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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 "Feedback/GES_AnimNotify_ContextEffects.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/World.h"
#include "Kismet/GameplayStatics.h"
#include "NiagaraFunctionLibrary.h"
#include "NiagaraSystem.h"
#include "Feedback/GES_ContextEffectsInterface.h"
#include "Feedback/GES_ContextEffectsLibrary.h"
#include "Feedback/GES_ContextEffectsPreviewSetting.h"
#include "Feedback/GES_ContextEffectsSubsystem.h"
#include "Kismet/KismetMathLibrary.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GES_AnimNotify_ContextEffects)
bool UGES_ContextEffectsSpawnParametersProvider::ProvideParameters_Implementation(USkeletalMeshComponent* InMeshComp, const UGES_AnimNotify_ContextEffects* InNotifyNotify,
UAnimSequenceBase* InAnimation, FVector& OutSpawnLocation,
FRotator& OutSpawnRotation) const
{
return false;
}
UGES_AnimNotify_ContextEffects::UGES_AnimNotify_ContextEffects(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
{
#if WITH_EDITORONLY_DATA
NotifyColor = FColor::Blue;
#endif
}
void UGES_AnimNotify_ContextEffects::PostLoad()
{
Super::PostLoad();
}
#if WITH_EDITOR
void UGES_AnimNotify_ContextEffects::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
}
#endif
FString UGES_AnimNotify_ContextEffects::GetNotifyName_Implementation() const
{
// If the Effect Tag is valid, pass the string name to the notify name
if (Effect.IsValid())
{
return Effect.ToString();
}
return Super::GetNotifyName_Implementation();
}
void UGES_AnimNotify_ContextEffects::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation,
const FAnimNotifyEventReference& EventReference)
{
Super::Notify(MeshComp, Animation, EventReference);
if (!MeshComp)
{
return;
}
FVector SpawnLocation = FVector::ZeroVector;
FRotator SpawnRotation = FRotator::ZeroRotator;
bool bValidProvider = !bAttached && IsValid(SpawnParametersProvider) && SpawnParametersProvider->ProvideParameters(MeshComp, this, Animation, SpawnLocation, SpawnRotation);
if (!bValidProvider && MeshComp->GetOwner())
{
SpawnRotation = MeshComp->GetOwner()->GetActorTransform().TransformRotation(RotationOffset.Quaternion()).Rotator();
SpawnLocation = MeshComp->GetOwner()->GetActorTransform().TransformPosition(LocationOffset);
}
// else
// {
// SpawnRotation = UKismetMathLibrary::ComposeRotators(SpawnRotation, RotationOffset);
// SpawnLocation = SpawnLocation + UKismetMathLibrary::Quat_RotateVector(SpawnRotation.Quaternion(), LocationOffset);
// }
// Make sure both MeshComp and Owning Actor is valid
if (AActor* OwningActor = MeshComp->GetOwner())
{
// Prepare Trace Data
bool bHitSuccess = false;
FHitResult HitResult;
FCollisionQueryParams QueryParams;
if (TraceProperties.bIgnoreActor)
{
QueryParams.AddIgnoredActor(OwningActor);
}
QueryParams.bReturnPhysicalMaterial = true;
if (bPerformTrace)
{
// If trace is needed, set up Start Location to Attached
FVector TraceStart = bAttached ? MeshComp->GetSocketLocation(SocketName) + LocationOffset : SpawnLocation;
// Make sure World is valid
if (UWorld* World = OwningActor->GetWorld())
{
// Call Line Trace, Pass in relevant properties
bHitSuccess = World->LineTraceSingleByChannel(HitResult, TraceStart, (TraceStart + TraceProperties.EndTraceLocationOffset),
TraceProperties.TraceChannel, QueryParams, FCollisionResponseParams::DefaultResponseParam);
}
}
// Prepare Contexts in advance
FGameplayTagContainer SourceContext;
FGameplayTagContainer TargetContext;
// Set up Array of Objects that implement the Context Effects Interface
TArray<UObject*> Implementers;
// Determine if the Owning Actor is one of the Objects that implements the Context Effects Interface
if (OwningActor->Implements<UGES_ContextEffectsInterface>())
{
// If so, add it to the Array
Implementers.Add(OwningActor);
}
// Cycle through Owning Actor's Components and determine if any of them is a Component implementing the Context Effect Interface
for (const auto Component : OwningActor->GetComponents())
{
if (Component)
{
// If the Component implements the Context Effects Interface, add it to the list
if (Component->Implements<UGES_ContextEffectsInterface>())
{
Implementers.Add(Component);
}
}
}
FGES_SpawnContextEffectsInput Input;
Input.EffectName = Effect;
Input.bAttached = bAttached;
Input.Bone = SocketName;
Input.ComponentToAttach = MeshComp;
Input.Location = bHitSuccess?HitResult.Location:SpawnLocation;
Input.Rotation = SpawnRotation;
Input.LocationOffset = LocationOffset;
Input.RotationOffset = RotationOffset;
Input.AnimationSequence = Animation;
Input.bHitSuccess = bHitSuccess;
Input.HitResult = HitResult;
Input.SourceContext = SourceContext;
Input.TargetContext = TargetContext;
Input.VFXScale = VFXProperties.Scale;
Input.AudioVolume = AudioProperties.VolumeMultiplier;
Input.AudioPitch = AudioProperties.PitchMultiplier;
// Cycle through all objects implementing the Context Effect Interface
for (UObject* Implementer : Implementers)
{
// If the object is still valid, Execute the AnimMotionEffect Event on it, passing in relevant data
if (Implementer)
{
IGES_ContextEffectsInterface::Execute_PlayContextEffectsWithInput(Implementer, Input);
}
}
#if WITH_EDITORONLY_DATA
PerformEditorPreview(OwningActor, SourceContext, TargetContext, MeshComp);
#endif
}
}
#if WITH_EDITOR
void UGES_AnimNotify_ContextEffects::ValidateAssociatedAssets()
{
Super::ValidateAssociatedAssets();
}
void UGES_AnimNotify_ContextEffects::SetParameters(FGameplayTag EffectIn, FVector LocationOffsetIn, FRotator RotationOffsetIn,
FGES_ContextEffectAnimNotifyVFXSettings VFXPropertiesIn, FGES_ContextEffectAnimNotifyAudioSettings AudioPropertiesIn,
bool bAttachedIn, FName SocketNameIn, bool bPerformTraceIn, FGES_ContextEffectAnimNotifyTraceSettings TracePropertiesIn)
{
Effect = EffectIn;
LocationOffset = LocationOffsetIn;
RotationOffset = RotationOffsetIn;
VFXProperties.Scale = VFXPropertiesIn.Scale;
AudioProperties.PitchMultiplier = AudioPropertiesIn.PitchMultiplier;
AudioProperties.VolumeMultiplier = AudioPropertiesIn.VolumeMultiplier;
bAttached = bAttachedIn;
SocketName = SocketNameIn;
bPerformTrace = bPerformTraceIn;
TraceProperties.EndTraceLocationOffset = TracePropertiesIn.EndTraceLocationOffset;
TraceProperties.TraceChannel = TracePropertiesIn.TraceChannel;
TraceProperties.bIgnoreActor = TracePropertiesIn.bIgnoreActor;
}
void UGES_AnimNotify_ContextEffects::PerformEditorPreview(AActor* OwningActor, FGameplayTagContainer& SourceContext, FGameplayTagContainer& TargetContext, USkeletalMeshComponent* MeshComp)
{
if (!bAttached)
{
return;
}
const UGES_ContextEffectsSettings* ContextEffectsSettings = GetDefault<UGES_ContextEffectsSettings>();
if (ContextEffectsSettings == nullptr)
{
return;
}
// This is for Anim Editor previewing, it is a deconstruction of the calls made by the Interface and the Subsystem
if (!ContextEffectsSettings->bPreviewInEditor || ContextEffectsSettings->PreviewSetting.IsNull())
return;
UWorld* World = OwningActor->GetWorld();
// Get the world, make sure it's an Editor Preview World
if (!World || World->WorldType != EWorldType::EditorPreview)
return;
// const auto& PreviewProperties = ContextEffectsSettings->PreviewProperties;
const UGES_ContextEffectsPreviewSetting* PreviewSetting = ContextEffectsSettings->PreviewSetting.LoadSynchronous();
if (PreviewSetting == nullptr)
{
return;
}
// Add Preview contexts if necessary
SourceContext.AppendTags(PreviewSetting->PreviewSourceContext);
TargetContext.AppendTags(PreviewSetting->PreviewTargetContext);
// Convert given Surface Type to Context and Add it to the Contexts for this Preview
if (PreviewSetting->bPreviewPhysicalSurfaceAsContext)
{
TEnumAsByte<EPhysicalSurface> PhysicalSurfaceType = PreviewSetting->PreviewPhysicalSurface;
if (const FGameplayTag* SurfaceContextPtr = ContextEffectsSettings->SurfaceTypeToContextMap.Find(PhysicalSurfaceType))
{
FGameplayTag SurfaceContext = *SurfaceContextPtr;
SourceContext.AddTag(SurfaceContext);
}
}
for (int i = 0; i < PreviewSetting->PreviewContextEffectsLibraries.Num(); ++i)
{
// Libraries are soft referenced, so you will want to try to load them now
if (UObject* EffectsLibrariesObj = PreviewSetting->PreviewContextEffectsLibraries[i].TryLoad())
{
// Check if it is in fact a UGES_ContextEffectLibrary type
if (UGES_ContextEffectsLibrary* EffectLibrary = Cast<UGES_ContextEffectsLibrary>(EffectsLibrariesObj))
{
// Prepare Sounds and Niagara System Arrays
TArray<USoundBase*> TotalSounds;
TArray<UNiagaraSystem*> TotalNiagaraSystems;
TArray<UParticleSystem*> TotalParticleSystems;
// Attempt to load the Effect Library content (will cache in Transient data on the Effect Library Asset)
EffectLibrary->LoadEffects();
// If the Effect Library is valid and marked as Loaded, Get Effects from it
if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EGES_ContextEffectsLibraryLoadState::Loaded)
{
// Prepare local arrays
TArray<USoundBase*> Sounds;
TArray<UNiagaraSystem*> NiagaraSystems;
TArray<UParticleSystem*> ParticleSystems;
// Get the Effects
EffectLibrary->GetEffects(Effect, SourceContext, TargetContext, Sounds, NiagaraSystems, ParticleSystems);
// Append to the accumulating arrays
TotalSounds.Append(Sounds);
TotalNiagaraSystems.Append(NiagaraSystems);
TotalParticleSystems.Append(ParticleSystems);
}
// Cycle through Sounds and call Spawn Sound Attached, passing in relevant data
for (USoundBase* Sound : TotalSounds)
{
UGameplayStatics::SpawnSoundAttached(Sound, MeshComp, SocketName, LocationOffset, RotationOffset, EAttachLocation::KeepRelativeOffset,
false, AudioProperties.VolumeMultiplier, AudioProperties.PitchMultiplier, 0.0f, nullptr, nullptr, true);
}
// Cycle through Niagara Systems and call Spawn System Attached, passing in relevant data
for (UNiagaraSystem* NiagaraSystem : TotalNiagaraSystems)
{
UNiagaraFunctionLibrary::SpawnSystemAttached(NiagaraSystem, MeshComp, SocketName, LocationOffset,
RotationOffset, VFXProperties.Scale, EAttachLocation::KeepRelativeOffset, true, ENCPoolMethod::None, true, true);
}
// Cycle through Particle Systems and call Spawn System Attached, passing in relevant data
for (UParticleSystem* ParticleSystem : TotalParticleSystems)
{
UGameplayStatics::SpawnEmitterAttached(ParticleSystem, MeshComp, SocketName, LocationOffset,
RotationOffset, VFXProperties.Scale, EAttachLocation::KeepRelativeOffset, true, EPSCPoolMethod::None, true);
}
}
}
}
}
#endif