const FVector TraceEnd(TraceStart.X, TraceStart.Y, (TraceStart.Z - LyraCharacter::GroundTraceDistance - CapsuleHalfHeight));
|
| 75 |
+
|
| 76 |
+
FCollisionQueryParams QueryParams(SCENE_QUERY_STAT(LyraCharacterMovementComponent_GetGroundInfo), false, CharacterOwner);
|
| 77 |
+
FCollisionResponseParams ResponseParam;
|
| 78 |
+
InitCollisionParams(QueryParams, ResponseParam);
|
| 79 |
+
|
| 80 |
+
FHitResult HitResult;
|
| 81 |
+
GetWorld()->LineTraceSingleByChannel(HitResult, TraceStart, TraceEnd, CollisionChannel, QueryParams, ResponseParam);
|
| 82 |
+
|
| 83 |
+
CachedGroundInfo.GroundHitResult = HitResult;
|
| 84 |
+
CachedGroundInfo.GroundDistance = LyraCharacter::GroundTraceDistance;
|
| 85 |
+
|
| 86 |
+
if (MovementMode == MOVE_NavWalking)
|
| 87 |
+
{
|
| 88 |
+
CachedGroundInfo.GroundDistance = 0.0f;
|
| 89 |
+
}
|
| 90 |
+
else if (HitResult.bBlockingHit)
|
| 91 |
+
{
|
| 92 |
+
CachedGroundInfo.GroundDistance = FMath::Max((HitResult.Distance - CapsuleHalfHeight), 0.0f);
|
| 93 |
+
}
|
| 94 |
+
}
|
| 95 |
+
|
| 96 |
+
CachedGroundInfo.LastUpdateFrame = GFrameCounter;
|
| 97 |
+
|
| 98 |
+
return CachedGroundInfo;
|
| 99 |
+
}
|
| 100 |
+
|
| 101 |
+
void ULyraCharacterMovementComponent::SetReplicatedAcceleration(const FVector& InAcceleration)
|
| 102 |
+
{
|
| 103 |
+
bHasReplicatedAcceleration = true;
|
| 104 |
+
Acceleration = InAcceleration;
|
| 105 |
+
}
|
| 106 |
+
|
| 107 |
+
FRotator ULyraCharacterMovementComponent::GetDeltaRotation(float DeltaTime) const
|
| 108 |
+
{
|
| 109 |
+
if (UAbilitySystemComponent* ASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetOwner()))
|
| 110 |
+
{
|
| 111 |
+
if (ASC->HasMatchingGameplayTag(TAG_Gameplay_MovementStopped))
|
| 112 |
+
{
|
| 113 |
+
return FRotator(0,0,0);
|
| 114 |
+
}
|
| 115 |
+
}
|
| 116 |
+
|
| 117 |
+
return Super::GetDeltaRotation(DeltaTime);
|
| 118 |
+
}
|
| 119 |
+
|
| 120 |
+
float ULyraCharacterMovementComponent::GetMaxSpeed() const
|
| 121 |
+
{
|
| 122 |
+
if (UAbilitySystemComponent* ASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetOwner()))
|
| 123 |
+
{
|
| 124 |
+
if (ASC->HasMatchingGameplayTag(TAG_Gameplay_MovementStopped))
|
| 125 |
+
{
|
| 126 |
+
return 0;
|
| 127 |
+
}
|
| 128 |
+
}
|
| 129 |
+
|
| 130 |
+
return Super::GetMaxSpeed();
|
| 131 |
+
}
|
LyraStarterGame/Source/LyraGame/Character/LyraCharacterMovementComponent.h
ADDED
|
@@ -0,0 +1,84 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "GameFramework/CharacterMovementComponent.h"
|
| 6 |
+
#include "NativeGameplayTags.h"
|
| 7 |
+
|
| 8 |
+
#include "LyraCharacterMovementComponent.generated.h"
|
| 9 |
+
|
| 10 |
+
#define UE_API LYRAGAME_API
|
| 11 |
+
|
| 12 |
+
class UObject;
|
| 13 |
+
struct FFrame;
|
| 14 |
+
|
| 15 |
+
LYRAGAME_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Gameplay_MovementStopped);
|
| 16 |
+
|
| 17 |
+
/**
|
| 18 |
+
* FLyraCharacterGroundInfo
|
| 19 |
+
*
|
| 20 |
+
* Information about the ground under the character. It only gets updated as needed.
|
| 21 |
+
*/
|
| 22 |
+
USTRUCT(BlueprintType)
|
| 23 |
+
struct FLyraCharacterGroundInfo
|
| 24 |
+
{
|
| 25 |
+
GENERATED_BODY()
|
| 26 |
+
|
| 27 |
+
FLyraCharacterGroundInfo()
|
| 28 |
+
: LastUpdateFrame(0)
|
| 29 |
+
, GroundDistance(0.0f)
|
| 30 |
+
{}
|
| 31 |
+
|
| 32 |
+
uint64 LastUpdateFrame;
|
| 33 |
+
|
| 34 |
+
UPROPERTY(BlueprintReadOnly)
|
| 35 |
+
FHitResult GroundHitResult;
|
| 36 |
+
|
| 37 |
+
UPROPERTY(BlueprintReadOnly)
|
| 38 |
+
float GroundDistance;
|
| 39 |
+
};
|
| 40 |
+
|
| 41 |
+
|
| 42 |
+
/**
|
| 43 |
+
* ULyraCharacterMovementComponent
|
| 44 |
+
*
|
| 45 |
+
* The base character movement component class used by this project.
|
| 46 |
+
*/
|
| 47 |
+
UCLASS(MinimalAPI, Config = Game)
|
| 48 |
+
class ULyraCharacterMovementComponent : public UCharacterMovementComponent
|
| 49 |
+
{
|
| 50 |
+
GENERATED_BODY()
|
| 51 |
+
|
| 52 |
+
public:
|
| 53 |
+
|
| 54 |
+
UE_API ULyraCharacterMovementComponent(const FObjectInitializer& ObjectInitializer);
|
| 55 |
+
|
| 56 |
+
UE_API virtual void SimulateMovement(float DeltaTime) override;
|
| 57 |
+
|
| 58 |
+
UE_API virtual bool CanAttemptJump() const override;
|
| 59 |
+
|
| 60 |
+
// Returns the current ground info. Calling this will update the ground info if it's out of date.
|
| 61 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|CharacterMovement")
|
| 62 |
+
UE_API const FLyraCharacterGroundInfo& GetGroundInfo();
|
| 63 |
+
|
| 64 |
+
UE_API void SetReplicatedAcceleration(const FVector& InAcceleration);
|
| 65 |
+
|
| 66 |
+
//~UMovementComponent interface
|
| 67 |
+
UE_API virtual FRotator GetDeltaRotation(float DeltaTime) const override;
|
| 68 |
+
UE_API virtual float GetMaxSpeed() const override;
|
| 69 |
+
//~End of UMovementComponent interface
|
| 70 |
+
|
| 71 |
+
protected:
|
| 72 |
+
|
| 73 |
+
UE_API virtual void InitializeComponent() override;
|
| 74 |
+
|
| 75 |
+
protected:
|
| 76 |
+
|
| 77 |
+
// Cached ground info for the character. Do not access this directly! It's only updated when accessed via GetGroundInfo().
|
| 78 |
+
FLyraCharacterGroundInfo CachedGroundInfo;
|
| 79 |
+
|
| 80 |
+
UPROPERTY(Transient)
|
| 81 |
+
bool bHasReplicatedAcceleration = false;
|
| 82 |
+
};
|
| 83 |
+
|
| 84 |
+
#undef UE_API
|
LyraStarterGame/Source/LyraGame/Character/LyraCharacterWithAbilities.cpp
ADDED
|
@@ -0,0 +1,39 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraCharacterWithAbilities.h"
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystem/Attributes/LyraCombatSet.h"
|
| 6 |
+
#include "AbilitySystem/Attributes/LyraHealthSet.h"
|
| 7 |
+
#include "AbilitySystem/LyraAbilitySystemComponent.h"
|
| 8 |
+
#include "Async/TaskGraphInterfaces.h"
|
| 9 |
+
|
| 10 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraCharacterWithAbilities)
|
| 11 |
+
|
| 12 |
+
ALyraCharacterWithAbilities::ALyraCharacterWithAbilities(const FObjectInitializer& ObjectInitializer)
|
| 13 |
+
: Super(ObjectInitializer)
|
| 14 |
+
{
|
| 15 |
+
AbilitySystemComponent = ObjectInitializer.CreateDefaultSubobject<ULyraAbilitySystemComponent>(this, TEXT("AbilitySystemComponent"));
|
| 16 |
+
AbilitySystemComponent->SetIsReplicated(true);
|
| 17 |
+
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
|
| 18 |
+
|
| 19 |
+
// These attribute sets will be detected by AbilitySystemComponent::InitializeComponent. Keeping a reference so that the sets don't get garbage collected before that.
|
| 20 |
+
HealthSet = CreateDefaultSubobject<ULyraHealthSet>(TEXT("HealthSet"));
|
| 21 |
+
CombatSet = CreateDefaultSubobject<ULyraCombatSet>(TEXT("CombatSet"));
|
| 22 |
+
|
| 23 |
+
// AbilitySystemComponent needs to be updated at a high frequency.
|
| 24 |
+
SetNetUpdateFrequency(100.0f);
|
| 25 |
+
}
|
| 26 |
+
|
| 27 |
+
void ALyraCharacterWithAbilities::PostInitializeComponents()
|
| 28 |
+
{
|
| 29 |
+
Super::PostInitializeComponents();
|
| 30 |
+
|
| 31 |
+
check(AbilitySystemComponent);
|
| 32 |
+
AbilitySystemComponent->InitAbilityActorInfo(this, this);
|
| 33 |
+
}
|
| 34 |
+
|
| 35 |
+
UAbilitySystemComponent* ALyraCharacterWithAbilities::GetAbilitySystemComponent() const
|
| 36 |
+
{
|
| 37 |
+
return AbilitySystemComponent;
|
| 38 |
+
}
|
| 39 |
+
|
LyraStarterGame/Source/LyraGame/Character/LyraCharacterWithAbilities.h
ADDED
|
@@ -0,0 +1,43 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Character/LyraCharacter.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraCharacterWithAbilities.generated.h"
|
| 8 |
+
|
| 9 |
+
#define UE_API LYRAGAME_API
|
| 10 |
+
|
| 11 |
+
class UAbilitySystemComponent;
|
| 12 |
+
class ULyraAbilitySystemComponent;
|
| 13 |
+
class UObject;
|
| 14 |
+
|
| 15 |
+
// ALyraCharacter typically gets the ability system component from the possessing player state
|
| 16 |
+
// This represents a character with a self-contained ability system component.
|
| 17 |
+
UCLASS(MinimalAPI, Blueprintable)
|
| 18 |
+
class ALyraCharacterWithAbilities : public ALyraCharacter
|
| 19 |
+
{
|
| 20 |
+
GENERATED_BODY()
|
| 21 |
+
|
| 22 |
+
public:
|
| 23 |
+
UE_API ALyraCharacterWithAbilities(const FObjectInitializer& ObjectInitializer);
|
| 24 |
+
|
| 25 |
+
UE_API virtual void PostInitializeComponents() override;
|
| 26 |
+
|
| 27 |
+
UE_API virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
|
| 28 |
+
|
| 29 |
+
private:
|
| 30 |
+
|
| 31 |
+
// The ability system component sub-object used by player characters.
|
| 32 |
+
UPROPERTY(VisibleAnywhere, Category = "Lyra|PlayerState")
|
| 33 |
+
TObjectPtr<ULyraAbilitySystemComponent> AbilitySystemComponent;
|
| 34 |
+
|
| 35 |
+
// Health attribute set used by this actor.
|
| 36 |
+
UPROPERTY()
|
| 37 |
+
TObjectPtr<const class ULyraHealthSet> HealthSet;
|
| 38 |
+
// Combat attribute set used by this actor.
|
| 39 |
+
UPROPERTY()
|
| 40 |
+
TObjectPtr<const class ULyraCombatSet> CombatSet;
|
| 41 |
+
};
|
| 42 |
+
|
| 43 |
+
#undef UE_API
|
LyraStarterGame/Source/LyraGame/Character/LyraHealthComponent.cpp
ADDED
|
@@ -0,0 +1,312 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "Character/LyraHealthComponent.h"
|
| 4 |
+
|
| 5 |
+
#include "AbilitySystem/Attributes/LyraAttributeSet.h"
|
| 6 |
+
#include "LyraLogChannels.h"
|
| 7 |
+
#include "System/LyraAssetManager.h"
|
| 8 |
+
#include "System/LyraGameData.h"
|
| 9 |
+
#include "LyraGameplayTags.h"
|
| 10 |
+
#include "Net/UnrealNetwork.h"
|
| 11 |
+
#include "GameplayEffectExtension.h"
|
| 12 |
+
#include "AbilitySystem/LyraAbilitySystemComponent.h"
|
| 13 |
+
#include "AbilitySystem/Attributes/LyraHealthSet.h"
|
| 14 |
+
#include "Messages/LyraVerbMessage.h"
|
| 15 |
+
#include "Messages/LyraVerbMessageHelpers.h"
|
| 16 |
+
#include "GameFramework/GameplayMessageSubsystem.h"
|
| 17 |
+
#include "GameFramework/PlayerState.h"
|
| 18 |
+
#include "Engine/World.h"
|
| 19 |
+
|
| 20 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraHealthComponent)
|
| 21 |
+
|
| 22 |
+
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Elimination_Message, "Lyra.Elimination.Message");
|
| 23 |
+
|
| 24 |
+
|
| 25 |
+
ULyraHealthComponent::ULyraHealthComponent(const FObjectInitializer& ObjectInitializer)
|
| 26 |
+
: Super(ObjectInitializer)
|
| 27 |
+
{
|
| 28 |
+
PrimaryComponentTick.bStartWithTickEnabled = false;
|
| 29 |
+
PrimaryComponentTick.bCanEverTick = false;
|
| 30 |
+
|
| 31 |
+
SetIsReplicatedByDefault(true);
|
| 32 |
+
|
| 33 |
+
AbilitySystemComponent = nullptr;
|
| 34 |
+
HealthSet = nullptr;
|
| 35 |
+
DeathState = ELyraDeathState::NotDead;
|
| 36 |
+
}
|
| 37 |
+
|
| 38 |
+
void ULyraHealthComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
|
| 39 |
+
{
|
| 40 |
+
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
| 41 |
+
|
| 42 |
+
DOREPLIFETIME(ULyraHealthComponent, DeathState);
|
| 43 |
+
}
|
| 44 |
+
|
| 45 |
+
void ULyraHealthComponent::OnUnregister()
|
| 46 |
+
{
|
| 47 |
+
UninitializeFromAbilitySystem();
|
| 48 |
+
|
| 49 |
+
Super::OnUnregister();
|
| 50 |
+
}
|
| 51 |
+
|
| 52 |
+
void ULyraHealthComponent::InitializeWithAbilitySystem(ULyraAbilitySystemComponent* InASC)
|
| 53 |
+
{
|
| 54 |
+
AActor* Owner = GetOwner();
|
| 55 |
+
check(Owner);
|
| 56 |
+
|
| 57 |
+
if (AbilitySystemComponent)
|
| 58 |
+
{
|
| 59 |
+
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Health component for owner [%s] has already been initialized with an ability system."), *GetNameSafe(Owner));
|
| 60 |
+
return;
|
| 61 |
+
}
|
| 62 |
+
|
| 63 |
+
AbilitySystemComponent = InASC;
|
| 64 |
+
if (!AbilitySystemComponent)
|
| 65 |
+
{
|
| 66 |
+
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL ability system."), *GetNameSafe(Owner));
|
| 67 |
+
return;
|
| 68 |
+
}
|
| 69 |
+
|
| 70 |
+
HealthSet = AbilitySystemComponent->GetSet<ULyraHealthSet>();
|
| 71 |
+
if (!HealthSet)
|
| 72 |
+
{
|
| 73 |
+
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL health set on the ability system."), *GetNameSafe(Owner));
|
| 74 |
+
return;
|
| 75 |
+
}
|
| 76 |
+
|
| 77 |
+
// Register to listen for attribute changes.
|
| 78 |
+
HealthSet->OnHealthChanged.AddUObject(this, &ThisClass::HandleHealthChanged);
|
| 79 |
+
HealthSet->OnMaxHealthChanged.AddUObject(this, &ThisClass::HandleMaxHealthChanged);
|
| 80 |
+
HealthSet->OnOutOfHealth.AddUObject(this, &ThisClass::HandleOutOfHealth);
|
| 81 |
+
|
| 82 |
+
// TEMP: Reset attributes to default values. Eventually this will be driven by a spread sheet.
|
| 83 |
+
AbilitySystemComponent->SetNumericAttributeBase(ULyraHealthSet::GetHealthAttribute(), HealthSet->GetMaxHealth());
|
| 84 |
+
|
| 85 |
+
ClearGameplayTags();
|
| 86 |
+
|
| 87 |
+
OnHealthChanged.Broadcast(this, HealthSet->GetHealth(), HealthSet->GetHealth(), nullptr);
|
| 88 |
+
OnMaxHealthChanged.Broadcast(this, HealthSet->GetHealth(), HealthSet->GetHealth(), nullptr);
|
| 89 |
+
}
|
| 90 |
+
|
| 91 |
+
void ULyraHealthComponent::UninitializeFromAbilitySystem()
|
| 92 |
+
{
|
| 93 |
+
ClearGameplayTags();
|
| 94 |
+
|
| 95 |
+
if (HealthSet)
|
| 96 |
+
{
|
| 97 |
+
HealthSet->OnHealthChanged.RemoveAll(this);
|
| 98 |
+
HealthSet->OnMaxHealthChanged.RemoveAll(this);
|
| 99 |
+
HealthSet->OnOutOfHealth.RemoveAll(this);
|
| 100 |
+
}
|
| 101 |
+
|
| 102 |
+
HealthSet = nullptr;
|
| 103 |
+
AbilitySystemComponent = nullptr;
|
| 104 |
+
}
|
| 105 |
+
|
| 106 |
+
void ULyraHealthComponent::ClearGameplayTags()
|
| 107 |
+
{
|
| 108 |
+
if (AbilitySystemComponent)
|
| 109 |
+
{
|
| 110 |
+
AbilitySystemComponent->SetLooseGameplayTagCount(LyraGameplayTags::Status_Death_Dying, 0);
|
| 111 |
+
AbilitySystemComponent->SetLooseGameplayTagCount(LyraGameplayTags::Status_Death_Dead, 0);
|
| 112 |
+
}
|
| 113 |
+
}
|
| 114 |
+
|
| 115 |
+
float ULyraHealthComponent::GetHealth() const
|
| 116 |
+
{
|
| 117 |
+
return (HealthSet ? HealthSet->GetHealth() : 0.0f);
|
| 118 |
+
}
|
| 119 |
+
|
| 120 |
+
float ULyraHealthComponent::GetMaxHealth() const
|
| 121 |
+
{
|
| 122 |
+
return (HealthSet ? HealthSet->GetMaxHealth() : 0.0f);
|
| 123 |
+
}
|
| 124 |
+
|
| 125 |
+
float ULyraHealthComponent::GetHealthNormalized() const
|
| 126 |
+
{
|
| 127 |
+
if (HealthSet)
|
| 128 |
+
{
|
| 129 |
+
const float Health = HealthSet->GetHealth();
|
| 130 |
+
const float MaxHealth = HealthSet->GetMaxHealth();
|
| 131 |
+
|
| 132 |
+
return ((MaxHealth > 0.0f) ? (Health / MaxHealth) : 0.0f);
|
| 133 |
+
}
|
| 134 |
+
|
| 135 |
+
return 0.0f;
|
| 136 |
+
}
|
| 137 |
+
|
| 138 |
+
void ULyraHealthComponent::HandleHealthChanged(AActor* DamageInstigator, AActor* DamageCauser, const FGameplayEffectSpec* DamageEffectSpec, float DamageMagnitude, float OldValue, float NewValue)
|
| 139 |
+
{
|
| 140 |
+
OnHealthChanged.Broadcast(this, OldValue, NewValue, DamageInstigator);
|
| 141 |
+
}
|
| 142 |
+
|
| 143 |
+
void ULyraHealthComponent::HandleMaxHealthChanged(AActor* DamageInstigator, AActor* DamageCauser, const FGameplayEffectSpec* DamageEffectSpec, float DamageMagnitude, float OldValue, float NewValue)
|
| 144 |
+
{
|
| 145 |
+
OnMaxHealthChanged.Broadcast(this, OldValue, NewValue, DamageInstigator);
|
| 146 |
+
}
|
| 147 |
+
|
| 148 |
+
void ULyraHealthComponent::HandleOutOfHealth(AActor* DamageInstigator, AActor* DamageCauser, const FGameplayEffectSpec* DamageEffectSpec, float DamageMagnitude, float OldValue, float NewValue)
|
| 149 |
+
{
|
| 150 |
+
#if WITH_SERVER_CODE
|
| 151 |
+
if (AbilitySystemComponent && DamageEffectSpec)
|
| 152 |
+
{
|
| 153 |
+
// Send the "GameplayEvent.Death" gameplay event through the owner's ability system. This can be used to trigger a death gameplay ability.
|
| 154 |
+
{
|
| 155 |
+
FGameplayEventData Payload;
|
| 156 |
+
Payload.EventTag = LyraGameplayTags::GameplayEvent_Death;
|
| 157 |
+
Payload.Instigator = DamageInstigator;
|
| 158 |
+
Payload.Target = AbilitySystemComponent->GetAvatarActor();
|
| 159 |
+
Payload.OptionalObject = DamageEffectSpec->Def;
|
| 160 |
+
Payload.ContextHandle = DamageEffectSpec->GetEffectContext();
|
| 161 |
+
Payload.InstigatorTags = *DamageEffectSpec->CapturedSourceTags.GetAggregatedTags();
|
| 162 |
+
Payload.TargetTags = *DamageEffectSpec->CapturedTargetTags.GetAggregatedTags();
|
| 163 |
+
Payload.EventMagnitude = DamageMagnitude;
|
| 164 |
+
|
| 165 |
+
FScopedPredictionWindow NewScopedWindow(AbilitySystemComponent, true);
|
| 166 |
+
AbilitySystemComponent->HandleGameplayEvent(Payload.EventTag, &Payload);
|
| 167 |
+
}
|
| 168 |
+
|
| 169 |
+
// Send a standardized verb message that other systems can observe
|
| 170 |
+
{
|
| 171 |
+
FLyraVerbMessage Message;
|
| 172 |
+
Message.Verb = TAG_Lyra_Elimination_Message;
|
| 173 |
+
Message.Instigator = DamageInstigator;
|
| 174 |
+
Message.InstigatorTags = *DamageEffectSpec->CapturedSourceTags.GetAggregatedTags();
|
| 175 |
+
Message.Target = ULyraVerbMessageHelpers::GetPlayerStateFromObject(AbilitySystemComponent->GetAvatarActor());
|
| 176 |
+
Message.TargetTags = *DamageEffectSpec->CapturedTargetTags.GetAggregatedTags();
|
| 177 |
+
//@TODO: Fill out context tags, and any non-ability-system source/instigator tags
|
| 178 |
+
//@TODO: Determine if it's an opposing team kill, self-own, team kill, etc...
|
| 179 |
+
|
| 180 |
+
UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld());
|
| 181 |
+
MessageSystem.BroadcastMessage(Message.Verb, Message);
|
| 182 |
+
}
|
| 183 |
+
|
| 184 |
+
//@TODO: assist messages (could compute from damage dealt elsewhere)?
|
| 185 |
+
}
|
| 186 |
+
|
| 187 |
+
#endif // #if WITH_SERVER_CODE
|
| 188 |
+
}
|
| 189 |
+
|
| 190 |
+
void ULyraHealthComponent::OnRep_DeathState(ELyraDeathState OldDeathState)
|
| 191 |
+
{
|
| 192 |
+
const ELyraDeathState NewDeathState = DeathState;
|
| 193 |
+
|
| 194 |
+
// Revert the death state for now since we rely on StartDeath and FinishDeath to change it.
|
| 195 |
+
DeathState = OldDeathState;
|
| 196 |
+
|
| 197 |
+
if (OldDeathState > NewDeathState)
|
| 198 |
+
{
|
| 199 |
+
// The server is trying to set us back but we've already predicted past the server state.
|
| 200 |
+
UE_LOG(LogLyra, Warning, TEXT("LyraHealthComponent: Predicted past server death state [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
|
| 201 |
+
return;
|
| 202 |
+
}
|
| 203 |
+
|
| 204 |
+
if (OldDeathState == ELyraDeathState::NotDead)
|
| 205 |
+
{
|
| 206 |
+
if (NewDeathState == ELyraDeathState::DeathStarted)
|
| 207 |
+
{
|
| 208 |
+
StartDeath();
|
| 209 |
+
}
|
| 210 |
+
else if (NewDeathState == ELyraDeathState::DeathFinished)
|
| 211 |
+
{
|
| 212 |
+
StartDeath();
|
| 213 |
+
FinishDeath();
|
| 214 |
+
}
|
| 215 |
+
else
|
| 216 |
+
{
|
| 217 |
+
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
|
| 218 |
+
}
|
| 219 |
+
}
|
| 220 |
+
else if (OldDeathState == ELyraDeathState::DeathStarted)
|
| 221 |
+
{
|
| 222 |
+
if (NewDeathState == ELyraDeathState::DeathFinished)
|
| 223 |
+
{
|
| 224 |
+
FinishDeath();
|
| 225 |
+
}
|
| 226 |
+
else
|
| 227 |
+
{
|
| 228 |
+
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
|
| 229 |
+
}
|
| 230 |
+
}
|
| 231 |
+
|
| 232 |
+
ensureMsgf((DeathState == NewDeathState), TEXT("LyraHealthComponent: Death transition failed [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
|
| 233 |
+
}
|
| 234 |
+
|
| 235 |
+
void ULyraHealthComponent::StartDeath()
|
| 236 |
+
{
|
| 237 |
+
if (DeathState != ELyraDeathState::NotDead)
|
| 238 |
+
{
|
| 239 |
+
return;
|
| 240 |
+
}
|
| 241 |
+
|
| 242 |
+
DeathState = ELyraDeathState::DeathStarted;
|
| 243 |
+
|
| 244 |
+
if (AbilitySystemComponent)
|
| 245 |
+
{
|
| 246 |
+
AbilitySystemComponent->SetLooseGameplayTagCount(LyraGameplayTags::Status_Death_Dying, 1);
|
| 247 |
+
}
|
| 248 |
+
|
| 249 |
+
AActor* Owner = GetOwner();
|
| 250 |
+
check(Owner);
|
| 251 |
+
|
| 252 |
+
OnDeathStarted.Broadcast(Owner);
|
| 253 |
+
|
| 254 |
+
Owner->ForceNetUpdate();
|
| 255 |
+
}
|
| 256 |
+
|
| 257 |
+
void ULyraHealthComponent::FinishDeath()
|
| 258 |
+
{
|
| 259 |
+
if (DeathState != ELyraDeathState::DeathStarted)
|
| 260 |
+
{
|
| 261 |
+
return;
|
| 262 |
+
}
|
| 263 |
+
|
| 264 |
+
DeathState = ELyraDeathState::DeathFinished;
|
| 265 |
+
|
| 266 |
+
if (AbilitySystemComponent)
|
| 267 |
+
{
|
| 268 |
+
AbilitySystemComponent->SetLooseGameplayTagCount(LyraGameplayTags::Status_Death_Dead, 1);
|
| 269 |
+
}
|
| 270 |
+
|
| 271 |
+
AActor* Owner = GetOwner();
|
| 272 |
+
check(Owner);
|
| 273 |
+
|
| 274 |
+
OnDeathFinished.Broadcast(Owner);
|
| 275 |
+
|
| 276 |
+
Owner->ForceNetUpdate();
|
| 277 |
+
}
|
| 278 |
+
|
| 279 |
+
void ULyraHealthComponent::DamageSelfDestruct(bool bFellOutOfWorld)
|
| 280 |
+
{
|
| 281 |
+
if ((DeathState == ELyraDeathState::NotDead) && AbilitySystemComponent)
|
| 282 |
+
{
|
| 283 |
+
const TSubclassOf<UGameplayEffect> DamageGE = ULyraAssetManager::GetSubclass(ULyraGameData::Get().DamageGameplayEffect_SetByCaller);
|
| 284 |
+
if (!DamageGE)
|
| 285 |
+
{
|
| 286 |
+
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: DamageSelfDestruct failed for owner [%s]. Unable to find gameplay effect [%s]."), *GetNameSafe(GetOwner()), *ULyraGameData::Get().DamageGameplayEffect_SetByCaller.GetAssetName());
|
| 287 |
+
return;
|
| 288 |
+
}
|
| 289 |
+
|
| 290 |
+
FGameplayEffectSpecHandle SpecHandle = AbilitySystemComponent->MakeOutgoingSpec(DamageGE, 1.0f, AbilitySystemComponent->MakeEffectContext());
|
| 291 |
+
FGameplayEffectSpec* Spec = SpecHandle.Data.Get();
|
| 292 |
+
|
| 293 |
+
if (!Spec)
|
| 294 |
+
{
|
| 295 |
+
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: DamageSelfDestruct failed for owner [%s]. Unable to make outgoing spec for [%s]."), *GetNameSafe(GetOwner()), *GetNameSafe(DamageGE));
|
| 296 |
+
return;
|
| 297 |
+
}
|
| 298 |
+
|
| 299 |
+
Spec->AddDynamicAssetTag(TAG_Gameplay_DamageSelfDestruct);
|
| 300 |
+
|
| 301 |
+
if (bFellOutOfWorld)
|
| 302 |
+
{
|
| 303 |
+
Spec->AddDynamicAssetTag(TAG_Gameplay_FellOutOfWorld);
|
| 304 |
+
}
|
| 305 |
+
|
| 306 |
+
const float DamageAmount = GetMaxHealth();
|
| 307 |
+
|
| 308 |
+
Spec->SetSetByCallerMagnitude(LyraGameplayTags::SetByCaller_Damage, DamageAmount);
|
| 309 |
+
AbilitySystemComponent->ApplyGameplayEffectSpecToSelf(*Spec);
|
| 310 |
+
}
|
| 311 |
+
}
|
| 312 |
+
|
LyraStarterGame/Source/LyraGame/Character/LyraHealthComponent.h
ADDED
|
@@ -0,0 +1,135 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Components/GameFrameworkComponent.h"
|
| 6 |
+
|
| 7 |
+
#include "LyraHealthComponent.generated.h"
|
| 8 |
+
|
| 9 |
+
#define UE_API LYRAGAME_API
|
| 10 |
+
|
| 11 |
+
class ULyraHealthComponent;
|
| 12 |
+
|
| 13 |
+
class ULyraAbilitySystemComponent;
|
| 14 |
+
class ULyraHealthSet;
|
| 15 |
+
class UObject;
|
| 16 |
+
struct FFrame;
|
| 17 |
+
struct FGameplayEffectSpec;
|
| 18 |
+
|
| 19 |
+
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FLyraHealth_DeathEvent, AActor*, OwningActor);
|
| 20 |
+
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams(FLyraHealth_AttributeChanged, ULyraHealthComponent*, HealthComponent, float, OldValue, float, NewValue, AActor*, Instigator);
|
| 21 |
+
|
| 22 |
+
/**
|
| 23 |
+
* ELyraDeathState
|
| 24 |
+
*
|
| 25 |
+
* Defines current state of death.
|
| 26 |
+
*/
|
| 27 |
+
UENUM(BlueprintType)
|
| 28 |
+
enum class ELyraDeathState : uint8
|
| 29 |
+
{
|
| 30 |
+
NotDead = 0,
|
| 31 |
+
DeathStarted,
|
| 32 |
+
DeathFinished
|
| 33 |
+
};
|
| 34 |
+
|
| 35 |
+
|
| 36 |
+
/**
|
| 37 |
+
* ULyraHealthComponent
|
| 38 |
+
*
|
| 39 |
+
* An actor component used to handle anything related to health.
|
| 40 |
+
*/
|
| 41 |
+
UCLASS(MinimalAPI, Blueprintable, Meta=(BlueprintSpawnableComponent))
|
| 42 |
+
class ULyraHealthComponent : public UGameFrameworkComponent
|
| 43 |
+
{
|
| 44 |
+
GENERATED_BODY()
|
| 45 |
+
|
| 46 |
+
public:
|
| 47 |
+
|
| 48 |
+
UE_API ULyraHealthComponent(const FObjectInitializer& ObjectInitializer);
|
| 49 |
+
|
| 50 |
+
// Returns the health component if one exists on the specified actor.
|
| 51 |
+
UFUNCTION(BlueprintPure, Category = "Lyra|Health")
|
| 52 |
+
static ULyraHealthComponent* FindHealthComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<ULyraHealthComponent>() : nullptr); }
|
| 53 |
+
|
| 54 |
+
// Initialize the component using an ability system component.
|
| 55 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|Health")
|
| 56 |
+
UE_API void InitializeWithAbilitySystem(ULyraAbilitySystemComponent* InASC);
|
| 57 |
+
|
| 58 |
+
// Uninitialize the component, clearing any references to the ability system.
|
| 59 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|Health")
|
| 60 |
+
UE_API void UninitializeFromAbilitySystem();
|
| 61 |
+
|
| 62 |
+
// Returns the current health value.
|
| 63 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|Health")
|
| 64 |
+
UE_API float GetHealth() const;
|
| 65 |
+
|
| 66 |
+
// Returns the current maximum health value.
|
| 67 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|Health")
|
| 68 |
+
UE_API float GetMaxHealth() const;
|
| 69 |
+
|
| 70 |
+
// Returns the current health in the range [0.0, 1.0].
|
| 71 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|Health")
|
| 72 |
+
UE_API float GetHealthNormalized() const;
|
| 73 |
+
|
| 74 |
+
UFUNCTION(BlueprintCallable, Category = "Lyra|Health")
|
| 75 |
+
ELyraDeathState GetDeathState() const { return DeathState; }
|
| 76 |
+
|
| 77 |
+
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Lyra|Health", Meta = (ExpandBoolAsExecs = "ReturnValue"))
|
| 78 |
+
bool IsDeadOrDying() const { return (DeathState > ELyraDeathState::NotDead); }
|
| 79 |
+
|
| 80 |
+
// Begins the death sequence for the owner.
|
| 81 |
+
UE_API virtual void StartDeath();
|
| 82 |
+
|
| 83 |
+
// Ends the death sequence for the owner.
|
| 84 |
+
UE_API virtual void FinishDeath();
|
| 85 |
+
|
| 86 |
+
// Applies enough damage to kill the owner.
|
| 87 |
+
UE_API virtual void DamageSelfDestruct(bool bFellOutOfWorld = false);
|
| 88 |
+
|
| 89 |
+
public:
|
| 90 |
+
|
| 91 |
+
// Delegate fired when the health value has changed. This is called on the client but the instigator may not be valid
|
| 92 |
+
UPROPERTY(BlueprintAssignable)
|
| 93 |
+
FLyraHealth_AttributeChanged OnHealthChanged;
|
| 94 |
+
|
| 95 |
+
// Delegate fired when the max health value has changed. This is called on the client but the instigator may not be valid
|
| 96 |
+
UPROPERTY(BlueprintAssignable)
|
| 97 |
+
FLyraHealth_AttributeChanged OnMaxHealthChanged;
|
| 98 |
+
|
| 99 |
+
// Delegate fired when the death sequence has started.
|
| 100 |
+
UPROPERTY(BlueprintAssignable)
|
| 101 |
+
FLyraHealth_DeathEvent OnDeathStarted;
|
| 102 |
+
|
| 103 |
+
// Delegate fired when the death sequence has finished.
|
| 104 |
+
UPROPERTY(BlueprintAssignable)
|
| 105 |
+
FLyraHealth_DeathEvent OnDeathFinished;
|
| 106 |
+
|
| 107 |
+
protected:
|
| 108 |
+
|
| 109 |
+
UE_API virtual void OnUnregister() override;
|
| 110 |
+
|
| 111 |
+
UE_API void ClearGameplayTags();
|
| 112 |
+
|
| 113 |
+
UE_API virtual void HandleHealthChanged(AActor* DamageInstigator, AActor* DamageCauser, const FGameplayEffectSpec* DamageEffectSpec, float DamageMagnitude, float OldValue, float NewValue);
|
| 114 |
+
UE_API virtual void HandleMaxHealthChanged(AActor* DamageInstigator, AActor* DamageCauser, const FGameplayEffectSpec* DamageEffectSpec, float DamageMagnitude, float OldValue, float NewValue);
|
| 115 |
+
UE_API virtual void HandleOutOfHealth(AActor* DamageInstigator, AActor* DamageCauser, const FGameplayEffectSpec* DamageEffectSpec, float DamageMagnitude, float OldValue, float NewValue);
|
| 116 |
+
|
| 117 |
+
UFUNCTION()
|
| 118 |
+
UE_API virtual void OnRep_DeathState(ELyraDeathState OldDeathState);
|
| 119 |
+
|
| 120 |
+
protected:
|
| 121 |
+
|
| 122 |
+
// Ability system used by this component.
|
| 123 |
+
UPROPERTY()
|
| 124 |
+
TObjectPtr<ULyraAbilitySystemComponent> AbilitySystemComponent;
|
| 125 |
+
|
| 126 |
+
// Health set used by this component.
|
| 127 |
+
UPROPERTY()
|
| 128 |
+
TObjectPtr<const ULyraHealthSet> HealthSet;
|
| 129 |
+
|
| 130 |
+
// Replicated state used to handle dying.
|
| 131 |
+
UPROPERTY(ReplicatedUsing = OnRep_DeathState)
|
| 132 |
+
ELyraDeathState DeathState;
|
| 133 |
+
};
|
| 134 |
+
|
| 135 |
+
#undef UE_API
|
LyraStarterGame/Source/LyraGame/Character/LyraHeroComponent.cpp
ADDED
|
@@ -0,0 +1,512 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraHeroComponent.h"
|
| 4 |
+
#include "Components/GameFrameworkComponentDelegates.h"
|
| 5 |
+
#include "Logging/MessageLog.h"
|
| 6 |
+
#include "LyraLogChannels.h"
|
| 7 |
+
#include "EnhancedInputSubsystems.h"
|
| 8 |
+
#include "Player/LyraPlayerController.h"
|
| 9 |
+
#include "Player/LyraPlayerState.h"
|
| 10 |
+
#include "Player/LyraLocalPlayer.h"
|
| 11 |
+
#include "Character/LyraPawnExtensionComponent.h"
|
| 12 |
+
#include "Character/LyraPawnData.h"
|
| 13 |
+
#include "Character/LyraCharacter.h"
|
| 14 |
+
#include "AbilitySystem/LyraAbilitySystemComponent.h"
|
| 15 |
+
#include "Input/LyraInputConfig.h"
|
| 16 |
+
#include "Input/LyraInputComponent.h"
|
| 17 |
+
#include "Camera/LyraCameraComponent.h"
|
| 18 |
+
#include "LyraGameplayTags.h"
|
| 19 |
+
#include "Components/GameFrameworkComponentManager.h"
|
| 20 |
+
#include "PlayerMappableInputConfig.h"
|
| 21 |
+
#include "Camera/LyraCameraMode.h"
|
| 22 |
+
#include "UserSettings/EnhancedInputUserSettings.h"
|
| 23 |
+
#include "InputMappingContext.h"
|
| 24 |
+
|
| 25 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraHeroComponent)
|
| 26 |
+
|
| 27 |
+
#if WITH_EDITOR
|
| 28 |
+
#include "Misc/UObjectToken.h"
|
| 29 |
+
#endif // WITH_EDITOR
|
| 30 |
+
|
| 31 |
+
namespace LyraHero
|
| 32 |
+
{
|
| 33 |
+
static const float LookYawRate = 300.0f;
|
| 34 |
+
static const float LookPitchRate = 165.0f;
|
| 35 |
+
};
|
| 36 |
+
|
| 37 |
+
const FName ULyraHeroComponent::NAME_BindInputsNow("BindInputsNow");
|
| 38 |
+
const FName ULyraHeroComponent::NAME_ActorFeatureName("Hero");
|
| 39 |
+
|
| 40 |
+
ULyraHeroComponent::ULyraHeroComponent(const FObjectInitializer& ObjectInitializer)
|
| 41 |
+
: Super(ObjectInitializer)
|
| 42 |
+
{
|
| 43 |
+
AbilityCameraMode = nullptr;
|
| 44 |
+
bReadyToBindInputs = false;
|
| 45 |
+
}
|
| 46 |
+
|
| 47 |
+
void ULyraHeroComponent::OnRegister()
|
| 48 |
+
{
|
| 49 |
+
Super::OnRegister();
|
| 50 |
+
|
| 51 |
+
if (!GetPawn<APawn>())
|
| 52 |
+
{
|
| 53 |
+
UE_LOG(LogLyra, Error, TEXT("[ULyraHeroComponent::OnRegister] This component has been added to a blueprint whose base class is not a Pawn. To use this component, it MUST be placed on a Pawn Blueprint."));
|
| 54 |
+
|
| 55 |
+
#if WITH_EDITOR
|
| 56 |
+
if (GIsEditor)
|
| 57 |
+
{
|
| 58 |
+
static const FText Message = NSLOCTEXT("LyraHeroComponent", "NotOnPawnError", "has been added to a blueprint whose base class is not a Pawn. To use this component, it MUST be placed on a Pawn Blueprint. This will cause a crash if you PIE!");
|
| 59 |
+
static const FName HeroMessageLogName = TEXT("LyraHeroComponent");
|
| 60 |
+
|
| 61 |
+
FMessageLog(HeroMessageLogName).Error()
|
| 62 |
+
->AddToken(FUObjectToken::Create(this, FText::FromString(GetNameSafe(this))))
|
| 63 |
+
->AddToken(FTextToken::Create(Message));
|
| 64 |
+
|
| 65 |
+
FMessageLog(HeroMessageLogName).Open();
|
| 66 |
+
}
|
| 67 |
+
#endif
|
| 68 |
+
}
|
| 69 |
+
else
|
| 70 |
+
{
|
| 71 |
+
// Register with the init state system early, this will only work if this is a game world
|
| 72 |
+
RegisterInitStateFeature();
|
| 73 |
+
}
|
| 74 |
+
}
|
| 75 |
+
|
| 76 |
+
bool ULyraHeroComponent::CanChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) const
|
| 77 |
+
{
|
| 78 |
+
check(Manager);
|
| 79 |
+
|
| 80 |
+
APawn* Pawn = GetPawn<APawn>();
|
| 81 |
+
|
| 82 |
+
if (!CurrentState.IsValid() && DesiredState == LyraGameplayTags::InitState_Spawned)
|
| 83 |
+
{
|
| 84 |
+
// As long as we have a real pawn, let us transition
|
| 85 |
+
if (Pawn)
|
| 86 |
+
{
|
| 87 |
+
return true;
|
| 88 |
+
}
|
| 89 |
+
}
|
| 90 |
+
else if (CurrentState == LyraGameplayTags::InitState_Spawned && DesiredState == LyraGameplayTags::InitState_DataAvailable)
|
| 91 |
+
{
|
| 92 |
+
// The player state is required.
|
| 93 |
+
if (!GetPlayerState<ALyraPlayerState>())
|
| 94 |
+
{
|
| 95 |
+
return false;
|
| 96 |
+
}
|
| 97 |
+
|
| 98 |
+
// If we're authority or autonomous, we need to wait for a controller with registered ownership of the player state.
|
| 99 |
+
if (Pawn->GetLocalRole() != ROLE_SimulatedProxy)
|
| 100 |
+
{
|
| 101 |
+
AController* Controller = GetController<AController>();
|
| 102 |
+
|
| 103 |
+
const bool bHasControllerPairedWithPS = (Controller != nullptr) && \
|
| 104 |
+
(Controller->PlayerState != nullptr) && \
|
| 105 |
+
(Controller->PlayerState->GetOwner() == Controller);
|
| 106 |
+
|
| 107 |
+
if (!bHasControllerPairedWithPS)
|
| 108 |
+
{
|
| 109 |
+
return false;
|
| 110 |
+
}
|
| 111 |
+
}
|
| 112 |
+
|
| 113 |
+
const bool bIsLocallyControlled = Pawn->IsLocallyControlled();
|
| 114 |
+
const bool bIsBot = Pawn->IsBotControlled();
|
| 115 |
+
|
| 116 |
+
if (bIsLocallyControlled && !bIsBot)
|
| 117 |
+
{
|
| 118 |
+
ALyraPlayerController* LyraPC = GetController<ALyraPlayerController>();
|
| 119 |
+
|
| 120 |
+
// The input component and local player is required when locally controlled.
|
| 121 |
+
if (!Pawn->InputComponent || !LyraPC || !LyraPC->GetLocalPlayer())
|
| 122 |
+
{
|
| 123 |
+
return false;
|
| 124 |
+
}
|
| 125 |
+
}
|
| 126 |
+
|
| 127 |
+
return true;
|
| 128 |
+
}
|
| 129 |
+
else if (CurrentState == LyraGameplayTags::InitState_DataAvailable && DesiredState == LyraGameplayTags::InitState_DataInitialized)
|
| 130 |
+
{
|
| 131 |
+
// Wait for player state and extension component
|
| 132 |
+
ALyraPlayerState* LyraPS = GetPlayerState<ALyraPlayerState>();
|
| 133 |
+
|
| 134 |
+
return LyraPS && Manager->HasFeatureReachedInitState(Pawn, ULyraPawnExtensionComponent::NAME_ActorFeatureName, LyraGameplayTags::InitState_DataInitialized);
|
| 135 |
+
}
|
| 136 |
+
else if (CurrentState == LyraGameplayTags::InitState_DataInitialized && DesiredState == LyraGameplayTags::InitState_GameplayReady)
|
| 137 |
+
{
|
| 138 |
+
// TODO add ability initialization checks?
|
| 139 |
+
return true;
|
| 140 |
+
}
|
| 141 |
+
|
| 142 |
+
return false;
|
| 143 |
+
}
|
| 144 |
+
|
| 145 |
+
void ULyraHeroComponent::HandleChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState)
|
| 146 |
+
{
|
| 147 |
+
if (CurrentState == LyraGameplayTags::InitState_DataAvailable && DesiredState == LyraGameplayTags::InitState_DataInitialized)
|
| 148 |
+
{
|
| 149 |
+
APawn* Pawn = GetPawn<APawn>();
|
| 150 |
+
ALyraPlayerState* LyraPS = GetPlayerState<ALyraPlayerState>();
|
| 151 |
+
if (!ensure(Pawn && LyraPS))
|
| 152 |
+
{
|
| 153 |
+
return;
|
| 154 |
+
}
|
| 155 |
+
|
| 156 |
+
const ULyraPawnData* PawnData = nullptr;
|
| 157 |
+
|
| 158 |
+
if (ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(Pawn))
|
| 159 |
+
{
|
| 160 |
+
PawnData = PawnExtComp->GetPawnData<ULyraPawnData>();
|
| 161 |
+
|
| 162 |
+
// The player state holds the persistent data for this player (state that persists across deaths and multiple pawns).
|
| 163 |
+
// The ability system component and attribute sets live on the player state.
|
| 164 |
+
PawnExtComp->InitializeAbilitySystem(LyraPS->GetLyraAbilitySystemComponent(), LyraPS);
|
| 165 |
+
}
|
| 166 |
+
|
| 167 |
+
if (ALyraPlayerController* LyraPC = GetController<ALyraPlayerController>())
|
| 168 |
+
{
|
| 169 |
+
if (Pawn->InputComponent != nullptr)
|
| 170 |
+
{
|
| 171 |
+
InitializePlayerInput(Pawn->InputComponent);
|
| 172 |
+
}
|
| 173 |
+
}
|
| 174 |
+
|
| 175 |
+
// Hook up the delegate for all pawns, in case we spectate later
|
| 176 |
+
if (PawnData)
|
| 177 |
+
{
|
| 178 |
+
if (ULyraCameraComponent* CameraComponent = ULyraCameraComponent::FindCameraComponent(Pawn))
|
| 179 |
+
{
|
| 180 |
+
CameraComponent->DetermineCameraModeDelegate.BindUObject(this, &ThisClass::DetermineCameraMode);
|
| 181 |
+
}
|
| 182 |
+
}
|
| 183 |
+
}
|
| 184 |
+
}
|
| 185 |
+
|
| 186 |
+
void ULyraHeroComponent::OnActorInitStateChanged(const FActorInitStateChangedParams& Params)
|
| 187 |
+
{
|
| 188 |
+
if (Params.FeatureName == ULyraPawnExtensionComponent::NAME_ActorFeatureName)
|
| 189 |
+
{
|
| 190 |
+
if (Params.FeatureState == LyraGameplayTags::InitState_DataInitialized)
|
| 191 |
+
{
|
| 192 |
+
// If the extension component says all all other components are initialized, try to progress to next state
|
| 193 |
+
CheckDefaultInitialization();
|
| 194 |
+
}
|
| 195 |
+
}
|
| 196 |
+
}
|
| 197 |
+
|
| 198 |
+
void ULyraHeroComponent::CheckDefaultInitialization()
|
| 199 |
+
{
|
| 200 |
+
static const TArray<FGameplayTag> StateChain = { LyraGameplayTags::InitState_Spawned, LyraGameplayTags::InitState_DataAvailable, LyraGameplayTags::InitState_DataInitialized, LyraGameplayTags::InitState_GameplayReady };
|
| 201 |
+
|
| 202 |
+
// This will try to progress from spawned (which is only set in BeginPlay) through the data initialization stages until it gets to gameplay ready
|
| 203 |
+
ContinueInitStateChain(StateChain);
|
| 204 |
+
}
|
| 205 |
+
|
| 206 |
+
void ULyraHeroComponent::BeginPlay()
|
| 207 |
+
{
|
| 208 |
+
Super::BeginPlay();
|
| 209 |
+
|
| 210 |
+
// Listen for when the pawn extension component changes init state
|
| 211 |
+
BindOnActorInitStateChanged(ULyraPawnExtensionComponent::NAME_ActorFeatureName, FGameplayTag(), false);
|
| 212 |
+
|
| 213 |
+
// Notifies that we are done spawning, then try the rest of initialization
|
| 214 |
+
ensure(TryToChangeInitState(LyraGameplayTags::InitState_Spawned));
|
| 215 |
+
CheckDefaultInitialization();
|
| 216 |
+
}
|
| 217 |
+
|
| 218 |
+
void ULyraHeroComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
| 219 |
+
{
|
| 220 |
+
UnregisterInitStateFeature();
|
| 221 |
+
|
| 222 |
+
Super::EndPlay(EndPlayReason);
|
| 223 |
+
}
|
| 224 |
+
|
| 225 |
+
void ULyraHeroComponent::InitializePlayerInput(UInputComponent* PlayerInputComponent)
|
| 226 |
+
{
|
| 227 |
+
check(PlayerInputComponent);
|
| 228 |
+
|
| 229 |
+
const APawn* Pawn = GetPawn<APawn>();
|
| 230 |
+
if (!Pawn)
|
| 231 |
+
{
|
| 232 |
+
return;
|
| 233 |
+
}
|
| 234 |
+
|
| 235 |
+
const APlayerController* PC = GetController<APlayerController>();
|
| 236 |
+
check(PC);
|
| 237 |
+
|
| 238 |
+
const ULyraLocalPlayer* LP = Cast<ULyraLocalPlayer>(PC->GetLocalPlayer());
|
| 239 |
+
check(LP);
|
| 240 |
+
|
| 241 |
+
UEnhancedInputLocalPlayerSubsystem* Subsystem = LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();
|
| 242 |
+
check(Subsystem);
|
| 243 |
+
|
| 244 |
+
Subsystem->ClearAllMappings();
|
| 245 |
+
|
| 246 |
+
if (const ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(Pawn))
|
| 247 |
+
{
|
| 248 |
+
if (const ULyraPawnData* PawnData = PawnExtComp->GetPawnData<ULyraPawnData>())
|
| 249 |
+
{
|
| 250 |
+
if (const ULyraInputConfig* InputConfig = PawnData->InputConfig)
|
| 251 |
+
{
|
| 252 |
+
for (const FInputMappingContextAndPriority& Mapping : DefaultInputMappings)
|
| 253 |
+
{
|
| 254 |
+
if (UInputMappingContext* IMC = Mapping.InputMapping.LoadSynchronous())
|
| 255 |
+
{
|
| 256 |
+
if (Mapping.bRegisterWithSettings)
|
| 257 |
+
{
|
| 258 |
+
if (UEnhancedInputUserSettings* Settings = Subsystem->GetUserSettings())
|
| 259 |
+
{
|
| 260 |
+
Settings->RegisterInputMappingContext(IMC);
|
| 261 |
+
}
|
| 262 |
+
|
| 263 |
+
FModifyContextOptions Options = {};
|
| 264 |
+
Options.bIgnoreAllPressedKeysUntilRelease = false;
|
| 265 |
+
// Actually add the config to the local player
|
| 266 |
+
Subsystem->AddMappingContext(IMC, Mapping.Priority, Options);
|
| 267 |
+
}
|
| 268 |
+
}
|
| 269 |
+
}
|
| 270 |
+
|
| 271 |
+
// The Lyra Input Component has some additional functions to map Gameplay Tags to an Input Action.
|
| 272 |
+
// If you want this functionality but still want to change your input component class, make it a subclass
|
| 273 |
+
// of the ULyraInputComponent or modify this component accordingly.
|
| 274 |
+
ULyraInputComponent* LyraIC = Cast<ULyraInputComponent>(PlayerInputComponent);
|
| 275 |
+
if (ensureMsgf(LyraIC, TEXT("Unexpected Input Component class! The Gameplay Abilities will not be bound to their inputs. Change the input component to ULyraInputComponent or a subclass of it.")))
|
| 276 |
+
{
|
| 277 |
+
// Add the key mappings that may have been set by the player
|
| 278 |
+
LyraIC->AddInputMappings(InputConfig, Subsystem);
|
| 279 |
+
|
| 280 |
+
// This is where we actually bind and input action to a gameplay tag, which means that Gameplay Ability Blueprints will
|
| 281 |
+
// be triggered directly by these input actions Triggered events.
|
| 282 |
+
TArray<uint32> BindHandles;
|
| 283 |
+
LyraIC->BindAbilityActions(InputConfig, this, &ThisClass::Input_AbilityInputTagPressed, &ThisClass::Input_AbilityInputTagReleased, /*out*/ BindHandles);
|
| 284 |
+
|
| 285 |
+
LyraIC->BindNativeAction(InputConfig, LyraGameplayTags::InputTag_Move, ETriggerEvent::Triggered, this, &ThisClass::Input_Move, /*bLogIfNotFound=*/ false);
|
| 286 |
+
LyraIC->BindNativeAction(InputConfig, LyraGameplayTags::InputTag_Look_Mouse, ETriggerEvent::Triggered, this, &ThisClass::Input_LookMouse, /*bLogIfNotFound=*/ false);
|
| 287 |
+
LyraIC->BindNativeAction(InputConfig, LyraGameplayTags::InputTag_Look_Stick, ETriggerEvent::Triggered, this, &ThisClass::Input_LookStick, /*bLogIfNotFound=*/ false);
|
| 288 |
+
LyraIC->BindNativeAction(InputConfig, LyraGameplayTags::InputTag_Crouch, ETriggerEvent::Triggered, this, &ThisClass::Input_Crouch, /*bLogIfNotFound=*/ false);
|
| 289 |
+
LyraIC->BindNativeAction(InputConfig, LyraGameplayTags::InputTag_AutoRun, ETriggerEvent::Triggered, this, &ThisClass::Input_AutoRun, /*bLogIfNotFound=*/ false);
|
| 290 |
+
}
|
| 291 |
+
}
|
| 292 |
+
}
|
| 293 |
+
}
|
| 294 |
+
|
| 295 |
+
if (ensure(!bReadyToBindInputs))
|
| 296 |
+
{
|
| 297 |
+
bReadyToBindInputs = true;
|
| 298 |
+
}
|
| 299 |
+
|
| 300 |
+
UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(const_cast<APlayerController*>(PC), NAME_BindInputsNow);
|
| 301 |
+
UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(const_cast<APawn*>(Pawn), NAME_BindInputsNow);
|
| 302 |
+
}
|
| 303 |
+
|
| 304 |
+
void ULyraHeroComponent::AddAdditionalInputConfig(const ULyraInputConfig* InputConfig)
|
| 305 |
+
{
|
| 306 |
+
TArray<uint32> BindHandles;
|
| 307 |
+
|
| 308 |
+
const APawn* Pawn = GetPawn<APawn>();
|
| 309 |
+
if (!Pawn)
|
| 310 |
+
{
|
| 311 |
+
return;
|
| 312 |
+
}
|
| 313 |
+
|
| 314 |
+
const APlayerController* PC = GetController<APlayerController>();
|
| 315 |
+
check(PC);
|
| 316 |
+
|
| 317 |
+
const ULocalPlayer* LP = PC->GetLocalPlayer();
|
| 318 |
+
check(LP);
|
| 319 |
+
|
| 320 |
+
UEnhancedInputLocalPlayerSubsystem* Subsystem = LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();
|
| 321 |
+
check(Subsystem);
|
| 322 |
+
|
| 323 |
+
if (const ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(Pawn))
|
| 324 |
+
{
|
| 325 |
+
ULyraInputComponent* LyraIC = Pawn->FindComponentByClass<ULyraInputComponent>();
|
| 326 |
+
if (ensureMsgf(LyraIC, TEXT("Unexpected Input Component class! The Gameplay Abilities will not be bound to their inputs. Change the input component to ULyraInputComponent or a subclass of it.")))
|
| 327 |
+
{
|
| 328 |
+
LyraIC->BindAbilityActions(InputConfig, this, &ThisClass::Input_AbilityInputTagPressed, &ThisClass::Input_AbilityInputTagReleased, /*out*/ BindHandles);
|
| 329 |
+
}
|
| 330 |
+
}
|
| 331 |
+
}
|
| 332 |
+
|
| 333 |
+
void ULyraHeroComponent::RemoveAdditionalInputConfig(const ULyraInputConfig* InputConfig)
|
| 334 |
+
{
|
| 335 |
+
//@TODO: Implement me!
|
| 336 |
+
}
|
| 337 |
+
|
| 338 |
+
bool ULyraHeroComponent::IsReadyToBindInputs() const
|
| 339 |
+
{
|
| 340 |
+
return bReadyToBindInputs;
|
| 341 |
+
}
|
| 342 |
+
|
| 343 |
+
void ULyraHeroComponent::Input_AbilityInputTagPressed(FGameplayTag InputTag)
|
| 344 |
+
{
|
| 345 |
+
if (const APawn* Pawn = GetPawn<APawn>())
|
| 346 |
+
{
|
| 347 |
+
if (const ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(Pawn))
|
| 348 |
+
{
|
| 349 |
+
if (ULyraAbilitySystemComponent* LyraASC = PawnExtComp->GetLyraAbilitySystemComponent())
|
| 350 |
+
{
|
| 351 |
+
LyraASC->AbilityInputTagPressed(InputTag);
|
| 352 |
+
}
|
| 353 |
+
}
|
| 354 |
+
}
|
| 355 |
+
}
|
| 356 |
+
|
| 357 |
+
void ULyraHeroComponent::Input_AbilityInputTagReleased(FGameplayTag InputTag)
|
| 358 |
+
{
|
| 359 |
+
const APawn* Pawn = GetPawn<APawn>();
|
| 360 |
+
if (!Pawn)
|
| 361 |
+
{
|
| 362 |
+
return;
|
| 363 |
+
}
|
| 364 |
+
|
| 365 |
+
if (const ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(Pawn))
|
| 366 |
+
{
|
| 367 |
+
if (ULyraAbilitySystemComponent* LyraASC = PawnExtComp->GetLyraAbilitySystemComponent())
|
| 368 |
+
{
|
| 369 |
+
LyraASC->AbilityInputTagReleased(InputTag);
|
| 370 |
+
}
|
| 371 |
+
}
|
| 372 |
+
}
|
| 373 |
+
|
| 374 |
+
void ULyraHeroComponent::Input_Move(const FInputActionValue& InputActionValue)
|
| 375 |
+
{
|
| 376 |
+
APawn* Pawn = GetPawn<APawn>();
|
| 377 |
+
AController* Controller = Pawn ? Pawn->GetController() : nullptr;
|
| 378 |
+
|
| 379 |
+
// If the player has attempted to move again then cancel auto running
|
| 380 |
+
if (ALyraPlayerController* LyraController = Cast<ALyraPlayerController>(Controller))
|
| 381 |
+
{
|
| 382 |
+
LyraController->SetIsAutoRunning(false);
|
| 383 |
+
}
|
| 384 |
+
|
| 385 |
+
if (Controller)
|
| 386 |
+
{
|
| 387 |
+
const FVector2D Value = InputActionValue.Get<FVector2D>();
|
| 388 |
+
const FRotator MovementRotation(0.0f, Controller->GetControlRotation().Yaw, 0.0f);
|
| 389 |
+
|
| 390 |
+
if (Value.X != 0.0f)
|
| 391 |
+
{
|
| 392 |
+
const FVector MovementDirection = MovementRotation.RotateVector(FVector::RightVector);
|
| 393 |
+
Pawn->AddMovementInput(MovementDirection, Value.X);
|
| 394 |
+
}
|
| 395 |
+
|
| 396 |
+
if (Value.Y != 0.0f)
|
| 397 |
+
{
|
| 398 |
+
const FVector MovementDirection = MovementRotation.RotateVector(FVector::ForwardVector);
|
| 399 |
+
Pawn->AddMovementInput(MovementDirection, Value.Y);
|
| 400 |
+
}
|
| 401 |
+
}
|
| 402 |
+
}
|
| 403 |
+
|
| 404 |
+
void ULyraHeroComponent::Input_LookMouse(const FInputActionValue& InputActionValue)
|
| 405 |
+
{
|
| 406 |
+
APawn* Pawn = GetPawn<APawn>();
|
| 407 |
+
|
| 408 |
+
if (!Pawn)
|
| 409 |
+
{
|
| 410 |
+
return;
|
| 411 |
+
}
|
| 412 |
+
|
| 413 |
+
const FVector2D Value = InputActionValue.Get<FVector2D>();
|
| 414 |
+
|
| 415 |
+
if (Value.X != 0.0f)
|
| 416 |
+
{
|
| 417 |
+
Pawn->AddControllerYawInput(Value.X);
|
| 418 |
+
}
|
| 419 |
+
|
| 420 |
+
if (Value.Y != 0.0f)
|
| 421 |
+
{
|
| 422 |
+
Pawn->AddControllerPitchInput(Value.Y);
|
| 423 |
+
}
|
| 424 |
+
}
|
| 425 |
+
|
| 426 |
+
void ULyraHeroComponent::Input_LookStick(const FInputActionValue& InputActionValue)
|
| 427 |
+
{
|
| 428 |
+
APawn* Pawn = GetPawn<APawn>();
|
| 429 |
+
|
| 430 |
+
if (!Pawn)
|
| 431 |
+
{
|
| 432 |
+
return;
|
| 433 |
+
}
|
| 434 |
+
|
| 435 |
+
const FVector2D Value = InputActionValue.Get<FVector2D>();
|
| 436 |
+
|
| 437 |
+
const UWorld* World = GetWorld();
|
| 438 |
+
check(World);
|
| 439 |
+
|
| 440 |
+
if (Value.X != 0.0f)
|
| 441 |
+
{
|
| 442 |
+
Pawn->AddControllerYawInput(Value.X * LyraHero::LookYawRate * World->GetDeltaSeconds());
|
| 443 |
+
}
|
| 444 |
+
|
| 445 |
+
if (Value.Y != 0.0f)
|
| 446 |
+
{
|
| 447 |
+
Pawn->AddControllerPitchInput(Value.Y * LyraHero::LookPitchRate * World->GetDeltaSeconds());
|
| 448 |
+
}
|
| 449 |
+
}
|
| 450 |
+
|
| 451 |
+
void ULyraHeroComponent::Input_Crouch(const FInputActionValue& InputActionValue)
|
| 452 |
+
{
|
| 453 |
+
if (ALyraCharacter* Character = GetPawn<ALyraCharacter>())
|
| 454 |
+
{
|
| 455 |
+
Character->ToggleCrouch();
|
| 456 |
+
}
|
| 457 |
+
}
|
| 458 |
+
|
| 459 |
+
void ULyraHeroComponent::Input_AutoRun(const FInputActionValue& InputActionValue)
|
| 460 |
+
{
|
| 461 |
+
if (APawn* Pawn = GetPawn<APawn>())
|
| 462 |
+
{
|
| 463 |
+
if (ALyraPlayerController* Controller = Cast<ALyraPlayerController>(Pawn->GetController()))
|
| 464 |
+
{
|
| 465 |
+
// Toggle auto running
|
| 466 |
+
Controller->SetIsAutoRunning(!Controller->GetIsAutoRunning());
|
| 467 |
+
}
|
| 468 |
+
}
|
| 469 |
+
}
|
| 470 |
+
|
| 471 |
+
TSubclassOf<ULyraCameraMode> ULyraHeroComponent::DetermineCameraMode() const
|
| 472 |
+
{
|
| 473 |
+
if (AbilityCameraMode)
|
| 474 |
+
{
|
| 475 |
+
return AbilityCameraMode;
|
| 476 |
+
}
|
| 477 |
+
|
| 478 |
+
const APawn* Pawn = GetPawn<APawn>();
|
| 479 |
+
if (!Pawn)
|
| 480 |
+
{
|
| 481 |
+
return nullptr;
|
| 482 |
+
}
|
| 483 |
+
|
| 484 |
+
if (ULyraPawnExtensionComponent* PawnExtComp = ULyraPawnExtensionComponent::FindPawnExtensionComponent(Pawn))
|
| 485 |
+
{
|
| 486 |
+
if (const ULyraPawnData* PawnData = PawnExtComp->GetPawnData<ULyraPawnData>())
|
| 487 |
+
{
|
| 488 |
+
return PawnData->DefaultCameraMode;
|
| 489 |
+
}
|
| 490 |
+
}
|
| 491 |
+
|
| 492 |
+
return nullptr;
|
| 493 |
+
}
|
| 494 |
+
|
| 495 |
+
void ULyraHeroComponent::SetAbilityCameraMode(TSubclassOf<ULyraCameraMode> CameraMode, const FGameplayAbilitySpecHandle& OwningSpecHandle)
|
| 496 |
+
{
|
| 497 |
+
if (CameraMode)
|
| 498 |
+
{
|
| 499 |
+
AbilityCameraMode = CameraMode;
|
| 500 |
+
AbilityCameraModeOwningSpecHandle = OwningSpecHandle;
|
| 501 |
+
}
|
| 502 |
+
}
|
| 503 |
+
|
| 504 |
+
void ULyraHeroComponent::ClearAbilityCameraMode(const FGameplayAbilitySpecHandle& OwningSpecHandle)
|
| 505 |
+
{
|
| 506 |
+
if (AbilityCameraModeOwningSpecHandle == OwningSpecHandle)
|
| 507 |
+
{
|
| 508 |
+
AbilityCameraMode = nullptr;
|
| 509 |
+
AbilityCameraModeOwningSpecHandle = FGameplayAbilitySpecHandle();
|
| 510 |
+
}
|
| 511 |
+
}
|
| 512 |
+
|
LyraStarterGame/Source/LyraGame/Character/LyraHeroComponent.h
ADDED
|
@@ -0,0 +1,108 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "Components/GameFrameworkInitStateInterface.h"
|
| 6 |
+
#include "Components/PawnComponent.h"
|
| 7 |
+
#include "GameFeatures/GameFeatureAction_AddInputContextMapping.h"
|
| 8 |
+
#include "GameplayAbilitySpecHandle.h"
|
| 9 |
+
#include "LyraHeroComponent.generated.h"
|
| 10 |
+
|
| 11 |
+
#define UE_API LYRAGAME_API
|
| 12 |
+
|
| 13 |
+
namespace EEndPlayReason { enum Type : int; }
|
| 14 |
+
struct FLoadedMappableConfigPair;
|
| 15 |
+
struct FMappableConfigPair;
|
| 16 |
+
|
| 17 |
+
class UGameFrameworkComponentManager;
|
| 18 |
+
class UInputComponent;
|
| 19 |
+
class ULyraCameraMode;
|
| 20 |
+
class ULyraInputConfig;
|
| 21 |
+
class UObject;
|
| 22 |
+
struct FActorInitStateChangedParams;
|
| 23 |
+
struct FFrame;
|
| 24 |
+
struct FGameplayTag;
|
| 25 |
+
struct FInputActionValue;
|
| 26 |
+
|
| 27 |
+
/**
|
| 28 |
+
* Component that sets up input and camera handling for player controlled pawns (or bots that simulate players).
|
| 29 |
+
* This depends on a PawnExtensionComponent to coordinate initialization.
|
| 30 |
+
*/
|
| 31 |
+
UCLASS(MinimalAPI, Blueprintable, Meta=(BlueprintSpawnableComponent))
|
| 32 |
+
class ULyraHeroComponent : public UPawnComponent, public IGameFrameworkInitStateInterface
|
| 33 |
+
{
|
| 34 |
+
GENERATED_BODY()
|
| 35 |
+
|
| 36 |
+
public:
|
| 37 |
+
|
| 38 |
+
UE_API ULyraHeroComponent(const FObjectInitializer& ObjectInitializer);
|
| 39 |
+
|
| 40 |
+
/** Returns the hero component if one exists on the specified actor. */
|
| 41 |
+
UFUNCTION(BlueprintPure, Category = "Lyra|Hero")
|
| 42 |
+
static ULyraHeroComponent* FindHeroComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<ULyraHeroComponent>() : nullptr); }
|
| 43 |
+
|
| 44 |
+
/** Overrides the camera from an active gameplay ability */
|
| 45 |
+
UE_API void SetAbilityCameraMode(TSubclassOf<ULyraCameraMode> CameraMode, const FGameplayAbilitySpecHandle& OwningSpecHandle);
|
| 46 |
+
|
| 47 |
+
/** Clears the camera override if it is set */
|
| 48 |
+
UE_API void ClearAbilityCameraMode(const FGameplayAbilitySpecHandle& OwningSpecHandle);
|
| 49 |
+
|
| 50 |
+
/** Adds mode-specific input config */
|
| 51 |
+
UE_API void AddAdditionalInputConfig(const ULyraInputConfig* InputConfig);
|
| 52 |
+
|
| 53 |
+
/** Removes a mode-specific input config if it has been added */
|
| 54 |
+
UE_API void RemoveAdditionalInputConfig(const ULyraInputConfig* InputConfig);
|
| 55 |
+
|
| 56 |
+
/** True if this is controlled by a real player and has progressed far enough in initialization where additional input bindings can be added */
|
| 57 |
+
UE_API bool IsReadyToBindInputs() const;
|
| 58 |
+
|
| 59 |
+
/** The name of the extension event sent via UGameFrameworkComponentManager when ability inputs are ready to bind */
|
| 60 |
+
static UE_API const FName NAME_BindInputsNow;
|
| 61 |
+
|
| 62 |
+
/** The name of this component-implemented feature */
|
| 63 |
+
static UE_API const FName NAME_ActorFeatureName;
|
| 64 |
+
|
| 65 |
+
//~ Begin IGameFrameworkInitStateInterface interface
|
| 66 |
+
virtual FName GetFeatureName() const override { return NAME_ActorFeatureName; }
|
| 67 |
+
UE_API virtual bool CanChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) const override;
|
| 68 |
+
UE_API virtual void HandleChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) override;
|
| 69 |
+
UE_API virtual void OnActorInitStateChanged(const FActorInitStateChangedParams& Params) override;
|
| 70 |
+
UE_API virtual void CheckDefaultInitialization() override;
|
| 71 |
+
//~ End IGameFrameworkInitStateInterface interface
|
| 72 |
+
|
| 73 |
+
protected:
|
| 74 |
+
|
| 75 |
+
UE_API virtual void OnRegister() override;
|
| 76 |
+
UE_API virtual void BeginPlay() override;
|
| 77 |
+
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
| 78 |
+
|
| 79 |
+
UE_API virtual void InitializePlayerInput(UInputComponent* PlayerInputComponent);
|
| 80 |
+
|
| 81 |
+
UE_API void Input_AbilityInputTagPressed(FGameplayTag InputTag);
|
| 82 |
+
UE_API void Input_AbilityInputTagReleased(FGameplayTag InputTag);
|
| 83 |
+
|
| 84 |
+
UE_API void Input_Move(const FInputActionValue& InputActionValue);
|
| 85 |
+
UE_API void Input_LookMouse(const FInputActionValue& InputActionValue);
|
| 86 |
+
UE_API void Input_LookStick(const FInputActionValue& InputActionValue);
|
| 87 |
+
UE_API void Input_Crouch(const FInputActionValue& InputActionValue);
|
| 88 |
+
UE_API void Input_AutoRun(const FInputActionValue& InputActionValue);
|
| 89 |
+
|
| 90 |
+
UE_API TSubclassOf<ULyraCameraMode> DetermineCameraMode() const;
|
| 91 |
+
|
| 92 |
+
protected:
|
| 93 |
+
|
| 94 |
+
UPROPERTY(EditAnywhere)
|
| 95 |
+
TArray<FInputMappingContextAndPriority> DefaultInputMappings;
|
| 96 |
+
|
| 97 |
+
/** Camera mode set by an ability. */
|
| 98 |
+
UPROPERTY()
|
| 99 |
+
TSubclassOf<ULyraCameraMode> AbilityCameraMode;
|
| 100 |
+
|
| 101 |
+
/** Spec handle for the last ability to set a camera mode. */
|
| 102 |
+
FGameplayAbilitySpecHandle AbilityCameraModeOwningSpecHandle;
|
| 103 |
+
|
| 104 |
+
/** True when player input bindings have been applied, will never be true for non - players */
|
| 105 |
+
bool bReadyToBindInputs;
|
| 106 |
+
};
|
| 107 |
+
|
| 108 |
+
#undef UE_API
|
LyraStarterGame/Source/LyraGame/Character/LyraPawn.cpp
ADDED
|
@@ -0,0 +1,112 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#include "LyraPawn.h"
|
| 4 |
+
|
| 5 |
+
#include "GameFramework/Controller.h"
|
| 6 |
+
#include "LyraLogChannels.h"
|
| 7 |
+
#include "Net/UnrealNetwork.h"
|
| 8 |
+
#include "UObject/ScriptInterface.h"
|
| 9 |
+
|
| 10 |
+
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPawn)
|
| 11 |
+
|
| 12 |
+
class FLifetimeProperty;
|
| 13 |
+
class UObject;
|
| 14 |
+
|
| 15 |
+
ALyraPawn::ALyraPawn(const FObjectInitializer& ObjectInitializer)
|
| 16 |
+
: Super(ObjectInitializer)
|
| 17 |
+
{
|
| 18 |
+
}
|
| 19 |
+
|
| 20 |
+
void ALyraPawn::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const
|
| 21 |
+
{
|
| 22 |
+
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
| 23 |
+
|
| 24 |
+
DOREPLIFETIME(ThisClass, MyTeamID);
|
| 25 |
+
}
|
| 26 |
+
|
| 27 |
+
void ALyraPawn::PreInitializeComponents()
|
| 28 |
+
{
|
| 29 |
+
Super::PreInitializeComponents();
|
| 30 |
+
}
|
| 31 |
+
|
| 32 |
+
void ALyraPawn::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
| 33 |
+
{
|
| 34 |
+
Super::EndPlay(EndPlayReason);
|
| 35 |
+
}
|
| 36 |
+
|
| 37 |
+
void ALyraPawn::PossessedBy(AController* NewController)
|
| 38 |
+
{
|
| 39 |
+
const FGenericTeamId OldTeamID = MyTeamID;
|
| 40 |
+
|
| 41 |
+
Super::PossessedBy(NewController);
|
| 42 |
+
|
| 43 |
+
// Grab the current team ID and listen for future changes
|
| 44 |
+
if (ILyraTeamAgentInterface* ControllerAsTeamProvider = Cast<ILyraTeamAgentInterface>(NewController))
|
| 45 |
+
{
|
| 46 |
+
MyTeamID = ControllerAsTeamProvider->GetGenericTeamId();
|
| 47 |
+
ControllerAsTeamProvider->GetTeamChangedDelegateChecked().AddDynamic(this, &ThisClass::OnControllerChangedTeam);
|
| 48 |
+
}
|
| 49 |
+
ConditionalBroadcastTeamChanged(this, OldTeamID, MyTeamID);
|
| 50 |
+
}
|
| 51 |
+
|
| 52 |
+
void ALyraPawn::UnPossessed()
|
| 53 |
+
{
|
| 54 |
+
AController* const OldController = GetController();
|
| 55 |
+
|
| 56 |
+
// Stop listening for changes from the old controller
|
| 57 |
+
const FGenericTeamId OldTeamID = MyTeamID;
|
| 58 |
+
if (ILyraTeamAgentInterface* ControllerAsTeamProvider = Cast<ILyraTeamAgentInterface>(OldController))
|
| 59 |
+
{
|
| 60 |
+
ControllerAsTeamProvider->GetTeamChangedDelegateChecked().RemoveAll(this);
|
| 61 |
+
}
|
| 62 |
+
|
| 63 |
+
Super::UnPossessed();
|
| 64 |
+
|
| 65 |
+
// Determine what the new team ID should be afterwards
|
| 66 |
+
MyTeamID = DetermineNewTeamAfterPossessionEnds(OldTeamID);
|
| 67 |
+
ConditionalBroadcastTeamChanged(this, OldTeamID, MyTeamID);
|
| 68 |
+
}
|
| 69 |
+
|
| 70 |
+
void ALyraPawn::SetGenericTeamId(const FGenericTeamId& NewTeamID)
|
| 71 |
+
{
|
| 72 |
+
if (GetController() == nullptr)
|
| 73 |
+
{
|
| 74 |
+
if (HasAuthority())
|
| 75 |
+
{
|
| 76 |
+
const FGenericTeamId OldTeamID = MyTeamID;
|
| 77 |
+
MyTeamID = NewTeamID;
|
| 78 |
+
ConditionalBroadcastTeamChanged(this, OldTeamID, MyTeamID);
|
| 79 |
+
}
|
| 80 |
+
else
|
| 81 |
+
{
|
| 82 |
+
UE_LOG(LogLyraTeams, Error, TEXT("You can't set the team ID on a pawn (%s) except on the authority"), *GetPathNameSafe(this));
|
| 83 |
+
}
|
| 84 |
+
}
|
| 85 |
+
else
|
| 86 |
+
{
|
| 87 |
+
UE_LOG(LogLyraTeams, Error, TEXT("You can't set the team ID on a possessed pawn (%s); it's driven by the associated controller"), *GetPathNameSafe(this));
|
| 88 |
+
}
|
| 89 |
+
}
|
| 90 |
+
|
| 91 |
+
FGenericTeamId ALyraPawn::GetGenericTeamId() const
|
| 92 |
+
{
|
| 93 |
+
return MyTeamID;
|
| 94 |
+
}
|
| 95 |
+
|
| 96 |
+
FOnLyraTeamIndexChangedDelegate* ALyraPawn::GetOnTeamIndexChangedDelegate()
|
| 97 |
+
{
|
| 98 |
+
return &OnTeamChangedDelegate;
|
| 99 |
+
}
|
| 100 |
+
|
| 101 |
+
void ALyraPawn::OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam)
|
| 102 |
+
{
|
| 103 |
+
const FGenericTeamId MyOldTeamID = MyTeamID;
|
| 104 |
+
MyTeamID = IntegerToGenericTeamId(NewTeam);
|
| 105 |
+
ConditionalBroadcastTeamChanged(this, MyOldTeamID, MyTeamID);
|
| 106 |
+
}
|
| 107 |
+
|
| 108 |
+
void ALyraPawn::OnRep_MyTeamID(FGenericTeamId OldTeamID)
|
| 109 |
+
{
|
| 110 |
+
ConditionalBroadcastTeamChanged(this, OldTeamID, MyTeamID);
|
| 111 |
+
}
|
| 112 |
+
|
LyraStarterGame/Source/LyraGame/Character/LyraPawn.h
ADDED
|
@@ -0,0 +1,68 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
// Copyright Epic Games, Inc. All Rights Reserved.
|
| 2 |
+
|
| 3 |
+
#pragma once
|
| 4 |
+
|
| 5 |
+
#include "ModularPawn.h"
|
| 6 |
+
#include "Teams/LyraTeamAgentInterface.h"
|
| 7 |
+
|
| 8 |
+
#include "LyraPawn.generated.h"
|
| 9 |
+
|
| 10 |
+
#define UE_API LYRAGAME_API
|
| 11 |
+
|
| 12 |
+
class AController;
|
| 13 |
+
class UObject;
|
| 14 |
+
struct FFrame;
|
| 15 |
+
|
| 16 |
+
/**
|
| 17 |
+
* ALyraPawn
|
| 18 |
+
*/
|
| 19 |
+
UCLASS(MinimalAPI)
|
| 20 |
+
class ALyraPawn : public AModularPawn, public ILyraTeamAgentInterface
|
| 21 |
+
{
|
| 22 |
+
GENERATED_BODY()
|
| 23 |
+
|
| 24 |
+
public:
|
| 25 |
+
|
| 26 |
+
UE_API ALyraPawn(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
|
| 27 |
+
|
| 28 |
+
//~AActor interface
|
| 29 |
+
UE_API virtual void PreInitializeComponents() override;
|
| 30 |
+
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
| 31 |
+
//~End of AActor interface
|
| 32 |
+
|
| 33 |
+
//~APawn interface
|
| 34 |
+
UE_API virtual void PossessedBy(AController* NewController) override;
|
| 35 |
+
UE_API virtual void UnPossessed() override;
|
| 36 |
+
//~End of APawn interface
|
| 37 |
+
|
| 38 |
+
//~ILyraTeamAgentInterface interface
|
| 39 |
+
UE_API virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
|
| 40 |
+
UE_API virtual FGenericTeamId GetGenericTeamId() const override;
|
| 41 |
+
UE_API virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override;
|
| 42 |
+
//~End of ILyraTeamAgentInterface interface
|
| 43 |
+
|
| 44 |
+
protected:
|
| 45 |
+
// Called to determine what happens to the team ID when possession ends
|
| 46 |
+
virtual FGenericTeamId DetermineNewTeamAfterPossessionEnds(FGenericTeamId OldTeamID) const
|
| 47 |
+
{
|
| 48 |
+
// This could be changed to return, e.g., OldTeamID if you want to keep it assigned afterwards, or return an ID for some neutral faction, or etc...
|
| 49 |
+
return FGenericTeamId::NoTeam;
|
| 50 |
+
}
|
| 51 |
+
|
| 52 |
+
private:
|
| 53 |
+
UFUNCTION()
|
| 54 |
+
UE_API void OnControllerChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam);
|
| 55 |
+
|
| 56 |
+
private:
|
| 57 |
+
UPROPERTY(ReplicatedUsing = OnRep_MyTeamID)
|
| 58 |
+
FGenericTeamId MyTeamID;
|
| 59 |
+
|
| 60 |
+
UPROPERTY()
|
| 61 |
+
FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate;
|
| 62 |
+
|
| 63 |
+
private:
|
| 64 |
+
UFUNCTION()
|
| 65 |
+
UE_API void OnRep_MyTeamID(FGenericTeamId OldTeamID);
|
| 66 |
+
};
|
| 67 |
+
|
| 68 |
+
#undef UE_API
|