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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 "GIPS_InputProcessor.h"
#include "EnhancedInputComponent.h"
#include "GIPS_InputChecker.h"
#include "GIPS_InputFunctionLibrary.h"
UGIPS_InputProcessor::UGIPS_InputProcessor()
{
}
bool UGIPS_InputProcessor::CanHandleInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag, ETriggerEvent TriggerEvent) const
{
return CheckCanHandleInput(IC, ActionData, InputTag, TriggerEvent);
}
void UGIPS_InputProcessor::HandleInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag, ETriggerEvent TriggerEvent) const
{
switch (TriggerEvent)
{
case ETriggerEvent::Triggered:
return HandleInputTriggered(IC, ActionData, InputTag);
case ETriggerEvent::Started:
return HandleInputStarted(IC, ActionData, InputTag);
case ETriggerEvent::Ongoing:
return HandleInputOngoing(IC, ActionData, InputTag);
case ETriggerEvent::Canceled:
return HandleInputCanceled(IC, ActionData, InputTag);
case ETriggerEvent::Completed:
return HandleInputCompleted(IC, ActionData, InputTag);
default:
return;
}
}
FInputActionValue UGIPS_InputProcessor::GetInputActionValue(const FInputActionInstance& ActionData) const
{
const FInputActionValue Value = ActionData.GetValue();
return Value;
}
bool UGIPS_InputProcessor::CheckCanHandleInput_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag, ETriggerEvent TriggerEvent) const
{
return true;
}
FString UGIPS_InputProcessor::GetEditorFriendlyName_Implementation() const
{
return TEXT("");
}
void UGIPS_InputProcessor::HandleInputCanceled_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
{
}
void UGIPS_InputProcessor::HandleInputCompleted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
{
}
void UGIPS_InputProcessor::HandleInputOngoing_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
{
}
void UGIPS_InputProcessor::HandleInputStarted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
{
}
void UGIPS_InputProcessor::HandleInputTriggered_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const
{
}
#if WITH_EDITOR
#include "UObject/ObjectSaveContext.h"
FString UGIPS_InputProcessor::NativeGetEditorFriendlyName() const
{
FString BPOverride = GetEditorFriendlyName();
return FString::Format(TEXT("Input:{0} {1}"), {UGIPS_InputFunctionLibrary::GetLastTagNameString(InputTags),BPOverride});
}
void UGIPS_InputProcessor::PreSave(FObjectPreSaveContext SaveContext)
{
EditorFriendlyName = NativeGetEditorFriendlyName();
UObject::PreSave(SaveContext);
}
#endif