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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "Abilities/GGA_GameplayAbility.h"
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#include "GGA_GamePhaseAbility.generated.h"
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/**
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* UGGA_GamePhaseAbility
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*
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* The base gameplay ability for any ability that is used to change the active game phase.
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*/
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UCLASS(Abstract, HideCategories = Input)
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class UGGA_GamePhaseAbility : public UGGA_GameplayAbility
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{
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GENERATED_BODY()
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public:
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UGGA_GamePhaseAbility(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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const FGameplayTag& GetGamePhaseTag() const { return GamePhaseTag; }
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#if WITH_EDITOR
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#if ENGINE_MINOR_VERSION > 2
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virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override;
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#endif
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#endif
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protected:
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virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
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virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
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protected:
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// Defines the game phase that this game phase ability is part of. So for example,
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// if your game phase is GamePhase.RoundStart, then it will cancel all sibling phases.
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// So if you had a phase such as GamePhase.WaitingToStart that was active, starting
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// the ability part of RoundStart would end WaitingToStart. However to get nested behaviors
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// you can also nest the phases. So for example, GamePhase.Playing.NormalPlay, is a sub-phase
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// of the parent GamePhase.Playing, so changing the sub-phase to GamePhase.Playing.SuddenDeath,
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// would stop any ability tied to GamePhase.Playing.*, but wouldn't end any ability
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// tied to the GamePhase.Playing phase.
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "GGA|GamePhase")
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FGameplayTag GamePhaseTag;
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};
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "Logging/LogMacros.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogGGA_GamePhase, Log, All);
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "GameplayAbilitySpecHandle.h"
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#include "GameplayTagContainer.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "GGA_GamePhaseSubsystem.generated.h"
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class UGGA_GamePhaseAbility;
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DECLARE_DYNAMIC_DELEGATE_OneParam(FGGamePhaseDynamicDelegate, const UGGA_GamePhaseAbility*, Phase);
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DECLARE_DELEGATE_OneParam(FGGamePhaseDelegate, const UGGA_GamePhaseAbility* Phase);
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DECLARE_DYNAMIC_DELEGATE_OneParam(FGGamePhaseTagDynamicDelegate, const FGameplayTag&, PhaseTag);
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DECLARE_DELEGATE_OneParam(FGGamePhaseTagDelegate, const FGameplayTag& PhaseTag);
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// Match rule for message receivers
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UENUM(BlueprintType)
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enum class EGGA_PhaseTagMatchType : uint8
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{
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// An exact match will only receive messages with exactly the same channel
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// (e.g., registering for "A.B" will match a broadcast of A.B but not A.B.C)
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ExactMatch,
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// A partial match will receive any messages rooted in the same channel
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// (e.g., registering for "A.B" will match a broadcast of A.B as well as A.B.C)
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PartialMatch
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};
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/** Subsystem for managing game phases using gameplay tags in a nested manner, which allows parent and child
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* phases to be active at the same time, but not sibling phases.
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* Example: Game.Playing and Game.Playing.WarmUp can coexist, but Game.Playing and Game.ShowingScore cannot.
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* When a new phase is started, any active phases that are not ancestors will be ended.
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* Example: if Game.Playing and Game.Playing.CaptureTheFlag are active when Game.Playing.PostGame is started,
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* Game.Playing will remain active, while Game.Playing.CaptureTheFlag will end.
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*/
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UCLASS()
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class UGGA_GamePhaseSubsystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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UGGA_GamePhaseSubsystem();
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//virtual void PostInitialize() override;
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virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
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void StartPhase(TSubclassOf<UGGA_GamePhaseAbility> PhaseAbility, FGGamePhaseDelegate PhaseEndedCallback = FGGamePhaseDelegate());
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//TODO Return a handle so folks can delete these. They will just grow until the world resets.
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//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.
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void WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EGGA_PhaseTagMatchType MatchType, const FGGamePhaseTagDelegate& WhenPhaseActive);
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void WhenPhaseEnds(FGameplayTag PhaseTag, EGGA_PhaseTagMatchType MatchType, const FGGamePhaseTagDelegate& WhenPhaseEnd);
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UFUNCTION(BlueprintCallable, Category = "GGA|GamePhase", BlueprintAuthorityOnly, BlueprintPure = false, meta = (AutoCreateRefTerm = "PhaseTag"))
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bool IsPhaseActive(const FGameplayTag& PhaseTag) const;
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protected:
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virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const override;
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "GGA|GamePhase", meta = (DisplayName="Start Phase", AutoCreateRefTerm = "PhaseEnded"))
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void K2_StartPhase(TSubclassOf<UGGA_GamePhaseAbility> Phase, const FGGamePhaseDynamicDelegate& PhaseEnded);
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "GGA|GamePhase", meta = (DisplayName = "When Phase Starts or Is Active", AutoCreateRefTerm = "WhenPhaseActive"))
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void K2_WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EGGA_PhaseTagMatchType MatchType, FGGamePhaseTagDynamicDelegate WhenPhaseActive);
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "GGA|GamePhase", meta = (DisplayName = "When Phase Ends", AutoCreateRefTerm = "WhenPhaseEnd"))
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void K2_WhenPhaseEnds(FGameplayTag PhaseTag, EGGA_PhaseTagMatchType MatchType, FGGamePhaseTagDynamicDelegate WhenPhaseEnd);
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void OnBeginPhase(const UGGA_GamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle);
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void OnEndPhase(const UGGA_GamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle);
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private:
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struct FGGamePhaseEntry
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{
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public:
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FGameplayTag PhaseTag;
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FGGamePhaseDelegate PhaseEndedCallback;
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};
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TMap<FGameplayAbilitySpecHandle, FGGamePhaseEntry> ActivePhaseMap;
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struct FGPhaseObserver
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{
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public:
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bool IsMatch(const FGameplayTag& ComparePhaseTag) const;
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FGameplayTag PhaseTag;
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EGGA_PhaseTagMatchType MatchType = EGGA_PhaseTagMatchType::ExactMatch;
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FGGamePhaseTagDelegate PhaseCallback;
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};
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TArray<FGPhaseObserver> PhaseStartObservers;
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TArray<FGPhaseObserver> PhaseEndObservers;
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friend class UGGA_GamePhaseAbility;
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};
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