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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "Feedback/GES_AnimNotify_ContextEffects.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Engine/World.h"
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#include "Kismet/GameplayStatics.h"
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#include "NiagaraFunctionLibrary.h"
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#include "NiagaraSystem.h"
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#include "Feedback/GES_ContextEffectsInterface.h"
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#include "Feedback/GES_ContextEffectsLibrary.h"
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#include "Feedback/GES_ContextEffectsPreviewSetting.h"
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#include "Feedback/GES_ContextEffectsSubsystem.h"
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#include "Kismet/KismetMathLibrary.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GES_AnimNotify_ContextEffects)
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bool UGES_ContextEffectsSpawnParametersProvider::ProvideParameters_Implementation(USkeletalMeshComponent* InMeshComp, const UGES_AnimNotify_ContextEffects* InNotifyNotify,
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UAnimSequenceBase* InAnimation, FVector& OutSpawnLocation,
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FRotator& OutSpawnRotation) const
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{
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return false;
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}
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UGES_AnimNotify_ContextEffects::UGES_AnimNotify_ContextEffects(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
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{
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#if WITH_EDITORONLY_DATA
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NotifyColor = FColor::Blue;
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#endif
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}
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void UGES_AnimNotify_ContextEffects::PostLoad()
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{
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Super::PostLoad();
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}
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#if WITH_EDITOR
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void UGES_AnimNotify_ContextEffects::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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}
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#endif
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FString UGES_AnimNotify_ContextEffects::GetNotifyName_Implementation() const
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{
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// If the Effect Tag is valid, pass the string name to the notify name
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if (Effect.IsValid())
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{
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return Effect.ToString();
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}
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return Super::GetNotifyName_Implementation();
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}
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void UGES_AnimNotify_ContextEffects::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
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const FAnimNotifyEventReference& EventReference)
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{
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Super::Notify(MeshComp, Animation, EventReference);
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if (!MeshComp)
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{
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return;
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}
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FVector SpawnLocation = FVector::ZeroVector;
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FRotator SpawnRotation = FRotator::ZeroRotator;
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bool bValidProvider = !bAttached && IsValid(SpawnParametersProvider) && SpawnParametersProvider->ProvideParameters(MeshComp, this, Animation, SpawnLocation, SpawnRotation);
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if (!bValidProvider && MeshComp->GetOwner())
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{
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SpawnRotation = MeshComp->GetOwner()->GetActorTransform().TransformRotation(RotationOffset.Quaternion()).Rotator();
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SpawnLocation = MeshComp->GetOwner()->GetActorTransform().TransformPosition(LocationOffset);
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}
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// else
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// {
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// SpawnRotation = UKismetMathLibrary::ComposeRotators(SpawnRotation, RotationOffset);
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// SpawnLocation = SpawnLocation + UKismetMathLibrary::Quat_RotateVector(SpawnRotation.Quaternion(), LocationOffset);
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// }
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// Make sure both MeshComp and Owning Actor is valid
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if (AActor* OwningActor = MeshComp->GetOwner())
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{
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// Prepare Trace Data
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bool bHitSuccess = false;
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FHitResult HitResult;
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FCollisionQueryParams QueryParams;
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if (TraceProperties.bIgnoreActor)
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{
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QueryParams.AddIgnoredActor(OwningActor);
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}
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QueryParams.bReturnPhysicalMaterial = true;
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if (bPerformTrace)
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{
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// If trace is needed, set up Start Location to Attached
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FVector TraceStart = bAttached ? MeshComp->GetSocketLocation(SocketName) + LocationOffset : SpawnLocation;
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// Make sure World is valid
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if (UWorld* World = OwningActor->GetWorld())
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{
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// Call Line Trace, Pass in relevant properties
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bHitSuccess = World->LineTraceSingleByChannel(HitResult, TraceStart, (TraceStart + TraceProperties.EndTraceLocationOffset),
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TraceProperties.TraceChannel, QueryParams, FCollisionResponseParams::DefaultResponseParam);
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}
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}
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// Prepare Contexts in advance
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FGameplayTagContainer SourceContext;
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FGameplayTagContainer TargetContext;
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// Set up Array of Objects that implement the Context Effects Interface
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TArray<UObject*> Implementers;
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// Determine if the Owning Actor is one of the Objects that implements the Context Effects Interface
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if (OwningActor->Implements<UGES_ContextEffectsInterface>())
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{
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// If so, add it to the Array
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Implementers.Add(OwningActor);
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}
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// Cycle through Owning Actor's Components and determine if any of them is a Component implementing the Context Effect Interface
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for (const auto Component : OwningActor->GetComponents())
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{
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if (Component)
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{
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// If the Component implements the Context Effects Interface, add it to the list
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if (Component->Implements<UGES_ContextEffectsInterface>())
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{
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Implementers.Add(Component);
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}
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}
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}
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FGES_SpawnContextEffectsInput Input;
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Input.EffectName = Effect;
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Input.bAttached = bAttached;
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Input.Bone = SocketName;
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Input.ComponentToAttach = MeshComp;
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Input.Location = bHitSuccess?HitResult.Location:SpawnLocation;
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Input.Rotation = SpawnRotation;
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Input.LocationOffset = LocationOffset;
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Input.RotationOffset = RotationOffset;
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Input.AnimationSequence = Animation;
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Input.bHitSuccess = bHitSuccess;
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Input.HitResult = HitResult;
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Input.SourceContext = SourceContext;
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Input.TargetContext = TargetContext;
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Input.VFXScale = VFXProperties.Scale;
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Input.AudioVolume = AudioProperties.VolumeMultiplier;
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Input.AudioPitch = AudioProperties.PitchMultiplier;
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// Cycle through all objects implementing the Context Effect Interface
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for (UObject* Implementer : Implementers)
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{
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// If the object is still valid, Execute the AnimMotionEffect Event on it, passing in relevant data
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if (Implementer)
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{
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IGES_ContextEffectsInterface::Execute_PlayContextEffectsWithInput(Implementer, Input);
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}
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}
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#if WITH_EDITORONLY_DATA
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PerformEditorPreview(OwningActor, SourceContext, TargetContext, MeshComp);
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#endif
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}
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}
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#if WITH_EDITOR
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void UGES_AnimNotify_ContextEffects::ValidateAssociatedAssets()
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{
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Super::ValidateAssociatedAssets();
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}
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void UGES_AnimNotify_ContextEffects::SetParameters(FGameplayTag EffectIn, FVector LocationOffsetIn, FRotator RotationOffsetIn,
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FGES_ContextEffectAnimNotifyVFXSettings VFXPropertiesIn, FGES_ContextEffectAnimNotifyAudioSettings AudioPropertiesIn,
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bool bAttachedIn, FName SocketNameIn, bool bPerformTraceIn, FGES_ContextEffectAnimNotifyTraceSettings TracePropertiesIn)
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{
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Effect = EffectIn;
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LocationOffset = LocationOffsetIn;
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RotationOffset = RotationOffsetIn;
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VFXProperties.Scale = VFXPropertiesIn.Scale;
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AudioProperties.PitchMultiplier = AudioPropertiesIn.PitchMultiplier;
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AudioProperties.VolumeMultiplier = AudioPropertiesIn.VolumeMultiplier;
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bAttached = bAttachedIn;
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SocketName = SocketNameIn;
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bPerformTrace = bPerformTraceIn;
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TraceProperties.EndTraceLocationOffset = TracePropertiesIn.EndTraceLocationOffset;
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TraceProperties.TraceChannel = TracePropertiesIn.TraceChannel;
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TraceProperties.bIgnoreActor = TracePropertiesIn.bIgnoreActor;
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}
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void UGES_AnimNotify_ContextEffects::PerformEditorPreview(AActor* OwningActor, FGameplayTagContainer& SourceContext, FGameplayTagContainer& TargetContext, USkeletalMeshComponent* MeshComp)
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{
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if (!bAttached)
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{
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return;
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}
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const UGES_ContextEffectsSettings* ContextEffectsSettings = GetDefault<UGES_ContextEffectsSettings>();
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if (ContextEffectsSettings == nullptr)
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{
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return;
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}
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// This is for Anim Editor previewing, it is a deconstruction of the calls made by the Interface and the Subsystem
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if (!ContextEffectsSettings->bPreviewInEditor || ContextEffectsSettings->PreviewSetting.IsNull())
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return;
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UWorld* World = OwningActor->GetWorld();
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// Get the world, make sure it's an Editor Preview World
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if (!World || World->WorldType != EWorldType::EditorPreview)
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return;
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// const auto& PreviewProperties = ContextEffectsSettings->PreviewProperties;
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const UGES_ContextEffectsPreviewSetting* PreviewSetting = ContextEffectsSettings->PreviewSetting.LoadSynchronous();
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if (PreviewSetting == nullptr)
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{
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return;
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}
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// Add Preview contexts if necessary
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SourceContext.AppendTags(PreviewSetting->PreviewSourceContext);
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TargetContext.AppendTags(PreviewSetting->PreviewTargetContext);
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// Convert given Surface Type to Context and Add it to the Contexts for this Preview
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if (PreviewSetting->bPreviewPhysicalSurfaceAsContext)
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{
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TEnumAsByte<EPhysicalSurface> PhysicalSurfaceType = PreviewSetting->PreviewPhysicalSurface;
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if (const FGameplayTag* SurfaceContextPtr = ContextEffectsSettings->SurfaceTypeToContextMap.Find(PhysicalSurfaceType))
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{
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FGameplayTag SurfaceContext = *SurfaceContextPtr;
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SourceContext.AddTag(SurfaceContext);
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}
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}
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for (int i = 0; i < PreviewSetting->PreviewContextEffectsLibraries.Num(); ++i)
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{
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// Libraries are soft referenced, so you will want to try to load them now
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if (UObject* EffectsLibrariesObj = PreviewSetting->PreviewContextEffectsLibraries[i].TryLoad())
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{
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// Check if it is in fact a UGES_ContextEffectLibrary type
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if (UGES_ContextEffectsLibrary* EffectLibrary = Cast<UGES_ContextEffectsLibrary>(EffectsLibrariesObj))
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{
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// Prepare Sounds and Niagara System Arrays
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TArray<USoundBase*> TotalSounds;
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TArray<UNiagaraSystem*> TotalNiagaraSystems;
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TArray<UParticleSystem*> TotalParticleSystems;
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// Attempt to load the Effect Library content (will cache in Transient data on the Effect Library Asset)
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EffectLibrary->LoadEffects();
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// If the Effect Library is valid and marked as Loaded, Get Effects from it
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if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EGES_ContextEffectsLibraryLoadState::Loaded)
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{
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// Prepare local arrays
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TArray<USoundBase*> Sounds;
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TArray<UNiagaraSystem*> NiagaraSystems;
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TArray<UParticleSystem*> ParticleSystems;
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// Get the Effects
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EffectLibrary->GetEffects(Effect, SourceContext, TargetContext, Sounds, NiagaraSystems, ParticleSystems);
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// Append to the accumulating arrays
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TotalSounds.Append(Sounds);
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TotalNiagaraSystems.Append(NiagaraSystems);
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TotalParticleSystems.Append(ParticleSystems);
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}
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// Cycle through Sounds and call Spawn Sound Attached, passing in relevant data
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for (USoundBase* Sound : TotalSounds)
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{
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UGameplayStatics::SpawnSoundAttached(Sound, MeshComp, SocketName, LocationOffset, RotationOffset, EAttachLocation::KeepRelativeOffset,
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false, AudioProperties.VolumeMultiplier, AudioProperties.PitchMultiplier, 0.0f, nullptr, nullptr, true);
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}
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// Cycle through Niagara Systems and call Spawn System Attached, passing in relevant data
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for (UNiagaraSystem* NiagaraSystem : TotalNiagaraSystems)
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{
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UNiagaraFunctionLibrary::SpawnSystemAttached(NiagaraSystem, MeshComp, SocketName, LocationOffset,
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RotationOffset, VFXProperties.Scale, EAttachLocation::KeepRelativeOffset, true, ENCPoolMethod::None, true, true);
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}
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// Cycle through Particle Systems and call Spawn System Attached, passing in relevant data
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for (UParticleSystem* ParticleSystem : TotalParticleSystems)
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{
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UGameplayStatics::SpawnEmitterAttached(ParticleSystem, MeshComp, SocketName, LocationOffset,
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RotationOffset, VFXProperties.Scale, EAttachLocation::KeepRelativeOffset, true, EPSCPoolMethod::None, true);
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}
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}
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}
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}
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}
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#endif
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@@ -0,0 +1,266 @@
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "Feedback/GES_ContextEffectComponent.h"
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#include "GameplayTagAssetInterface.h"
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#include "Engine/World.h"
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#include "Feedback/GES_ContextEffectsSubsystem.h"
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#include "PhysicalMaterials/PhysicalMaterial.h"
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#include "GES_LogChannels.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GES_ContextEffectComponent)
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class UAnimSequenceBase;
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class USceneComponent;
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// Sets default values for this component's properties
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UGES_ContextEffectComponent::UGES_ContextEffectComponent()
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{
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// Disable component tick, enable Auto Activate
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PrimaryComponentTick.bCanEverTick = false;
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bAutoActivate = true;
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// ...
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}
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// Called when the game starts
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void UGES_ContextEffectComponent::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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CurrentContexts.AppendTags(DefaultEffectContexts);
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CurrentContextEffectsLibraries = DefaultContextEffectsLibraries;
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// On Begin Play, Load and Add Context Effects pairings
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if (const UWorld* World = GetWorld())
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{
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if (UGES_ContextEffectsSubsystem* ContextEffectsSubsystem = World->GetSubsystem<UGES_ContextEffectsSubsystem>())
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{
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ContextEffectsSubsystem->LoadAndAddContextEffectsLibraries(GetOwner(), CurrentContextEffectsLibraries);
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}
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}
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if (bAutoSetupTagsProvider)
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{
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SetupTagsProvider();
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}
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}
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void UGES_ContextEffectComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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// On End PLay, remove unnecessary context effects pairings
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if (const UWorld* World = GetWorld())
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{
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if (UGES_ContextEffectsSubsystem* ContextEffectsSubsystem = World->GetSubsystem<UGES_ContextEffectsSubsystem>())
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{
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ContextEffectsSubsystem->UnloadAndRemoveContextEffectsLibraries(GetOwner());
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}
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}
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Super::EndPlay(EndPlayReason);
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}
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void UGES_ContextEffectComponent::SetupTagsProvider()
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{
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if (GetOwner()->GetClass()->ImplementsInterface(UGameplayTagAssetInterface::StaticClass()))
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{
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SetGameplayTagsProvider(GetOwner());
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}
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else
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{
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TArray<UActorComponent*> Components = GetOwner()->GetComponentsByInterface(UGameplayTagAssetInterface::StaticClass());
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if (Components.IsValidIndex(0))
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{
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SetGameplayTagsProvider(Components[0]);
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}
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}
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}
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void UGES_ContextEffectComponent::PlayContextEffectsWithInput_Implementation(FGES_SpawnContextEffectsInput Input)
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{
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AggregateContexts(Input);
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InjectPhysicalSurfaceToContexts(Input.HitResult, Input.SourceContext);
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// Prep Components
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TArray<UAudioComponent*> AudioComponentsToAdd;
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TArray<UNiagaraComponent*> NiagaraComponentsToAdd;
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TArray<UParticleSystemComponent*> ParticleComponentsToAdd;
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// Cycle through Active Audio Components and cache
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for (UAudioComponent* ActiveAudioComponent : ActiveAudioComponents)
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{
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if (ActiveAudioComponent)
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{
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AudioComponentsToAdd.Add(ActiveAudioComponent);
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}
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}
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// Cycle through Active Niagara Components and cache
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for (UNiagaraComponent* ActiveNiagaraComponent : ActiveNiagaraComponents)
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{
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if (ActiveNiagaraComponent)
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{
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NiagaraComponentsToAdd.Add(ActiveNiagaraComponent);
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}
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}
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// Cycle through Active Particle Components and cache
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for (UParticleSystemComponent* ActiveParticleComponent : ActiveParticleComponents)
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{
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if (ActiveParticleComponent)
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{
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ParticleComponentsToAdd.Add(ActiveParticleComponent);
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}
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}
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// Get World
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if (const UWorld* World = GetWorld())
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{
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// Get Subsystem
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if (UGES_ContextEffectsSubsystem* ContextEffectsSubsystem = World->GetSubsystem<UGES_ContextEffectsSubsystem>())
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{
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// Set up components
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FGES_SpawnContextEffectsOutput Output;
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// Spawn effects
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ContextEffectsSubsystem->SpawnContextEffectsExt(GetOwner(), Input, Output);
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// Append resultant effects
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AudioComponentsToAdd.Append(Output.AudioComponents);
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NiagaraComponentsToAdd.Append(Output.NiagaraComponents);
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ParticleComponentsToAdd.Append(Output.ParticlesComponents);
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}
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}
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// Append Active Audio Components
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ActiveAudioComponents.Empty();
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ActiveAudioComponents.Append(AudioComponentsToAdd);
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// Append Active
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ActiveNiagaraComponents.Empty();
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ActiveNiagaraComponents.Append(NiagaraComponentsToAdd);
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ActiveParticleComponents.Empty();
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ActiveParticleComponents.Append(ParticleComponentsToAdd);
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}
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void UGES_ContextEffectComponent::AggregateContexts(FGES_SpawnContextEffectsInput& Input) const
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{
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if (Input.SourceContextType == EGES_EffectsContextType::Merge)
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{
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FGameplayTagContainer TotalContexts;
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// Aggregate contexts
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TotalContexts.AppendTags(Input.SourceContext);
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TotalContexts.AppendTags(CurrentContexts);
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if (IGameplayTagAssetInterface* TagAssetInterface = Cast<IGameplayTagAssetInterface>(GameplayTagsProvider))
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{
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FGameplayTagContainer RetTags;
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TagAssetInterface->GetOwnedGameplayTags(RetTags);
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TotalContexts.AppendTags(RetTags);
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}
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Input.SourceContext = TotalContexts;
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}
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}
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void UGES_ContextEffectComponent::InjectPhysicalSurfaceToContexts(const FHitResult& InHitResult, FGameplayTagContainer& Contexts)
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{
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// Check if converting Physical Surface Type to Context
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if (!bConvertPhysicalSurfaceToContext)
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||||
{
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return;
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||||
}
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||||
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// Get Phys Mat Type Pointer
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TWeakObjectPtr<UPhysicalMaterial> PhysicalSurfaceTypePtr = InHitResult.PhysMaterial;
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||||
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||||
// Check if pointer is okay
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||||
if (PhysicalSurfaceTypePtr.IsValid())
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||||
{
|
||||
// Get the Surface Type Pointer
|
||||
TEnumAsByte<EPhysicalSurface> PhysicalSurfaceType = PhysicalSurfaceTypePtr->SurfaceType;
|
||||
|
||||
// If Settings are valid
|
||||
if (const UGES_ContextEffectsSettings* ContextEffectsSettings = GetDefault<UGES_ContextEffectsSettings>())
|
||||
{
|
||||
if (ContextEffectsSettings->SurfaceTypeToContextMap.IsEmpty())
|
||||
{
|
||||
GES_CLOG(Warning, "No surface type to context map, Please check ContextEffectsSetting in ProjectSettings!");
|
||||
if (FallbackPhysicalSurface.IsValid())
|
||||
{
|
||||
Contexts.AddTag(FallbackPhysicalSurface);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Convert Surface Type to known
|
||||
if (const FGameplayTag* SurfaceContextPtr = ContextEffectsSettings->SurfaceTypeToContextMap.Find(PhysicalSurfaceType))
|
||||
{
|
||||
FGameplayTag SurfaceContext = *SurfaceContextPtr;
|
||||
|
||||
Contexts.AddTag(SurfaceContext);
|
||||
}
|
||||
else
|
||||
{
|
||||
GES_CLOG(Warning, "No surface type(%d) to context map found, Please check ContextEffectsSetting in ProjectSettings!", PhysicalSurfaceType.GetValue());
|
||||
if (FallbackPhysicalSurface.IsValid())
|
||||
{
|
||||
Contexts.AddTag(FallbackPhysicalSurface);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (FallbackPhysicalSurface.IsValid())
|
||||
{
|
||||
Contexts.AddTag(FallbackPhysicalSurface);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGES_ContextEffectComponent::SetGameplayTagsProvider(UObject* Provider)
|
||||
{
|
||||
if (!IsValid(Provider))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (IGameplayTagAssetInterface* TagAssetInterface = Cast<IGameplayTagAssetInterface>(Provider))
|
||||
{
|
||||
GameplayTagsProvider = Provider;
|
||||
}
|
||||
else
|
||||
{
|
||||
GES_CLOG(Warning, "Passed in GameplayTagsProvider(%s) Doesn't implement GameplayTagAssetInterface, it can't provide gameplay tags.", *GetNameSafe(Provider->GetClass()));
|
||||
}
|
||||
}
|
||||
|
||||
void UGES_ContextEffectComponent::UpdateEffectContexts(FGameplayTagContainer NewEffectContexts)
|
||||
{
|
||||
// Reset and update
|
||||
CurrentContexts.Reset(NewEffectContexts.Num());
|
||||
CurrentContexts.AppendTags(NewEffectContexts);
|
||||
}
|
||||
|
||||
void UGES_ContextEffectComponent::UpdateLibraries(
|
||||
TSet<TSoftObjectPtr<UGES_ContextEffectsLibrary>> NewContextEffectsLibraries)
|
||||
{
|
||||
// Clear out existing Effects
|
||||
CurrentContextEffectsLibraries = NewContextEffectsLibraries;
|
||||
|
||||
// Get World
|
||||
if (const UWorld* World = GetWorld())
|
||||
{
|
||||
// Get Subsystem
|
||||
if (UGES_ContextEffectsSubsystem* ContextEffectsSubsystem = World->GetSubsystem<UGES_ContextEffectsSubsystem>())
|
||||
{
|
||||
// Load and Add Libraries to Subsystem
|
||||
ContextEffectsSubsystem->LoadAndAddContextEffectsLibraries(GetOwner(), CurrentContextEffectsLibraries);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
|
||||
#include "Feedback/GES_ContextEffectsEnumLibrary.h"
|
||||
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(GES_ContextEffectsEnumLibrary)
|
||||
@@ -0,0 +1,157 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
|
||||
#include "Feedback/GES_ContextEffectsLibrary.h"
|
||||
#include "NiagaraSystem.h"
|
||||
#include "Sound/SoundBase.h"
|
||||
#include "UObject/ObjectSaveContext.h"
|
||||
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(GES_ContextEffectsLibrary)
|
||||
|
||||
|
||||
void UGES_ContextEffectsLibrary::GetEffects(const FGameplayTag Effect, const FGameplayTagContainer& SourceContext, const FGameplayTagContainer& TargetContext,
|
||||
TArray<USoundBase*>& Sounds, TArray<UNiagaraSystem*>& NiagaraSystems, TArray<UParticleSystem*>& ParticleSystems)
|
||||
{
|
||||
// Make sure Effect is valid and Library is loaded
|
||||
if (Effect.IsValid() && SourceContext.IsValid() && EffectsLoadState == EGES_ContextEffectsLibraryLoadState::Loaded)
|
||||
{
|
||||
// Loop through Context Effects
|
||||
for (const auto& ActiveContextEffect : ActiveContextEffects)
|
||||
{
|
||||
bool bMatchesEffectTag = Effect.MatchesTagExact(ActiveContextEffect->EffectTag);
|
||||
bool bMatchesSourceContext = ActiveContextEffect->SourceTagQuery.Matches(SourceContext) && (ActiveContextEffect->SourceTagQuery.IsEmpty() == SourceContext.IsEmpty());
|
||||
|
||||
// Target context is optional
|
||||
bool bMatchesTargetContext = ActiveContextEffect->TargetTagQuery.IsEmpty() || ActiveContextEffect->TargetTagQuery.Matches(TargetContext);
|
||||
|
||||
// Make sure the Effect is an exact Tag Match and ensure the Context has all tags in the Effect (and neither or both are empty)
|
||||
if (bMatchesEffectTag && bMatchesSourceContext && bMatchesTargetContext)
|
||||
{
|
||||
// Get all Matching Sounds and Niagara Systems
|
||||
Sounds.Append(ActiveContextEffect->Sounds);
|
||||
NiagaraSystems.Append(ActiveContextEffect->NiagaraSystems);
|
||||
ParticleSystems.Append(ActiveContextEffect->ParticleSystems);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGES_ContextEffectsLibrary::LoadEffects()
|
||||
{
|
||||
// Load Effects into Library if not currently loading
|
||||
if (EffectsLoadState != EGES_ContextEffectsLibraryLoadState::Loading)
|
||||
{
|
||||
// Set load state to loading
|
||||
EffectsLoadState = EGES_ContextEffectsLibraryLoadState::Loading;
|
||||
|
||||
// Clear out any old Active Effects
|
||||
ActiveContextEffects.Empty();
|
||||
|
||||
// Call internal loading function
|
||||
LoadEffectsInternal();
|
||||
}
|
||||
}
|
||||
|
||||
EGES_ContextEffectsLibraryLoadState UGES_ContextEffectsLibrary::GetContextEffectsLibraryLoadState()
|
||||
{
|
||||
// Return current Load State
|
||||
return EffectsLoadState;
|
||||
}
|
||||
|
||||
void UGES_ContextEffectsLibrary::LoadEffectsInternal()
|
||||
{
|
||||
// TODO Add Async Loading for Libraries
|
||||
|
||||
// Copy data for async load
|
||||
TArray<FGES_ContextEffects> LocalContextEffects = ContextEffects;
|
||||
|
||||
// Prepare Active Context Effects Array
|
||||
TArray<UGES_ActiveContextEffects*> ActiveContextEffectsArray;
|
||||
|
||||
// Loop through Context Effects
|
||||
for (const FGES_ContextEffects& ContextEffect : LocalContextEffects)
|
||||
{
|
||||
// Make sure Tags are Valid
|
||||
if (ContextEffect.EffectTag.IsValid() && !ContextEffect.SourceTagQuery.IsEmpty())
|
||||
{
|
||||
// Create new Active Context Effect
|
||||
UGES_ActiveContextEffects* NewActiveContextEffects = NewObject<UGES_ActiveContextEffects>(this);
|
||||
|
||||
// Pass relevant tag data
|
||||
NewActiveContextEffects->EffectTag = ContextEffect.EffectTag;
|
||||
NewActiveContextEffects->SourceTagQuery = ContextEffect.SourceTagQuery;
|
||||
NewActiveContextEffects->TargetTagQuery = ContextEffect.TargetTagQuery;
|
||||
|
||||
|
||||
// Try to load and add Effects to New Active Context Effects
|
||||
for (const FSoftObjectPath& Effect : ContextEffect.Effects)
|
||||
{
|
||||
if (UObject* Object = Effect.TryLoad())
|
||||
{
|
||||
if (Object->IsA(USoundBase::StaticClass()))
|
||||
{
|
||||
if (USoundBase* SoundBase = Cast<USoundBase>(Object))
|
||||
{
|
||||
NewActiveContextEffects->Sounds.Add(SoundBase);
|
||||
}
|
||||
}
|
||||
else if (Object->IsA(UNiagaraSystem::StaticClass()))
|
||||
{
|
||||
if (UNiagaraSystem* NiagaraSystem = Cast<UNiagaraSystem>(Object))
|
||||
{
|
||||
NewActiveContextEffects->NiagaraSystems.Add(NiagaraSystem);
|
||||
}
|
||||
}
|
||||
else if (Object->IsA(UParticleSystem::StaticClass()))
|
||||
{
|
||||
if (UParticleSystem* ParticleSystem = Cast<UParticleSystem>(Object))
|
||||
{
|
||||
NewActiveContextEffects->ParticleSystems.Add(ParticleSystem);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add New Active Context to the Active Context Effects Array
|
||||
ActiveContextEffectsArray.Add(NewActiveContextEffects);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO Call Load Complete after Async Load
|
||||
// Mark loading complete
|
||||
this->OnContextEffectLibraryLoadingComplete(ActiveContextEffectsArray);
|
||||
}
|
||||
|
||||
void UGES_ContextEffectsLibrary::OnContextEffectLibraryLoadingComplete(
|
||||
TArray<UGES_ActiveContextEffects*> InActiveContextEffects)
|
||||
{
|
||||
// Flag data as loaded
|
||||
EffectsLoadState = EGES_ContextEffectsLibraryLoadState::Loaded;
|
||||
|
||||
// Append incoming Context Effects Array to current list of Active Context Effects
|
||||
ActiveContextEffects.Append(InActiveContextEffects);
|
||||
}
|
||||
|
||||
#if WITH_EDITOR
|
||||
void UGES_ContextEffectsLibrary::PreSave(FObjectPreSaveContext SaveContext)
|
||||
{
|
||||
for (FGES_ContextEffects& ContextEffect : ContextEffects)
|
||||
{
|
||||
if (!ContextEffect.Context.IsEmpty())
|
||||
{
|
||||
FGameplayTagQueryExpression Expression;
|
||||
Expression.AllTagsMatch().AddTags(ContextEffect.Context);
|
||||
ContextEffect.SourceTagQuery.Build(Expression, FString::Format(TEXT("Has all tags({0})"), {ContextEffect.Context.ToStringSimple()}));
|
||||
ContextEffect.Context = FGameplayTagContainer();
|
||||
}
|
||||
ContextEffect.EditorFriendlyName = ContextEffect.EffectTag.IsValid()
|
||||
? FString::Format(TEXT("Effect({0}) Source({1}) Target({2})"),
|
||||
{
|
||||
ContextEffect.EffectTag.GetTagName().ToString(), ContextEffect.SourceTagQuery.GetDescription(),
|
||||
ContextEffect.TargetTagQuery.GetDescription()
|
||||
})
|
||||
: TEXT("Invalid Effect");
|
||||
}
|
||||
Super::PreSave(SaveContext);
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,6 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
|
||||
#include "Feedback/GES_ContextEffectsPreviewSetting.h"
|
||||
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(GES_ContextEffectsPreviewSetting)
|
||||
@@ -0,0 +1,7 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
|
||||
#include "Feedback/GES_ContextEffectsStructLibrary.h"
|
||||
#include "Animation/AnimSequenceBase.h"
|
||||
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(GES_ContextEffectsStructLibrary)
|
||||
@@ -0,0 +1,289 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
|
||||
#include "Feedback/GES_ContextEffectsSubsystem.h"
|
||||
|
||||
#include "Feedback/GES_ContextEffectsLibrary.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "NiagaraFunctionLibrary.h"
|
||||
#include "NiagaraSystem.h"
|
||||
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(GES_ContextEffectsSubsystem)
|
||||
|
||||
class AActor;
|
||||
class UAudioComponent;
|
||||
class UNiagaraSystem;
|
||||
class USceneComponent;
|
||||
class USoundBase;
|
||||
|
||||
void UGES_ContextEffectsSubsystem::SpawnContextEffects(UObject* WorldContextObject, TSoftObjectPtr<UGES_ContextEffectsLibrary> EffectsLibrary, FGES_SpawnContextEffectsInput Input,
|
||||
FGES_SpawnContextEffectsOutput& Output)
|
||||
{
|
||||
if (WorldContextObject == nullptr || WorldContextObject->GetWorld() == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (EffectsLibrary.IsNull())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Prepare Arrays for Sounds and Niagara Systems
|
||||
TArray<USoundBase*> TotalSounds;
|
||||
TArray<UNiagaraSystem*> TotalNiagaraSystems;
|
||||
TArray<UParticleSystem*> TotalParticleSystems;
|
||||
|
||||
// Cycle through Effect Libraries
|
||||
if (UGES_ContextEffectsLibrary* EffectLibrary = EffectsLibrary.LoadSynchronous())
|
||||
{
|
||||
if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EGES_ContextEffectsLibraryLoadState::Unloaded)
|
||||
{
|
||||
// Sync load effects
|
||||
EffectLibrary->LoadEffects();
|
||||
}
|
||||
|
||||
// Check if the Effect Library is valid and data Loaded
|
||||
if (EffectLibrary->GetContextEffectsLibraryLoadState() == EGES_ContextEffectsLibraryLoadState::Loaded)
|
||||
{
|
||||
// Set up local list of Sounds and Niagara Systems
|
||||
TArray<USoundBase*> Sounds;
|
||||
TArray<UNiagaraSystem*> NiagaraSystems;
|
||||
TArray<UParticleSystem*> ParticleSystems;
|
||||
|
||||
// Get Sounds and Niagara Systems
|
||||
EffectLibrary->GetEffects(Input.EffectName, Input.SourceContext, Input.TargetContext, Sounds, NiagaraSystems, ParticleSystems);
|
||||
|
||||
// Append to accumulating array
|
||||
TotalSounds.Append(Sounds);
|
||||
TotalNiagaraSystems.Append(NiagaraSystems);
|
||||
TotalParticleSystems.Append(ParticleSystems);
|
||||
}
|
||||
}
|
||||
|
||||
// Cycle through found Sounds
|
||||
for (USoundBase* Sound : TotalSounds)
|
||||
{
|
||||
if (Input.bAttached)
|
||||
{
|
||||
// Spawn Sounds Attached, add Audio Component to List of ACs
|
||||
UAudioComponent* AudioComponent = UGameplayStatics::SpawnSoundAttached(Sound, Input.ComponentToAttach, Input.Bone, Input.LocationOffset, Input.RotationOffset,
|
||||
EAttachLocation::KeepRelativeOffset,
|
||||
false, Input.AudioVolume, Input.AudioPitch, 0.0f, nullptr, nullptr, true);
|
||||
Output.AudioComponents.Add(AudioComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
UAudioComponent* AudioComponent = UGameplayStatics::SpawnSoundAtLocation(WorldContextObject, Sound, Input.Location, Input.Rotation, Input.AudioVolume, Input.AudioPitch, 0.0f, nullptr,
|
||||
nullptr, true);
|
||||
Output.AudioComponents.Add(AudioComponent);
|
||||
}
|
||||
}
|
||||
|
||||
// Cycle through found Niagara Systems
|
||||
for (UNiagaraSystem* NiagaraSystem : TotalNiagaraSystems)
|
||||
{
|
||||
if (Input.bAttached)
|
||||
{
|
||||
// Spawn Niagara Systems Attached, add Niagara Component to List of NCs
|
||||
UNiagaraComponent* NiagaraComponent = UNiagaraFunctionLibrary::SpawnSystemAttached(NiagaraSystem, Input.ComponentToAttach, Input.Bone, Input.LocationOffset,
|
||||
Input.RotationOffset, Input.VFXScale, EAttachLocation::KeepRelativeOffset, true,
|
||||
ENCPoolMethod::None,
|
||||
true,
|
||||
true);
|
||||
Output.NiagaraComponents.Add(NiagaraComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
UNiagaraComponent* NiagaraComponent = UNiagaraFunctionLibrary::SpawnSystemAtLocation(WorldContextObject, NiagaraSystem, Input.Location,
|
||||
Input.Rotation, Input.VFXScale, true, true,
|
||||
ENCPoolMethod::None, true);
|
||||
|
||||
Output.NiagaraComponents.Add(NiagaraComponent);
|
||||
}
|
||||
}
|
||||
|
||||
// Cycle through found Particle Systems
|
||||
for (UParticleSystem* ParticleSystem : TotalParticleSystems)
|
||||
{
|
||||
if (Input.bAttached)
|
||||
{
|
||||
// Spawn Particle Systems Attached, add Niagara Component to List of NCs
|
||||
UParticleSystemComponent* ParticleComponent = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, Input.ComponentToAttach, Input.Bone, Input.LocationOffset,
|
||||
Input.RotationOffset, Input.VFXScale, EAttachLocation::KeepRelativeOffset, true,
|
||||
EPSCPoolMethod::None,
|
||||
true);
|
||||
Output.ParticlesComponents.Add(ParticleComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
UParticleSystemComponent* ParticleComponent = UGameplayStatics::SpawnEmitterAtLocation(WorldContextObject, ParticleSystem, Input.Location, Input.Rotation, Input.VFXScale, true,
|
||||
EPSCPoolMethod::None, true);
|
||||
Output.ParticlesComponents.Add(ParticleComponent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGES_ContextEffectsSubsystem::SpawnContextEffectsExt(const AActor* SpawningActor, const FGES_SpawnContextEffectsInput& Input, FGES_SpawnContextEffectsOutput& Output)
|
||||
{
|
||||
// First determine if this Actor has a matching Set of Libraries
|
||||
if (TObjectPtr<UGES_ContextEffectsSet>* EffectsLibrariesSetPtr = ActiveActorEffectsMap.Find(SpawningActor))
|
||||
{
|
||||
// Validate the pointers from the Map Find
|
||||
if (UGES_ContextEffectsSet* EffectsLibraries = *EffectsLibrariesSetPtr)
|
||||
{
|
||||
// Prepare Arrays for Sounds and Niagara Systems
|
||||
TArray<USoundBase*> TotalSounds;
|
||||
TArray<UNiagaraSystem*> TotalNiagaraSystems;
|
||||
TArray<UParticleSystem*> TotalParticleSystems;
|
||||
|
||||
// Cycle through Effect Libraries
|
||||
for (UGES_ContextEffectsLibrary* EffectLibrary : EffectsLibraries->ContextEffectsLibraries)
|
||||
{
|
||||
// Check if the Effect Library is valid and data Loaded
|
||||
if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EGES_ContextEffectsLibraryLoadState::Loaded)
|
||||
{
|
||||
// Set up local list of Sounds and Niagara Systems
|
||||
TArray<USoundBase*> Sounds;
|
||||
TArray<UNiagaraSystem*> NiagaraSystems;
|
||||
TArray<UParticleSystem*> ParticleSystems;
|
||||
|
||||
// Get Sounds and Niagara Systems
|
||||
EffectLibrary->GetEffects(Input.EffectName, Input.SourceContext, Input.TargetContext, Sounds, NiagaraSystems, ParticleSystems);
|
||||
|
||||
// Append to accumulating array
|
||||
TotalSounds.Append(Sounds);
|
||||
TotalNiagaraSystems.Append(NiagaraSystems);
|
||||
TotalParticleSystems.Append(ParticleSystems);
|
||||
}
|
||||
else if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EGES_ContextEffectsLibraryLoadState::Unloaded)
|
||||
{
|
||||
// Else load effects
|
||||
EffectLibrary->LoadEffects();
|
||||
}
|
||||
}
|
||||
|
||||
// Cycle through found Sounds
|
||||
for (USoundBase* Sound : TotalSounds)
|
||||
{
|
||||
if (Input.bAttached)
|
||||
{
|
||||
// Spawn Sounds Attached, add Audio Component to List of ACs
|
||||
UAudioComponent* AudioComponent = UGameplayStatics::SpawnSoundAttached(Sound, Input.ComponentToAttach, Input.Bone, Input.LocationOffset, Input.RotationOffset,
|
||||
EAttachLocation::KeepRelativeOffset,
|
||||
false, Input.AudioVolume, Input.AudioPitch, 0.0f, nullptr, nullptr, true);
|
||||
Output.AudioComponents.Add(AudioComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
UAudioComponent* AudioComponent = UGameplayStatics::SpawnSoundAtLocation(SpawningActor, Sound, Input.Location, Input.Rotation, Input.AudioVolume, Input.AudioPitch, 0.0f, nullptr,
|
||||
nullptr, true);
|
||||
Output.AudioComponents.Add(AudioComponent);
|
||||
}
|
||||
}
|
||||
|
||||
// Cycle through found Niagara Systems
|
||||
for (UNiagaraSystem* NiagaraSystem : TotalNiagaraSystems)
|
||||
{
|
||||
if (Input.bAttached)
|
||||
{
|
||||
// Spawn Niagara Systems Attached, add Niagara Component to List of NCs
|
||||
UNiagaraComponent* NiagaraComponent = UNiagaraFunctionLibrary::SpawnSystemAttached(NiagaraSystem, Input.ComponentToAttach, Input.Bone, Input.LocationOffset,
|
||||
Input.RotationOffset, Input.VFXScale, EAttachLocation::KeepRelativeOffset, true,
|
||||
ENCPoolMethod::None,
|
||||
true,
|
||||
true);
|
||||
Output.NiagaraComponents.Add(NiagaraComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
UNiagaraComponent* NiagaraComponent = UNiagaraFunctionLibrary::SpawnSystemAtLocation(SpawningActor, NiagaraSystem, Input.Location,
|
||||
Input.Rotation, Input.VFXScale, true, true,
|
||||
ENCPoolMethod::None, true);
|
||||
|
||||
Output.NiagaraComponents.Add(NiagaraComponent);
|
||||
}
|
||||
}
|
||||
|
||||
// Cycle through found Particle Systems
|
||||
for (UParticleSystem* ParticleSystem : TotalParticleSystems)
|
||||
{
|
||||
if (Input.bAttached)
|
||||
{
|
||||
// Spawn Particle Systems Attached, add Niagara Component to List of NCs
|
||||
UParticleSystemComponent* ParticleComponent = UGameplayStatics::SpawnEmitterAttached(ParticleSystem, Input.ComponentToAttach, Input.Bone, Input.LocationOffset,
|
||||
Input.RotationOffset, Input.VFXScale, EAttachLocation::KeepRelativeOffset, true,
|
||||
EPSCPoolMethod::None,
|
||||
true);
|
||||
Output.ParticlesComponents.Add(ParticleComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
UParticleSystemComponent* ParticleComponent = UGameplayStatics::SpawnEmitterAtLocation(SpawningActor, ParticleSystem, Input.Location, Input.Rotation, Input.VFXScale, true,
|
||||
EPSCPoolMethod::None, true);
|
||||
Output.ParticlesComponents.Add(ParticleComponent);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool UGES_ContextEffectsSubsystem::GetContextFromSurfaceType(
|
||||
TEnumAsByte<EPhysicalSurface> PhysicalSurface, FGameplayTag& Context)
|
||||
{
|
||||
// Get Project Settings
|
||||
if (const UGES_ContextEffectsSettings* ProjectSettings = GetDefault<UGES_ContextEffectsSettings>())
|
||||
{
|
||||
// Find which Gameplay Tag the Surface Type is mapped to
|
||||
if (const FGameplayTag* GameplayTagPtr = ProjectSettings->SurfaceTypeToContextMap.Find(PhysicalSurface))
|
||||
{
|
||||
Context = *GameplayTagPtr;
|
||||
}
|
||||
}
|
||||
|
||||
// Return true if Context is Valid
|
||||
return Context.IsValid();
|
||||
}
|
||||
|
||||
void UGES_ContextEffectsSubsystem::LoadAndAddContextEffectsLibraries(AActor* OwningActor,
|
||||
TSet<TSoftObjectPtr<UGES_ContextEffectsLibrary>> ContextEffectsLibraries)
|
||||
{
|
||||
// Early out if Owning Actor is invalid or if the associated Libraries is 0 (or less)
|
||||
if (OwningActor == nullptr || ContextEffectsLibraries.Num() <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Create new Context Effect Set
|
||||
UGES_ContextEffectsSet* EffectsLibrariesSet = NewObject<UGES_ContextEffectsSet>(this);
|
||||
|
||||
// Cycle through Libraries getting Soft Obj Refs
|
||||
for (const TSoftObjectPtr<UGES_ContextEffectsLibrary>& ContextEffectSoftObj : ContextEffectsLibraries)
|
||||
{
|
||||
// Load Library Assets from Soft Obj refs
|
||||
// TODO Support Async Loading of Asset Data
|
||||
if (UGES_ContextEffectsLibrary* EffectsLibrary = ContextEffectSoftObj.LoadSynchronous())
|
||||
{
|
||||
// Call load on valid Libraries
|
||||
EffectsLibrary->LoadEffects();
|
||||
|
||||
// Add new library to Set
|
||||
EffectsLibrariesSet->ContextEffectsLibraries.Add(EffectsLibrary);
|
||||
}
|
||||
}
|
||||
|
||||
// Update Active Actor Effects Map
|
||||
ActiveActorEffectsMap.Emplace(OwningActor, EffectsLibrariesSet);
|
||||
}
|
||||
|
||||
void UGES_ContextEffectsSubsystem::UnloadAndRemoveContextEffectsLibraries(AActor* OwningActor)
|
||||
{
|
||||
// Early out if Owning Actor is invalid
|
||||
if (OwningActor == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Remove ref from Active Actor/Effects Set Map
|
||||
ActiveActorEffectsMap.Remove(OwningActor);
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
|
||||
#include "GES_LogChannels.h"
|
||||
#include "UObject/Object.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Components/ActorComponent.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY(LogGES)
|
||||
|
||||
|
||||
FString GetGESLogContextString(const UObject* ContextObject)
|
||||
{
|
||||
ENetRole Role = ROLE_None;
|
||||
FString RoleName = TEXT("None");
|
||||
FString Name = "None";
|
||||
|
||||
if (const AActor* Actor = Cast<AActor>(ContextObject))
|
||||
{
|
||||
Role = Actor->GetLocalRole();
|
||||
Name = Actor->GetName();
|
||||
}
|
||||
else if (const UActorComponent* Component = Cast<UActorComponent>(ContextObject))
|
||||
{
|
||||
if (AActor* ActorOwner = Cast<AActor>(Component->GetOuter()))
|
||||
{
|
||||
Role = ActorOwner->GetLocalRole();
|
||||
Name = ActorOwner->GetName();
|
||||
}
|
||||
else
|
||||
{
|
||||
const AActor* Owner = Component->GetOwner();
|
||||
Role = IsValid(Owner) ? Owner->GetLocalRole() : ROLE_None;
|
||||
Name = IsValid(Owner) ? Owner->GetName() : TEXT("None");
|
||||
}
|
||||
}
|
||||
else if (IsValid(ContextObject))
|
||||
{
|
||||
Name = ContextObject->GetName();
|
||||
}
|
||||
|
||||
if (Role != ROLE_None)
|
||||
{
|
||||
RoleName = (Role == ROLE_Authority) ? TEXT("Server") : TEXT("Client");
|
||||
}
|
||||
return FString::Printf(TEXT("[%s] (%s)"), *RoleName, *Name);
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
|
||||
#include "GES_Tags.h"
|
||||
|
||||
namespace GMS_MovementModeTags
|
||||
{
|
||||
UE_DEFINE_GAMEPLAY_TAG_COMMENT(Root, FName{TEXTVIEW("GES")},"Generic Effects System")
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#include "GenericEffectsSystem.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "FGenericEffectsSystemModule"
|
||||
|
||||
void FGenericEffectsSystemModule::StartupModule()
|
||||
{
|
||||
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
|
||||
|
||||
}
|
||||
|
||||
void FGenericEffectsSystemModule::ShutdownModule()
|
||||
{
|
||||
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
|
||||
// we call this function before unloading the module.
|
||||
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
|
||||
IMPLEMENT_MODULE(FGenericEffectsSystemModule, GenericEffectsSystem)
|
||||
Reference in New Issue
Block a user