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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Bullet/GCS_BulletContainer.h"
void FGCS_BulletContainer::PreReplicatedRemove(const TArrayView<int32> RemovedIndices, int32 FinalSize)
{
}
void FGCS_BulletContainer::PostReplicatedAdd(const TArrayView<int32> AddedIndices, int32 FinalSize)
{
}
void FGCS_BulletContainer::PostReplicatedChange(const TArrayView<int32> ChangedIndices, int32 FinalSize)
{
}
int32 FGCS_BulletContainer::IndexOfById(const FGuid& Id) const
{
if (!Id.IsValid())
{
return INDEX_NONE;
}
return -1;
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Bullet/GCS_BulletInstance.h"
#include "AbilitySystemBlueprintLibrary.h"
#include "AbilitySystemComponent.h"
#include "GCS_GameplayTags.h"
#include "GCS_LogChannels.h"
#include "Engine/World.h"
#include "GameFramework/Pawn.h"
#include "Bullet/GCS_BulletStructLibrary.h"
#include "Bullet/GCS_BulletSubsystem.h"
#include "CombatFlow/GCS_AttackDefinition.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "NiagaraSystem.h"
#include "Net/UnrealNetwork.h"
#include "Utilities/GGA_GameplayEffectContainerFunctionLibrary.h"
#include "Utilities/GGA_GameplayEffectFunctionLibrary.h"
#include "Utility/GCS_CombatFunctionLibrary.h"
// Sets default values
AGCS_BulletInstance::AGCS_BulletInstance()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bAllowTickBatching = true;
bReplicates = true;
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>("ProjectileMovement");
}
void AGCS_BulletInstance::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
FDoRepLifetimeParams SharedParams;
SharedParams.bIsPushBased = true;
DOREPLIFETIME_WITH_PARAMS_FAST(ThisClass, DefinitionHandle, SharedParams);
DOREPLIFETIME_WITH_PARAMS_FAST(ThisClass, BulletId, SharedParams);
}
UProjectileMovementComponent* AGCS_BulletInstance::GetProjectileMovementComponent() const
{
return ProjectileMovement;
}
void AGCS_BulletInstance::SetDefinitionHandle(FDataTableRowHandle NewHandle)
{
if ((GetOwner() != nullptr && GetOwner()->HasAuthority()) || HasAuthority())
{
MARK_PROPERTY_DIRTY_FROM_NAME(ThisClass, DefinitionHandle, this);
DefinitionHandle = NewHandle;
ForceNetUpdate();
OnRep_BulletDefinition();
}
}
void AGCS_BulletInstance::SetBulletId(const FGuid& NewId)
{
if (NewId.IsValid())
{
if ((GetOwner() != nullptr && GetOwner()->HasAuthority()) || HasAuthority())
{
MARK_PROPERTY_DIRTY_FROM_NAME(ThisClass, DefinitionHandle, this);
}
BulletId = NewId;
}
else
{
UE_LOG(LogGCS, Error, TEXT("Attempt to set invalid guid for bullet(%s)"), *GetName())
}
}
FGuid AGCS_BulletInstance::GetBulletId() const
{
return BulletId;
}
void AGCS_BulletInstance::SetParentBulletId_Implementation(FGuid NewParentId)
{
ParentBulletId = NewParentId;
}
FGuid AGCS_BulletInstance::GetParentBulletId() const
{
return ParentBulletId;
}
void AGCS_BulletInstance::SetHitResult(const FHitResult& NewHitResult)
{
LastHitResult = NewHitResult;
// HitActors.Push(NewHitResult.GetActor());
}
const FHitResult& AGCS_BulletInstance::GetHitResult() const
{
return LastHitResult;
}
bool AGCS_BulletInstance::HasGameplayAuthority() const
{
return HasAuthority() && !bIsLocalPredicting;
}
void AGCS_BulletInstance::LaunchBullet_Implementation()
{
}
bool AGCS_BulletInstance::GetEffectSpecHandle_Implementation(FGameplayEffectSpecHandle& OutHandle)
{
OutHandle = EffectSpecHandle;
return EffectSpecHandle.IsValid();
}
FGGA_GameplayEffectContainer AGCS_BulletInstance::GetEffectContainer_Implementation() const
{
if (FGCS_AttackDefinition* AtkDef = Definition.AttackDefinition.GetRow<FGCS_AttackDefinition>(TEXT("AGCS_BulletInstance::GetEffectContainer")))
{
return AtkDef->TargetEffectContainer;
}
return FGGA_GameplayEffectContainer();
}
int32 AGCS_BulletInstance::GetEffectContainerLevelOverride_Implementation() const
{
return 0;
}
void AGCS_BulletInstance::SetEffectContainerSpec_Implementation(const FGGA_GameplayEffectContainerSpec& InEffectContainerSpec)
{
EffectContainerSpec = InEffectContainerSpec;
}
void AGCS_BulletInstance::SetEffectSpec_Implementation(FGameplayEffectSpecHandle& InEffectSpec)
{
EffectSpecHandle = InEffectSpec;
}
UShapeComponent* AGCS_BulletInstance::GetBulletShape_Implementation() const
{
return nullptr;
}
FGGA_GameplayEffectContainerSpec AGCS_BulletInstance::GetEffectContainerSpec_Implementation() const
{
return EffectContainerSpec;
}
void AGCS_BulletInstance::PostNetInit()
{
Super::PostNetInit();
}
void AGCS_BulletInstance::PostNetReceive()
{
Super::PostNetReceive();
}
void AGCS_BulletInstance::FoundLocalPredictedBullet_Implementation(AGCS_BulletInstance* PredictedBullet)
{
}
TSubclassOf<UGameplayEffect> AGCS_BulletInstance::GetEffectClass_Implementation() const
{
if (FGCS_AttackDefinition* AtkDef = Definition.AttackDefinition.GetRow<FGCS_AttackDefinition>(TEXT("AGCS_BulletInstance::GetEffectClass")))
{
if (!AtkDef->TargetEffectClass.IsNull())
{
return AtkDef->TargetEffectClass.LoadSynchronous();
}
}
return nullptr;
}
int32 AGCS_BulletInstance::GetEffectLevel_Implementation() const
{
if (FGCS_AttackDefinition* AtkDef = Definition.AttackDefinition.GetRow<FGCS_AttackDefinition>(TEXT("AGCS_BulletInstance::GetEffectClass")))
{
return AtkDef->TargetEffectClassLevel;
}
return 0;
}
// Called when the game starts or when spawned
void AGCS_BulletInstance::BeginPlay()
{
Super::BeginPlay();
}
void AGCS_BulletInstance::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
OnBulletEndPlay();
Super::EndPlay(EndPlayReason);
}
void AGCS_BulletInstance::OnBulletBeginPlay_Implementation()
{
SetActorHiddenInGame(false);
SetActorTickEnabled(true);
SetActorEnableCollision(true);
}
void AGCS_BulletInstance::OnBulletEndPlay_Implementation()
{
SetActorHiddenInGame(true);
SetActorTickEnabled(false);
SetActorEnableCollision(false);
bIsLocalPredicting = false;
Definition = FGCS_BulletDefinition();
Request = nullptr;
EffectSpecHandle = FGameplayEffectSpecHandle();
EffectContainerSpec = FGGA_GameplayEffectContainerSpec();
SetActorTransform(FTransform::Identity);
}
void AGCS_BulletInstance::SetupInitialLocationAndRotation()
{
InitialActorLocation = GetActorLocation();
InitialActorRotation = GetActorRotation();
}
void AGCS_BulletInstance::RefreshTravelStates()
{
if (HasAuthority() && GetProjectileMovementComponent() && GetProjectileMovementComponent()->IsActive())
{
// update Traveled distance and gravity scale.
TraveledDistance = FVector::Dist2D(GetActorLocation(), InitialActorLocation);
float DesiredGravityScale = TraveledDistance <= Definition.AttenuationRange ? Definition.GravityScaleInRange : Definition.GravityScaleOutRage;
if (GetProjectileMovementComponent()->ProjectileGravityScale != DesiredGravityScale)
{
GetProjectileMovementComponent()->ProjectileGravityScale = DesiredGravityScale;
}
}
}
// bool AGCS_BulletInstance::AlreadyHit(const FHitResult& InHitResult) const
// {
// for (int i = 0; i < HitActors.Num(); ++i)
// {
// if (HitActors[i] == InHitResult.GetActor())
// {
// return true;
// }
// }
// return false;
// }
bool AGCS_BulletInstance::ShouldPenetrateHitResult(const FHitResult& InHitResult) const
{
if (InHitResult.GetActor() != nullptr)
{
if (Definition.bPenetrateCharacter && InHitResult.GetActor()->GetClass()->IsChildOf(APawn::StaticClass()))
{
return true;
}
return Definition.bPenetrateMap;
}
return false;
}
bool AGCS_BulletInstance::ShouldGenerateBullet_Implementation()
{
if (Definition.HitBulletDefinition.IsNull() || Definition.HitBulletDefinition == DefinitionHandle)
{
return false;
}
if (Definition.LaunchCondition == GCS_BulletLaunch::Always || Definition.LaunchCondition == FGameplayTag::EmptyTag)
{
return true;
}
if (Definition.LaunchCondition == GCS_BulletLaunch::DidNotHitPawn)
{
if (LastHitResult.GetActor() && !LastHitResult.GetActor()->GetClass()->IsChildOf(APawn::StaticClass()))
{
return true;
}
}
if (Definition.LaunchCondition == GCS_BulletLaunch::HitPawn)
{
if (LastHitResult.GetActor() && LastHitResult.GetActor()->GetClass()->IsChildOf(APawn::StaticClass()))
{
return true;
}
}
return false;
}
void AGCS_BulletInstance::HandleBulletHitChains_Implementation()
{
if (!HasGameplayAuthority() || !ShouldGenerateBullet())
{
return;
}
UAbilitySystemComponent* AbilitySystem = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(GetOwner());
if (AbilitySystem == nullptr)
{
return;
}
FGCS_BulletDefinition* SubBullet = Definition.HitBulletDefinition.GetRow<FGCS_BulletDefinition>(TEXT("HandleBulletHitChains"));
if (SubBullet == nullptr)
{
return;
}
// Setup bullet gameplay effect instance and launch.
FGCS_BulletSpawnParameters SpawnParams;
SpawnParams.Owner = GetOwner();
SpawnParams.DefinitionHandle = Definition.HitBulletDefinition;
//TODO Various different launch location.
FTransform SpawnTransform = FTransform::Identity;
SpawnTransform.SetLocation(GetHitResult().Location);
SpawnTransform.SetRotation(GetActorRotation().Quaternion());
SpawnTransform.SetScale3D(FVector::One());
SpawnParams.SpawnTransform = SpawnTransform;
SpawnParams.Request = Request;
SpawnParams.ParentId = BulletId;
FGameplayEventData EventData;
EventData.Instigator = GetOwner();
EventData.EventMagnitude = GetEffectContainerLevelOverride_Implementation();
TArray<AGCS_BulletInstance*> BulletInstances = GetWorld()->GetSubsystem<UGCS_BulletSubsystem>()->SpawnBullets(SpawnParams);
//Setup each bullets
for (AGCS_BulletInstance* BulletInstance : BulletInstances)
{
// Setup normal gameplay effects.
TSubclassOf<UGameplayEffect> GE = Execute_GetEffectClass(BulletInstance);
int32 GELevel = Execute_GetEffectLevel(BulletInstance);
if (GE != nullptr)
{
FGameplayEffectSpecHandle GESpec = AbilitySystem->MakeOutgoingSpec(GE, GELevel, AbilitySystem->MakeEffectContext());
UGCS_CombatFunctionLibrary::AddAttackHandleToGameplayEffectSpec(GESpec, SubBullet->AttackDefinition);
FGameplayEffectContextHandle ContextHandle = UAbilitySystemBlueprintLibrary::GetEffectContext(GESpec);
UGGA_GameplayEffectFunctionLibrary::SetEffectCauser(ContextHandle, BulletInstance);
Execute_SetEffectSpec(BulletInstance, GESpec);
}
// Setup gameplay effects container.
const FGGA_GameplayEffectContainer& GEContainer = Execute_GetEffectContainer(BulletInstance);
if (UGGA_GameplayEffectContainerFunctionLibrary::IsValidContainer(GEContainer))
{
FGGA_GameplayEffectContainerSpec GEContainerSpec = UGGA_GameplayEffectContainerFunctionLibrary::MakeEffectContainerSpec(
GEContainer, EventData);
// Setup each gameplay effect instance.
for (const FGameplayEffectSpecHandle& GESpec : GEContainerSpec.TargetGameplayEffectSpecs)
{
UGCS_CombatFunctionLibrary::AddAttackHandleToGameplayEffectSpec(GESpec, SubBullet->AttackDefinition);
FGameplayEffectContextHandle ContextHandle = UAbilitySystemBlueprintLibrary::GetEffectContext(GESpec);
UGGA_GameplayEffectFunctionLibrary::SetEffectCauser(ContextHandle, BulletInstance);
}
Execute_SetEffectContainerSpec(BulletInstance, GEContainerSpec);
}
}
//Launch each bullets
for (AGCS_BulletInstance* BulletInstance : BulletInstances)
{
BulletInstance->LaunchBullet();
}
}
void AGCS_BulletInstance::ApplyGameplayEffects_Implementation(FHitResult HitResult)
{
if (!HasGameplayAuthority())
{
return;
}
if (UAbilitySystemComponent* TargetAsc = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(HitResult.GetActor()))
{
FGameplayEffectSpecHandle SpecHandle;
if (Execute_GetEffectSpecHandle(this, SpecHandle))
{
FGameplayEffectContextHandle ContextHandle = UAbilitySystemBlueprintLibrary::GetEffectContext(SpecHandle);
ContextHandle.AddHitResult(HitResult, true);
ContextHandle.GetInstigatorAbilitySystemComponent()->BP_ApplyGameplayEffectSpecToTarget(SpecHandle, TargetAsc);
}
FGGA_GameplayEffectContainerSpec ContainerSpec = Execute_GetEffectContainerSpec(this);
if (ContainerSpec.HasValidEffects())
{
FGameplayAbilityTargetData_SingleTargetHit* NewData = new FGameplayAbilityTargetData_SingleTargetHit(HitResult);
ContainerSpec.TargetData.Add(NewData);
for (const FGameplayEffectSpecHandle& TargetGameplayEffectSpec : ContainerSpec.TargetGameplayEffectSpecs)
{
TargetGameplayEffectSpec.Data->GetContext().AddHitResult(HitResult, true);
}
}
UGGA_GameplayEffectContainerFunctionLibrary::ApplyExternalEffectContainerSpec(ContainerSpec);
}
}
void AGCS_BulletInstance::OnRep_BulletId(FGuid Prev)
{
if (UGCS_BulletSubsystem* BulletSubsystem = GetWorld()->GetSubsystem<UGCS_BulletSubsystem>())
{
if (!bIsLocalPredicting && BulletSubsystem->BulletInstances.Contains(BulletId))
{
UE_LOG(LogGCS, Warning, TEXT("Found local predicted bullet(%s)"), *BulletSubsystem->BulletInstances[BulletId]->GetName());
FoundLocalPredictedBullet(BulletSubsystem->BulletInstances[BulletId]);
}
}
}
void AGCS_BulletInstance::OnRep_BulletDefinition()
{
if (DefinitionHandle.IsNull())
{
Definition = FGCS_BulletDefinition();
OnBulletEndPlay();
}
else
{
if (const FGCS_BulletDefinition* NewDefinition = DefinitionHandle.GetRow<FGCS_BulletDefinition>(TEXT("RefreshDefinition")))
{
Definition = *NewDefinition;
OnBulletBeginPlay();
}
else
{
UE_LOG(LogGCS, Verbose, TEXT("Failed to load definition(%s) for bullet(%s)"), *DefinitionHandle.ToDebugString(), *GetPathName(this));
}
}
}
// Called every frame
void AGCS_BulletInstance::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Bullet/GCS_BulletStructLibrary.h"
#include "CombatFlow/GCS_AttackRequest.h"
FString FGCS_BulletSpawnParameters::ToDebugString() const
{
return FString::Format(TEXT("Owner:{0} DefinitionHandle:{1}"), {Owner ? Owner->GetName() : "Null", DefinitionHandle.ToDebugString()});
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Bullet/GCS_BulletSubsystem.h"
#include "GCS_LogChannels.h"
#include "Bullet/GCS_BulletInstance.h"
#include "Engine/World.h"
#include "Kismet/KismetMathLibrary.h"
UGCS_BulletSubsystem* UGCS_BulletSubsystem::Get(const UWorld* World)
{
if (IsValid(World))
{
return World->GetSubsystem<UGCS_BulletSubsystem>();
}
return nullptr;
}
TArray<AGCS_BulletInstance*> UGCS_BulletSubsystem::SpawnBullets(const FGCS_BulletSpawnParameters& SpawnParameters)
{
TArray<AGCS_BulletInstance*> RetInstances{};
FGCS_BulletDefinition Definition;
if (SpawnParameters.DefinitionHandle.IsNull() || !LoadBulletDefinition(SpawnParameters.DefinitionHandle, Definition))
{
return RetInstances;
}
RetInstances = GetOrCreateBulletInstances(SpawnParameters, Definition);
for (int i = 0; i < RetInstances.Num(); ++i)
{
AGCS_BulletInstance* Instance = RetInstances[i];
Instance->bServerInitiated = GetWorld()->GetNetMode() < NM_Client;
Instance->bIsLocalPredicting = SpawnParameters.bIsLocalPredicting;
if (SpawnParameters.OverrideBulletIds.IsValidIndex(i))
{
Instance->SetBulletId(SpawnParameters.OverrideBulletIds[i]);
}
else
{
Instance->SetBulletId(FGuid::NewGuid());
}
if (SpawnParameters.ParentId.IsValid() && BulletInstances.Contains(SpawnParameters.ParentId))
{
Instance->SetParentBulletId(SpawnParameters.ParentId);
// if (AGCS_BulletInstance* ParentBulletInstance = BulletInstances[SpawnParameters.ParentId])
// {
// if (ParentBulletInstance->Definition.bUseSharedHitList)
// {
// Instance->HitActors = ParentBulletInstance->HitActors;
// }
// }
}
if (SpawnParameters.Request)
{
Instance->Request = SpawnParameters.Request;
}
if (SpawnParameters.Owner)
{
Instance->SetOwner(SpawnParameters.Owner);
}
Instance->SetDefinitionHandle(SpawnParameters.DefinitionHandle);
BulletInstances.Emplace(Instance->BulletId, Instance);
}
for (int i = 0; i < RetInstances.Num(); ++i)
{
FRotator RotationAdjustment(Definition.LaunchElevationAngle, Definition.LaunchAngle + Definition.LaunchAngleInterval * i, 0);
// Start with the spawn transform
// FTransform ModifiedTransform = SpawnParameters.SpawnTransform;
// Compose the rotations: apply adjustment relative to original rotation
// FRotator FinalRotation = UKismetMathLibrary::ComposeRotators(ModifiedTransform.Rotator(), RotationAdjustment);
// ModifiedTransform.SetRotation(FinalRotation.Quaternion());
RetInstances[i]->SetActorTransform(FTransform(RotationAdjustment, FVector::ZeroVector) * SpawnParameters.SpawnTransform, false, nullptr, ETeleportType::ResetPhysics);
}
//batch beginplay.
for (AGCS_BulletInstance* Instance : RetInstances)
{
Instance->OnBulletBeginPlay();
}
return RetInstances;
}
TArray<FGuid> UGCS_BulletSubsystem::GetIdsFromBullets(TArray<AGCS_BulletInstance*> Instances)
{
TArray<FGuid> Ids;
for (AGCS_BulletInstance* BulletInstance : Instances)
{
Ids.Add(BulletInstance->BulletId);
}
return Ids;
}
TArray<AGCS_BulletInstance*> UGCS_BulletSubsystem::GetOrCreateBulletInstances(const FGCS_BulletSpawnParameters& SpawnParameters, const FGCS_BulletDefinition& Definition)
{
TArray<AGCS_BulletInstance*> OutInstances;
static int32 MaxAllowedLoops = 30;
int32 Counter = 0;
while (OutInstances.Num() < Definition.BulletCount)
{
if (AGCS_BulletInstance* Instance = TakeBulletFromPool(Definition.BulletActorClass.LoadSynchronous()))
{
OutInstances.Add(Instance);
}
else if (AGCS_BulletInstance* Instance2 = CreateBulletInstance(SpawnParameters, Definition))
{
OutInstances.Add(Instance2);
}
Counter++;
if (Counter >= MaxAllowedLoops)
{
UE_LOG(LogGCS, Warning, TEXT("BulletSubsystem reach max allowed bullet spawn loops(%d)."), MaxAllowedLoops);
break;
}
}
return OutInstances;
}
AGCS_BulletInstance* UGCS_BulletSubsystem::TakeBulletFromPool(TSubclassOf<AGCS_BulletInstance> BulletClass)
{
int32 Found = INDEX_NONE;
for (int i = 0; i < BulletPools.Num(); i++)
{
if (BulletPools[i].GetClass() == BulletClass)
{
Found = i;
break;
}
}
if (Found != INDEX_NONE)
{
AGCS_BulletInstance* FoundInstance = BulletPools[Found];
UE_LOG(LogGCS, Verbose, TEXT("Taking bullet(%s) from pool."), *BulletClass->GetName());
BulletPools.RemoveAtSwap(Found);
return FoundInstance;
}
return nullptr;
}
void UGCS_BulletSubsystem::DestroyBullet(FGuid BulletId)
{
if (BulletInstances.Contains(BulletId))
{
AGCS_BulletInstance* BulletToRemove = BulletInstances[BulletId];
BulletToRemove->SetDefinitionHandle(FDataTableRowHandle());
BulletToRemove->SetOwner(nullptr);
BulletInstances.Remove(BulletId);
BulletPools.Add(BulletToRemove);
UE_LOG(LogGCS, Verbose, TEXT("Return bullet(%s) back to pool."), *BulletToRemove->GetClass()->GetName());
}
}
AGCS_BulletInstance* UGCS_BulletSubsystem::CreateBulletInstance(const FGCS_BulletSpawnParameters& SpawnParameters, const FGCS_BulletDefinition& Definition)
{
if (Definition.BulletActorClass.IsNull())
{
UE_LOG(LogGCS, Error, TEXT("Failed to create bullet instance for definition(%s),missing BulletActorClass!!!"), *SpawnParameters.DefinitionHandle.ToDebugString());
return nullptr;
}
UClass* BulletClass = Definition.BulletActorClass.LoadSynchronous();
check(BulletClass);
FActorSpawnParameters ActorSpawnParameters;
ActorSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
AGCS_BulletInstance* NewInstance = GetWorld()->SpawnActor<AGCS_BulletInstance>(BulletClass, FTransform::Identity, ActorSpawnParameters);
if (NewInstance)
{
UE_LOG(LogGCS, Verbose, TEXT("Create new bullet instance for class(%s)"), *BulletClass->GetName());
return NewInstance;
}
UE_LOG(LogGCS, Error, TEXT("Failed to create new bullet instance for class(%s)"), *BulletClass->GetName());
return nullptr;
}
bool UGCS_BulletSubsystem::LoadBulletDefinition(const FDataTableRowHandle& Handle, FGCS_BulletDefinition& OutDefinition)
{
if (FGCS_BulletDefinition* Definition = Handle.GetRow<FGCS_BulletDefinition>(TEXT("LoadBulletDefinition")))
{
OutDefinition = *Definition;
return true;
}
return false;
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Bullet/GCS_BulletSystemComponent.h"
#include "GCS_LogChannels.h"
#include "Bullet/GCS_BulletInstance.h"
#include "Bullet/GCS_BulletSubsystem.h"
// Sets default values for this component's properties
UGCS_BulletSystemComponent::UGCS_BulletSystemComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = false;
// ...
}
// Called when the game starts
void UGCS_BulletSystemComponent::BeginPlay()
{
Super::BeginPlay();
// ...
}
UGCS_BulletSystemComponent* UGCS_BulletSystemComponent::GetBulletSystemComponent(const AActor* Actor)
{
return IsValid(Actor) ? Actor->FindComponentByClass<UGCS_BulletSystemComponent>() : nullptr;
}
bool UGCS_BulletSystemComponent::FindBulletSystemComponent(const AActor* Actor, UGCS_BulletSystemComponent*& Component)
{
Component = GetBulletSystemComponent(Actor);
return Component != nullptr;
}
void UGCS_BulletSystemComponent::SpawnBullet(const FGCS_BulletSpawnParameters& SpawnParameters)
{
//SpawnBulletInternal(SpawnParameters);
}
// TArray<AGCS_BulletInstance*> UGCS_BulletSystemComponent::SpawnBulletInternal(const FGCS_BulletSpawnParameters& SpawnParameters)
// {
// TArray<AGCS_BulletInstance*> RetInstances{};
//
// if (GetOwner()->GetLocalRole() < ROLE_AutonomousProxy)
// {
// GCS_CLOG(Warning, "No authority to spawn bullet!")
// return RetInstances;
// }
//
// UGCS_BulletSubsystem* Subsystem = UGCS_BulletSubsystem::Get(GetWorld());
// if (Subsystem == nullptr)
// {
// return RetInstances;
// }
//
// FGCS_BulletDefinition Definition;
// if (SpawnParameters.DefinitionHandle.IsNull() || !Subsystem->LoadBulletDefinition(SpawnParameters.DefinitionHandle, Definition))
// {
// return RetInstances;
// }
//
// RetInstances = Subsystem->GetOrCreateBulletInstances(SpawnParameters, Definition);
//
// for (int i = 0; i < RetInstances.Num(); ++i)
// {
// AGCS_BulletInstance* Instance = RetInstances[i];
//
// Instance->bServerInitiated = GetWorld()->GetNetMode() < NM_Client;
// Instance->bIsLocalPredicting = SpawnParameters.bIsLocalPredicting;
//
// if (SpawnParameters.OverrideBulletIds.IsValidIndex(i))
// {
// Instance->SetBulletId(SpawnParameters.OverrideBulletIds[0]);
// }
// else
// {
// Instance->SetBulletId(FGuid::NewGuid());
// }
//
// if (SpawnParameters.ParentId.IsValid() && BulletInstances.Contains(SpawnParameters.ParentId))
// {
// Instance->SetParentBulletId(SpawnParameters.ParentId);
// // if (AGCS_BulletInstance* ParentBulletInstance = BulletInstances[SpawnParameters.ParentId])
// // {
// // if (ParentBulletInstance->Definition.bUseSharedHitList)
// // {
// // Instance->HitActors = ParentBulletInstance->HitActors;
// // }
// // }
// }
//
// if (SpawnParameters.Request)
// {
// Instance->Request = SpawnParameters.Request;
// }
//
// if (SpawnParameters.Owner)
// {
// Instance->SetOwner(SpawnParameters.Owner);
// }
// Instance->SetDefinitionHandle(SpawnParameters.DefinitionHandle);
// BulletInstances.Emplace(Instance->BulletId, Instance);
// }
//
// FRotator OriginalRotation = SpawnParameters.SpawnTransform.Rotator();
// for (int i = 0; i < RetInstances.Num(); ++i)
// {
// FTransform ModifiedTransform = SpawnParameters.SpawnTransform;
// FRotator RotationYawOffset(Definition.LaunchElevationAngle, Definition.LaunchAngle + Definition.LaunchAngleInterval * i, 0);
// ModifiedTransform.SetRotation(UKismetMathLibrary::ComposeRotators(OriginalRotation, RotationYawOffset).Quaternion());
// RetInstances[i]->SetActorTransform(ModifiedTransform, false, nullptr, ETeleportType::ResetPhysics);
// }
//
// //batch beginplay.
// for (AGCS_BulletInstance* Instance : RetInstances)
// {
// Instance->OnBulletBeginPlay();
// }
// return RetInstances;
// }

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "Bullet/GCS_SphereBulletInstance.h"
#include "Components/SphereComponent.h"
// Sets default values
AGCS_SphereBulletInstance::AGCS_SphereBulletInstance()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
Sphere = CreateDefaultSubobject<USphereComponent>("Sphere");
SetRootComponent(Sphere);
}
UShapeComponent* AGCS_SphereBulletInstance::GetBulletShape_Implementation() const
{
return Sphere;
}
// Called when the game starts or when spawned
void AGCS_SphereBulletInstance::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AGCS_SphereBulletInstance::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}