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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.
#pragma once
#include "GameplayAbilitySpecHandle.h"
#include "GameplayTagContainer.h"
#include "Subsystems/WorldSubsystem.h"
#include "GGA_GamePhaseSubsystem.generated.h"
class UGGA_GamePhaseAbility;
DECLARE_DYNAMIC_DELEGATE_OneParam(FGGamePhaseDynamicDelegate, const UGGA_GamePhaseAbility*, Phase);
DECLARE_DELEGATE_OneParam(FGGamePhaseDelegate, const UGGA_GamePhaseAbility* Phase);
DECLARE_DYNAMIC_DELEGATE_OneParam(FGGamePhaseTagDynamicDelegate, const FGameplayTag&, PhaseTag);
DECLARE_DELEGATE_OneParam(FGGamePhaseTagDelegate, const FGameplayTag& PhaseTag);
// Match rule for message receivers
UENUM(BlueprintType)
enum class EGGA_PhaseTagMatchType : 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 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 UGGA_GamePhaseSubsystem : public UWorldSubsystem
{
GENERATED_BODY()
public:
UGGA_GamePhaseSubsystem();
//virtual void PostInitialize() override;
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
void StartPhase(TSubclassOf<UGGA_GamePhaseAbility> PhaseAbility, FGGamePhaseDelegate PhaseEndedCallback = FGGamePhaseDelegate());
//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, EGGA_PhaseTagMatchType MatchType, const FGGamePhaseTagDelegate& WhenPhaseActive);
void WhenPhaseEnds(FGameplayTag PhaseTag, EGGA_PhaseTagMatchType MatchType, const FGGamePhaseTagDelegate& WhenPhaseEnd);
UFUNCTION(BlueprintCallable, Category = "GGA|GamePhase", 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 = "GGA|GamePhase", meta = (DisplayName="Start Phase", AutoCreateRefTerm = "PhaseEnded"))
void K2_StartPhase(TSubclassOf<UGGA_GamePhaseAbility> Phase, const FGGamePhaseDynamicDelegate& PhaseEnded);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "GGA|GamePhase", meta = (DisplayName = "When Phase Starts or Is Active", AutoCreateRefTerm = "WhenPhaseActive"))
void K2_WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EGGA_PhaseTagMatchType MatchType, FGGamePhaseTagDynamicDelegate WhenPhaseActive);
UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "GGA|GamePhase", meta = (DisplayName = "When Phase Ends", AutoCreateRefTerm = "WhenPhaseEnd"))
void K2_WhenPhaseEnds(FGameplayTag PhaseTag, EGGA_PhaseTagMatchType MatchType, FGGamePhaseTagDynamicDelegate WhenPhaseEnd);
void OnBeginPhase(const UGGA_GamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle);
void OnEndPhase(const UGGA_GamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle);
private:
struct FGGamePhaseEntry
{
public:
FGameplayTag PhaseTag;
FGGamePhaseDelegate PhaseEndedCallback;
};
TMap<FGameplayAbilitySpecHandle, FGGamePhaseEntry> ActivePhaseMap;
struct FGPhaseObserver
{
public:
bool IsMatch(const FGameplayTag& ComparePhaseTag) const;
FGameplayTag PhaseTag;
EGGA_PhaseTagMatchType MatchType = EGGA_PhaseTagMatchType::ExactMatch;
FGGamePhaseTagDelegate PhaseCallback;
};
TArray<FGPhaseObserver> PhaseStartObservers;
TArray<FGPhaseObserver> PhaseEndObservers;
friend class UGGA_GamePhaseAbility;
};