RealtimeStyleTransferRuntime/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseSubsystem.h

113 lines
4.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Delegates/Delegate.h"
#include "Engine/EngineTypes.h"
#include "GameplayAbilitySpec.h"
#include "GameplayTagContainer.h"
#include "HAL/Platform.h"
#include "Subsystems/WorldSubsystem.h"
#include "Templates/SubclassOf.h"
#include "UObject/UObjectGlobals.h"
#include "UObject/WeakObjectPtr.h"
#include "LyraGamePhaseSubsystem.generated.h"
class ULyraGamePhaseAbility;
class UObject;
struct FFrame;
struct FGameplayAbilitySpecHandle;
DECLARE_DYNAMIC_DELEGATE_OneParam(FLyraGamePhaseDynamicDelegate, const ULyraGamePhaseAbility*, Phase);
DECLARE_DELEGATE_OneParam(FLyraGamePhaseDelegate, const ULyraGamePhaseAbility* Phase);
DECLARE_DYNAMIC_DELEGATE_OneParam(FLyraGamePhaseTagDynamicDelegate, const FGameplayTag&, PhaseTag);
DECLARE_DELEGATE_OneParam(FLyraGamePhaseTagDelegate, const FGameplayTag& PhaseTag);
// Match rule for message receivers
UENUM(BlueprintType)
enum class EPhaseTagMatchType : uint8
{
// An exact match will only receive messages with exactly the same channel
// (e.g., registering for "A.B" will match a broadcast of A.B but not A.B.C)
ExactMatch,
// A partial match will receive any messages rooted in the same channel
// (e.g., registering for "A.B" will match a broadcast of A.B as well as A.B.C)
PartialMatch
};
/** Subsystem for managing Lyra's game phases using gameplay tags in a nested manner, which allows parent and child
* phases to be active at the same time, but not sibling phases.
* Example: Game.Playing and Game.Playing.WarmUp can coexist, but Game.Playing and Game.ShowingScore cannot.
* When a new phase is started, any active phases that are not ancestors will be ended.
* Example: if Game.Playing and Game.Playing.CaptureTheFlag are active when Game.Playing.PostGame is started,
* Game.Playing will remain active, while Game.Playing.CaptureTheFlag will end.
*/
UCLASS()
class ULyraGamePhaseSubsystem : public UWorldSubsystem
{
GENERATED_BODY()
public:
ULyraGamePhaseSubsystem();
virtual void PostInitialize() override;
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
void StartPhase(TSubclassOf<ULyraGamePhaseAbility> PhaseAbility, FLyraGamePhaseDelegate PhaseEndedCallback = FLyraGamePhaseDelegate());
//TODO Return a handle so folks can delete these. They will just grow until the world resets.
//TODO Should we just occasionally clean these observers up? It's not as if everyone will properly unhook them even if there is a handle.
void WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseActive);
void WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseEnd);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, BlueprintPure = false, meta = (AutoCreateRefTerm = "PhaseTag"))
bool IsPhaseActive(const FGameplayTag& PhaseTag) const;
protected:
virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const override;
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName="Start Phase", AutoCreateRefTerm = "PhaseEnded"))
void K2_StartPhase(TSubclassOf<ULyraGamePhaseAbility> Phase, const FLyraGamePhaseDynamicDelegate& PhaseEnded);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName = "When Phase Starts or Is Active", AutoCreateRefTerm = "WhenPhaseActive"))
void K2_WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseActive);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName = "When Phase Ends", AutoCreateRefTerm = "WhenPhaseEnd"))
void K2_WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseEnd);
void OnBeginPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle);
void OnEndPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle);
private:
struct FLyraGamePhaseEntry
{
public:
FGameplayTag PhaseTag;
FLyraGamePhaseDelegate PhaseEndedCallback;
};
TMap<FGameplayAbilitySpecHandle, FLyraGamePhaseEntry> ActivePhaseMap;
struct FPhaseObserver
{
public:
bool IsMatch(const FGameplayTag& ComparePhaseTag) const;
FGameplayTag PhaseTag;
EPhaseTagMatchType MatchType = EPhaseTagMatchType::ExactMatch;
FLyraGamePhaseTagDelegate PhaseCallback;
};
TArray<FPhaseObserver> PhaseStartObservers;
TArray<FPhaseObserver> PhaseEndObservers;
friend class ULyraGamePhaseAbility;
};