Add SLS movement bridge
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@@ -24,6 +24,7 @@ public class PHY : ModuleRules
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"GenericInputSystem",
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"GenericGameSystem",
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"GenericEffectsSystem",
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"SmoothLocomotionSystem",
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"AuroraDevs_UGC",
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"IKRig",
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"AIModule"
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@@ -17,14 +17,16 @@
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#include "GGA_AbilitySystemComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Interaction/GGS_InteractionSystemComponent.h"
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#include "Locomotion/PHYSLSMovementBridgeComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "PHYGameplayTags.h"
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#include "Ragdoll/GGS_RagdollComponent.h"
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#include "Components/SLSCharacterMovementComponent.h"
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#include "Targeting/GCS_TargetingSystemComponent.h"
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#include "Team/GCS_CombatTeamAgentComponent.h"
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APHYCharacterBase::APHYCharacterBase(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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: Super(ObjectInitializer.SetDefaultSubobjectClass<USLSCharacterMovementComponent>(ACharacter::CharacterMovementComponentName))
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{
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bReplicates = true;
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@@ -36,6 +38,18 @@ APHYCharacterBase::APHYCharacterBase(const FObjectInitializer& ObjectInitializer
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RagdollComponent = CreateDefaultSubobject<UGGS_RagdollComponent>(TEXT("RagdollComponent"));
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ContextEffectComponent = CreateDefaultSubobject<UGES_ContextEffectComponent>(TEXT("ContextEffectComponent"));
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MeshBridgeComponent = CreateDefaultSubobject<UPHYCharacterMeshBridgeComponent>(TEXT("MeshBridgeComponent"));
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SLSMovementBridgeComponent = CreateDefaultSubobject<UPHYSLSMovementBridgeComponent>(TEXT("SLSMovementBridgeComponent"));
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if (UClass* GenericIntegrationClass = FindObject<UClass>(nullptr, TEXT("/Script/GenericGameSystem.GenericIntegrationComponent")))
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{
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GenericIntegrationComponent = Cast<UActorComponent>(CreateDefaultSubobject(
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TEXT("GenericIntegrationComponent"),
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UActorComponent::StaticClass(),
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GenericIntegrationClass,
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false,
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false));
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}
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DisplayMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("DisplayMeshComponent"));
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DisplayMeshComponent->SetupAttachment(GetMesh());
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DisplayMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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@@ -70,6 +84,11 @@ void APHYCharacterBase::BeginPlay()
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ContextEffectComponent->SetGameplayTagsProvider(this);
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}
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if (SLSMovementBridgeComponent)
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{
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SLSMovementBridgeComponent->InitializeSLSMovementBridge(this, GenericIntegrationComponent);
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}
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UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady);
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}
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@@ -181,6 +200,11 @@ bool APHYCharacterBase::HandleInputTag(const FGameplayTag InputTag, const ETrigg
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if (InputTag == PHYGameplayTags::Input_Sprint)
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{
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if (USLSCharacterMovementComponent* SLSMovementComponent = GetSLSCharacterMovementComponent())
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{
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SLSMovementComponent->UpdateMovementType(bPressed ? ESLSMovementType::Sprint : ESLSMovementType::Jog);
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}
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if (CharacterStateComponent)
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{
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CharacterStateComponent->SetMovementState(bPressed ? PHYGameplayTags::State_Movement_Sprint : PHYGameplayTags::State_Movement_Run);
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@@ -197,6 +221,11 @@ bool APHYCharacterBase::HandleInputTag(const FGameplayTag InputTag, const ETrigg
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if (InputTag == PHYGameplayTags::Input_Aim)
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{
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if (USLSCharacterMovementComponent* SLSMovementComponent = GetSLSCharacterMovementComponent())
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{
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SLSMovementComponent->UpdateRotationMode(bPressed ? ESLSRotationMode::AimingDirection : ESLSRotationMode::VelocityDirection);
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}
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if (CharacterStateComponent)
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{
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CharacterStateComponent->SetMovementSet(bPressed ? PHYGameplayTags::State_MovementSet_Aiming : PHYGameplayTags::State_MovementSet_Default);
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@@ -241,6 +270,11 @@ bool APHYCharacterBase::HandleInputTag(const FGameplayTag InputTag, const ETrigg
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return false;
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}
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USLSCharacterMovementComponent* APHYCharacterBase::GetSLSCharacterMovementComponent() const
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{
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return Cast<USLSCharacterMovementComponent>(GetCharacterMovement());
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}
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void APHYCharacterBase::SetMovementIntent(const FVector NewMovementIntent)
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{
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const FVector ClampedIntent = NewMovementIntent.GetClampedToMaxSize(1.0f);
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@@ -0,0 +1,56 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Locomotion/PHYSLSMovementBridgeComponent.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYSLSMovementBridgeComponent)
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#include "Characters/PHYCharacterSettings.h"
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#include "Components/SLSCharacterMovementComponent.h"
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#include "GameFramework/Character.h"
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#include "PHYConfigSettings.h"
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UPHYSLSMovementBridgeComponent::UPHYSLSMovementBridgeComponent()
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{
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PrimaryComponentTick.bCanEverTick = false;
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SetIsReplicatedByDefault(false);
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}
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bool UPHYSLSMovementBridgeComponent::InitializeSLSMovementBridge(ACharacter* InCharacter, UActorComponent* InGenericIntegrationComponent)
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{
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bInitialized = false;
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OwnerCharacter = InCharacter;
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GenericIntegrationComponent = InGenericIntegrationComponent;
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SLSCharacterMovementComponent = nullptr;
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const UPHYLocomotionSettings* LocomotionSettings = GetDefault<UPHYLocomotionSettings>();
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if (!LocomotionSettings || !LocomotionSettings->bUseSmoothLocomotionSystem || !OwnerCharacter)
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{
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return false;
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}
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SLSCharacterMovementComponent = Cast<USLSCharacterMovementComponent>(OwnerCharacter->GetCharacterMovement());
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if (!SLSCharacterMovementComponent)
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{
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return false;
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}
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const UPHYCharacterSettings* CharacterSettings = GetDefault<UPHYCharacterSettings>();
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// 首期由项目侧显式初始化,避免依赖 SLSIntegrationComponent 的总装逻辑。
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SLSCharacterMovementComponent->Config.InitComponentType = ESLSComponentInitType::ManualInit;
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SLSCharacterMovementComponent->Config.MovementType = ESLSMovementType::Jog;
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SLSCharacterMovementComponent->Config.RotationMode = ESLSRotationMode::VelocityDirection;
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SLSCharacterMovementComponent->Config.bEnableSprintInLookingDirectionRotationMode = true;
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SLSCharacterMovementComponent->ApplyBaseSLSCharacterMovementSettings();
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if (CharacterSettings)
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{
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SLSCharacterMovementComponent->MaxWalkSpeed = CharacterSettings->DefaultMaxWalkSpeed;
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SLSCharacterMovementComponent->MaxAcceleration = CharacterSettings->DefaultMaxAcceleration;
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}
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SLSCharacterMovementComponent->InitializeMovementComponent(SLSCharacterMovementComponent->Config);
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bInitialized = true;
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return true;
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}
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@@ -19,7 +19,9 @@ class UGGS_InteractionSystemComponent;
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class UGGS_RagdollComponent;
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class UPHYCharacterMeshBridgeComponent;
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class UPHYCharacterStateComponent;
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class UPHYSLSMovementBridgeComponent;
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class USkeletalMeshComponent;
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class USLSCharacterMovementComponent;
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/**
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* @brief PHY 玩家和 AI 共用角色基类。
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@@ -124,6 +126,18 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character|Animation")
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UPHYCharacterMeshBridgeComponent* GetMeshBridgeComponent() const { return MeshBridgeComponent; }
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/** @brief 获取 PHY SLS 运动桥接组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character|Locomotion")
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UPHYSLSMovementBridgeComponent* GetSLSMovementBridgeComponent() const { return SLSMovementBridgeComponent; }
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/** @brief 获取 SLS 角色运动组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character|Locomotion")
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USLSCharacterMovementComponent* GetSLSCharacterMovementComponent() const;
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/** @brief 获取 GenericGameSystem 可选集成入口组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character|Locomotion")
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UActorComponent* GetGenericIntegrationComponent() const { return GenericIntegrationComponent; }
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/** @brief 获取显示层 Mesh 组件,职业和外观 Mesh 应应用到该组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character|Animation")
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USkeletalMeshComponent* GetDisplayMeshComponent() const { return DisplayMeshComponent; }
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@@ -248,6 +262,14 @@ protected:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character|Animation")
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TObjectPtr<UPHYCharacterMeshBridgeComponent> MeshBridgeComponent;
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/** @brief PHY 对 SLS 运动系统的桥接组件。 */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character|Locomotion")
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TObjectPtr<UPHYSLSMovementBridgeComponent> SLSMovementBridgeComponent;
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/** @brief GenericGameSystem 可选集成入口组件。 */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character|Locomotion")
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TObjectPtr<UActorComponent> GenericIntegrationComponent;
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/** @brief 显示层 Mesh 组件,承载职业和外观 Mesh。 */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character|Animation")
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TObjectPtr<USkeletalMeshComponent> DisplayMeshComponent;
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68
Source/PHY/Public/Locomotion/PHYSLSMovementBridgeComponent.h
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68
Source/PHY/Public/Locomotion/PHYSLSMovementBridgeComponent.h
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@@ -0,0 +1,68 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "PHYSLSMovementBridgeComponent.generated.h"
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class ACharacter;
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class USLSCharacterMovementComponent;
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/**
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* @brief PHY 对 Smooth Locomotion System 的首期运动桥接组件。
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*
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* 该组件只缓存并初始化明确接入的 SLS 运动组件,不使用 SLSIntegrationComponent,
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* 也不承担相机系统职责。
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*/
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UCLASS(BlueprintType, Blueprintable)
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class PHY_API UPHYSLSMovementBridgeComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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/** @brief 创建运动桥接组件。 */
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UPHYSLSMovementBridgeComponent();
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/**
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* @brief 初始化 SLS 运动桥接。
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* @param InCharacter 拥有该桥接组件的角色。
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* @param InGenericIntegrationComponent 可选的 Generic 集成入口组件。
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* @return 初始化是否成功。
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*/
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UFUNCTION(BlueprintCallable, Category="PHY|Locomotion|SLS")
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bool InitializeSLSMovementBridge(ACharacter* InCharacter, UActorComponent* InGenericIntegrationComponent);
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/** @brief 获取桥接到的角色。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Locomotion|SLS")
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ACharacter* GetOwnerCharacter() const { return OwnerCharacter; }
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/** @brief 获取 SLS 角色运动组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Locomotion|SLS")
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USLSCharacterMovementComponent* GetSLSCharacterMovementComponent() const { return SLSCharacterMovementComponent; }
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/** @brief 获取可选的 Generic 集成入口组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Locomotion|SLS")
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UActorComponent* GetGenericIntegrationComponent() const { return GenericIntegrationComponent; }
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/** @brief 查询桥接是否已完成初始化。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Locomotion|SLS")
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bool IsSLSMovementBridgeInitialized() const { return bInitialized; }
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protected:
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/** @brief 拥有 SLS 运动能力的角色。 */
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UPROPERTY(Transient, BlueprintReadOnly, Category="PHY|Locomotion|SLS")
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TObjectPtr<ACharacter> OwnerCharacter;
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/** @brief SLS 核心角色运动组件。 */
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UPROPERTY(Transient, BlueprintReadOnly, Category="PHY|Locomotion|SLS")
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TObjectPtr<USLSCharacterMovementComponent> SLSCharacterMovementComponent;
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/** @brief GenericGameSystem 提供的可选集成入口。 */
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UPROPERTY(Transient, BlueprintReadOnly, Category="PHY|Locomotion|SLS")
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TObjectPtr<UActorComponent> GenericIntegrationComponent;
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/** @brief 桥接初始化状态。 */
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UPROPERTY(Transient, BlueprintReadOnly, Category="PHY|Locomotion|SLS")
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bool bInitialized = false;
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};
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