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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 "Components/ActorComponent.h"
#include "GameFramework/Actor.h"
#include "GCMS_CameraSystemComponent.generated.h"
class UCameraComponent;
class USpringArmComponent;
class UCanvas;
class AHUD;
class UGCMS_CameraMode;
class UGCMS_CameraModeStack;
class UObject;
struct FFrame;
struct FGameplayTag;
struct FMinimalViewInfo;
template <class TClass>
class TSubclassOf;
DECLARE_DELEGATE_RetVal(TSubclassOf<UGCMS_CameraMode>, FGMSCameraModeDelegate);
/**
* UGCMS_CameraSystemComponent
*
* The base camera component class used by GMS camera system.
*/
UCLASS(ClassGroup=GCMS, meta=(BlueprintSpawnableComponent))
class GENERICCAMERASYSTEM_API UGCMS_CameraSystemComponent : public UActorComponent
{
GENERATED_BODY()
public:
UGCMS_CameraSystemComponent(const FObjectInitializer& ObjectInitializer);
static void OnShowDebugInfo(AHUD* HUD, UCanvas* Canvas, const FDebugDisplayInfo& DisplayInfo, float& YL, float& YPos);
// Returns the camera component if one exists on the specified actor.
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GCMS|Camera", meta=(DefaultToSelf="Actor"))
static UGCMS_CameraSystemComponent* GetCameraSystemComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<UGCMS_CameraSystemComponent>() : nullptr); }
/**
* Returns the target actor that the camera is looking at.
*/
virtual AActor* GetTargetActor() const { return GetOwner(); }
// Delegate used to query for the best camera mode.
FGMSCameraModeDelegate DetermineCameraModeDelegate;
// Add an offset to the field of view. The offset is only for one frame, it gets cleared once it is applied.
void AddFieldOfViewOffset(float FovOffset) { FieldOfViewOffset += FovOffset; }
// Push specified Camera Mode.
UFUNCTION(BlueprintCallable, Category="GCMS|Camera")
void PushCameraMode(TSubclassOf<UGCMS_CameraMode> NewCameraMode);
UFUNCTION(BlueprintCallable, Category="GCMS|Camera")
void PushDefaultCameraMode();
/**
* Initialize it with camera component and sprint arm component.
*/
UFUNCTION(BlueprintCallable, Category="GCMS|Camera")
void Initialize(UCameraComponent* NewCameraComponent, USpringArmComponent* NewSpringArmComponent);
virtual void DrawDebug(UCanvas* Canvas) const;
/**
* Gets the camera mode tag associated with the top layer and the blend weight of it
* 返回顶层相机模式的tag和当前权重。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCMS|Camera")
void GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const;
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCMS|Camera")
UCameraComponent* GetAssociatedCamera() const;
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCMS|Camera")
USpringArmComponent* GetAssociatedSprintArm() const;
virtual void Activate(bool bReset) override;
virtual void Deactivate() override;
protected:
virtual void OnRegister() override;
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
virtual void UpdateCameraModes();
protected:
UPROPERTY()
TObjectPtr<UCameraComponent> AssociatedCameraComponent;
UPROPERTY()
TObjectPtr<USpringArmComponent> AssociatedSprintArmComponent;
// Stack used to blend the camera modes.
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="GCMS|Camera", meta=(ShowInnerProperties))
TObjectPtr<UGCMS_CameraModeStack> CameraModeStack;
// Default camera mode will used.
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="GCMS|Camera")
TSubclassOf<UGCMS_CameraMode> DefaultCameraMode;
// Offset applied to the field of view. The offset is only for one frame, it gets cleared once it is applied.
float FieldOfViewOffset;
};