119 lines
4.8 KiB
C++
119 lines
4.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/GameFrameworkInitStateInterface.h"
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#include "Components/PawnComponent.h"
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#include "Containers/Array.h"
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#include "Engine/EngineTypes.h"
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#include "GameFramework/Actor.h"
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#include "GameplayAbilitySpec.h"
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#include "Input/LyraMappableConfigPair.h"
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#include "Templates/SubclassOf.h"
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#include "UObject/NameTypes.h"
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#include "UObject/UObjectGlobals.h"
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#include "LyraHeroComponent.generated.h"
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class UGameFrameworkComponentManager;
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class UInputComponent;
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class ULyraCameraMode;
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class ULyraInputConfig;
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class UObject;
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struct FActorInitStateChangedParams;
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struct FFrame;
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struct FGameplayTag;
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struct FInputActionValue;
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/**
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* Component that sets up input and camera handling for player controlled pawns (or bots that simulate players).
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* This depends on a PawnExtensionComponent to coordinate initialization.
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*/
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UCLASS(Blueprintable, Meta=(BlueprintSpawnableComponent))
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class LYRAGAME_API ULyraHeroComponent : public UPawnComponent, public IGameFrameworkInitStateInterface
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{
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GENERATED_BODY()
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public:
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ULyraHeroComponent(const FObjectInitializer& ObjectInitializer);
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/** Returns the hero component if one exists on the specified actor. */
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UFUNCTION(BlueprintPure, Category = "Lyra|Hero")
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static ULyraHeroComponent* FindHeroComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<ULyraHeroComponent>() : nullptr); }
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/** Overrides the camera from an active gameplay ability */
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void SetAbilityCameraMode(TSubclassOf<ULyraCameraMode> CameraMode, const FGameplayAbilitySpecHandle& OwningSpecHandle);
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/** Clears the camera override if it is set */
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void ClearAbilityCameraMode(const FGameplayAbilitySpecHandle& OwningSpecHandle);
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/** Adds mode-specific input config */
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void AddAdditionalInputConfig(const ULyraInputConfig* InputConfig);
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/** Removes a mode-specific input config if it has been added */
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void RemoveAdditionalInputConfig(const ULyraInputConfig* InputConfig);
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/** True if this is controlled by a real player and has progressed far enough in initialization where additional input bindings can be added */
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bool IsReadyToBindInputs() const;
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/** The name of the extension event sent via UGameFrameworkComponentManager when ability inputs are ready to bind */
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static const FName NAME_BindInputsNow;
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/** The name of this component-implemented feature */
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static const FName NAME_ActorFeatureName;
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//~ Begin IGameFrameworkInitStateInterface interface
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virtual FName GetFeatureName() const override { return NAME_ActorFeatureName; }
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virtual bool CanChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) const override;
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virtual void HandleChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) override;
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virtual void OnActorInitStateChanged(const FActorInitStateChangedParams& Params) override;
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virtual void CheckDefaultInitialization() override;
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//~ End IGameFrameworkInitStateInterface interface
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protected:
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virtual void OnRegister() override;
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void InitializePlayerInput(UInputComponent* PlayerInputComponent);
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void Input_AbilityInputTagPressed(FGameplayTag InputTag);
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void Input_AbilityInputTagReleased(FGameplayTag InputTag);
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void Input_Move(const FInputActionValue& InputActionValue);
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void Input_LookMouse(const FInputActionValue& InputActionValue);
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void Input_LookStick(const FInputActionValue& InputActionValue);
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void Input_Crouch(const FInputActionValue& InputActionValue);
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void Input_AutoRun(const FInputActionValue& InputActionValue);
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TSubclassOf<ULyraCameraMode> DetermineCameraMode() const;
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void OnInputConfigActivated(const FLoadedMappableConfigPair& ConfigPair);
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void OnInputConfigDeactivated(const FLoadedMappableConfigPair& ConfigPair);
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protected:
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/**
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* Input Configs that should be added to this player when initializing the input. These configs
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* will NOT be registered with the settings because they are added at runtime. If you want the config
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* pair to be in the settings, then add it via the GameFeatureAction_AddInputConfig
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*
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* NOTE: You should only add to this if you do not have a game feature plugin accessible to you.
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* If you do, then use the GameFeatureAction_AddInputConfig instead.
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*/
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UPROPERTY(EditAnywhere)
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TArray<FMappableConfigPair> DefaultInputConfigs;
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/** Camera mode set by an ability. */
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UPROPERTY()
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TSubclassOf<ULyraCameraMode> AbilityCameraMode;
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/** Spec handle for the last ability to set a camera mode. */
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FGameplayAbilitySpecHandle AbilityCameraModeOwningSpecHandle;
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/** True when player input bindings have been applied, will never be true for non - players */
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bool bReadyToBindInputs;
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};
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