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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "Animation/AnimNotifies/AnimNotify.h"
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#include "Chaos/ChaosEngineInterface.h"
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#include "GameplayTagContainer.h"
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#include "GES_ContextEffectsStructLibrary.h"
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#include "Engine/EngineTypes.h"
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#include "GES_AnimNotify_ContextEffects.generated.h"
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class UGES_AnimNotify_ContextEffects;
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/**
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* Base class for customizing spawn behavior of context effects.
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* 自定义情景效果生成行为的基类。
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*/
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UCLASS(Abstract, Blueprintable, EditInlineNew, DefaultToInstanced, CollapseCategories, Const)
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class UGES_ContextEffectsSpawnParametersProvider : public UObject
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{
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GENERATED_BODY()
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public:
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/**
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* Provides spawn parameters for context effects.
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* 为情景效果提供生成参数。
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* @param InMeshComp The skeletal mesh component. 骨骼网格组件。
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* @param InNotifyNotify The context effects notify. 情景效果通知。
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* @param InAnimation The animation sequence. 动画序列。
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* @param OutSpawnLocation The spawn location (output). 生成位置(输出)。
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* @param OutSpawnRotation The spawn rotation (output). 生成旋转(输出)。
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* @return True if parameters were provided, false otherwise. 如果提供了参数则返回true,否则返回false。
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*/
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UFUNCTION(BlueprintNativeEvent, Category="GES|AnimNotify")
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bool ProvideParameters(USkeletalMeshComponent* InMeshComp, const UGES_AnimNotify_ContextEffects* InNotifyNotify, UAnimSequenceBase* InAnimation,
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FVector& OutSpawnLocation, FRotator& OutSpawnRotation) const;
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};
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/**
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* Animation notify for playing context effects.
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* 用于播放情景效果的动画通知。
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*/
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UCLASS(const, hidecategories = Object, CollapseCategories, Config = Game, meta = (DisplayName = "Play Context Effects"))
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class GENERICEFFECTSSYSTEM_API UGES_AnimNotify_ContextEffects : public UAnimNotify
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{
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GENERATED_BODY()
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public:
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/**
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* Constructor for the context effects animation notify.
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* 情景效果动画通知构造函数。
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*/
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UGES_AnimNotify_ContextEffects(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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/**
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* Called after the object is loaded.
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* 对象加载后调用。
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*/
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virtual void PostLoad() override;
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#if WITH_EDITOR
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/**
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* Handles property changes in the editor.
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* 处理编辑器中的属性更改。
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* @param PropertyChangedEvent The property change event. 属性更改事件。
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*/
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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/**
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* Retrieves the display name for the notify.
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* 获取通知的显示名称。
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* @return The notify name. 通知名称。
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*/
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virtual FString GetNotifyName_Implementation() const override;
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/**
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* Called when the notify is triggered during animation.
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* 动画期间通知触发时调用。
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* @param MeshComp The skeletal mesh component. 骨骼网格组件。
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* @param Animation The animation sequence. 动画序列。
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* @param EventReference The animation notify event reference. 动画通知事件引用。
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*/
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virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
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#if WITH_EDITOR
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/**
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* Validates associated assets in the editor.
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* 在编辑器中验证相关资产。
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*/
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virtual void ValidateAssociatedAssets() override;
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#endif
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#if WITH_EDITOR
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/**
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* Sets parameters for the context effects notify in the editor.
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* 在编辑器中设置情景效果通知的参数。
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* @param EffectIn The effect tag. 效果标签。
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* @param LocationOffsetIn The location offset. 位置偏移。
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* @param RotationOffsetIn The rotation offset. 旋转偏移。
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* @param VFXPropertiesIn The VFX settings. VFX设置。
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* @param AudioPropertiesIn The audio settings. 音频设置。
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* @param bAttachedIn Whether to attach to mesh. 是否附加到网格。
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* @param SocketNameIn The socket name for attachment. 附加的插槽名称。
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* @param bPerformTraceIn Whether to perform a trace. 是否执行追踪。
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* @param TracePropertiesIn The trace settings. 追踪设置。
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*/
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UFUNCTION(BlueprintCallable, Category="GES|AnimNotify")
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void 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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#endif
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/**
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* The effect to play.
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* 要播放的效果。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta = (DisplayName = "Effect", ExposeOnSpawn = true))
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FGameplayTag Effect;
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/**
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* Location offset for effect spawning (socket if attached, mesh if not).
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* 效果生成的位置偏移(附加时为插槽,否则为网格)。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta = (ExposeOnSpawn = true))
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FVector LocationOffset = FVector::ZeroVector;
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/**
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* Rotation offset for effect spawning.
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* 效果生成的旋转偏移。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta = (ExposeOnSpawn = true))
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FRotator RotationOffset = FRotator::ZeroRotator;
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/**
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* Visual effects settings for the notify.
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* 通知的视觉效果设置。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta = (ExposeOnSpawn = true))
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FGES_ContextEffectAnimNotifyVFXSettings VFXProperties;
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/**
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* Audio settings for the notify.
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* 通知的音频设置。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta = (ExposeOnSpawn = true))
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FGES_ContextEffectAnimNotifyAudioSettings AudioProperties;
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/**
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* Whether to attach the effect to the mesh component.
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* 是否将效果附加到网格组件。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AttachmentProperties", meta = (DisplayName="Attach To Mesh", ExposeOnSpawn = true))
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uint32 bAttached : 1;
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/**
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* Optional provider for custom spawn location/rotation if not attached.
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* 如果未附加,可选的自定义生成位置/旋转提供者。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Instanced, Category="AttachmentProperties", meta=(EditCondition="!bAttached"))
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TObjectPtr<UGES_ContextEffectsSpawnParametersProvider> SpawnParametersProvider;
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/**
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* Socket name to attach the effect to.
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* 附加效果的插槽名称。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AttachmentProperties", meta=(EditCondition="bAttached"))
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FName SocketName{NAME_None};
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/**
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* Whether to perform a trace for surface type conversion.
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* 是否执行追踪以进行表面类型转换。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta = (ExposeOnSpawn = true))
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uint32 bPerformTrace : 1;
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/**
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* Trace settings for the notify.
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* 通知的追踪设置。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta = (ExposeOnSpawn = true, EditCondition = "bPerformTrace"))
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FGES_ContextEffectAnimNotifyTraceSettings TraceProperties;
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#if WITH_EDITORONLY_DATA
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/**
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* Performs a preview of the context effects in the editor.
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* 在编辑器中执行情景效果预览。
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* @param InOwningActor The owning actor. 拥有演员。
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* @param InSourceContext The source context tags. 源情景标签。
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* @param InTargetContext The target context tags. 目标情景标签。
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* @param InMeshComp The skeletal mesh component. 骨骼网格组件。
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*/
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void PerformEditorPreview(AActor* InOwningActor, FGameplayTagContainer& InSourceContext, FGameplayTagContainer& InTargetContext, USkeletalMeshComponent* InMeshComp);
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#endif
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};
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@@ -0,0 +1,184 @@
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "Components/ActorComponent.h"
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#include "GES_ContextEffectsInterface.h"
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#include "GES_ContextEffectComponent.generated.h"
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namespace EEndPlayReason
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{
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enum Type : int;
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}
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class UAnimSequenceBase;
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class UAudioComponent;
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class UGES_ContextEffectsLibrary;
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class UNiagaraComponent;
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class UObject;
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class USceneComponent;
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struct FFrame;
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struct FHitResult;
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/**
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* Component that implements context effects interface for handling effects playback.
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* 实现情景效果接口的组件,用于处理效果播放。
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*/
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UCLASS(ClassGroup = (GES), hidecategories = (Variable, Tags, ComponentTick, ComponentReplication, Activation, Cooking, AssetUserData, Collision), CollapseCategories,
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meta = (BlueprintSpawnableComponent))
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class GENERICEFFECTSSYSTEM_API UGES_ContextEffectComponent : public UActorComponent, public IGES_ContextEffectsInterface
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{
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GENERATED_BODY()
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public:
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/**
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* Constructor for the context effect component.
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* 情景效果组件构造函数。
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*/
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UGES_ContextEffectComponent();
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protected:
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/**
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* Called when the game starts.
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* 游戏开始时调用。
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*/
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virtual void BeginPlay() override;
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/**
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* Called when the game ends.
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* 游戏结束时调用。
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* @param EndPlayReason The reason for ending play. 结束播放的原因。
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*/
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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/**
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* Sets up the gameplay tags provider.
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* 设置游戏标签提供者。
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*/
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virtual void SetupTagsProvider();
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public:
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/**
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* Plays context effects based on input parameters.
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* 根据输入参数播放情景效果。
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* @param Input The context effects input data. 情景效果输入数据。
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*/
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virtual void PlayContextEffectsWithInput_Implementation(FGES_SpawnContextEffectsInput Input) override;
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/**
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* Aggregates context tags for effect playback.
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* 为效果播放聚合情景标签。
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* @param Input The context effects input data. 情景效果输入数据。
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*/
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void AggregateContexts(FGES_SpawnContextEffectsInput& Input) const;
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/**
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* Injects physical surface information into context tags.
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* 将物理表面信息注入情景标签。
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* @param InHitResult The hit result. 命中结果。
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* @param Contexts The context tags (output). 情景标签(输出)。
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*/
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void InjectPhysicalSurfaceToContexts(const FHitResult& InHitResult, FGameplayTagContainer& Contexts);
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/**
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* Sets the gameplay tags provider.
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* 设置游戏标签提供者。
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* @param Provider The object providing gameplay tags. 提供游戏标签的对象。
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*/
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UFUNCTION(BlueprintCallable, Category="GES|ContextEffect")
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void SetGameplayTagsProvider(UObject* Provider);
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/**
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* Automatically converts physical surface to context tags.
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* 自动将物理表面转换为情景标签。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Settings")
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bool bConvertPhysicalSurfaceToContext = true;
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/**
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* Fallback surface type when no mapping or valid physical material exists.
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* 当无映射或有效物理材料时使用的备用表面类型。
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*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Settings", meta=(Categories="GES.SurfaceType"))
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FGameplayTag FallbackPhysicalSurface;
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/**
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* Default context tags for effect playback.
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* 用于效果播放的默认情景标签。
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*/
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UPROPERTY(EditAnywhere, Category="Settings")
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FGameplayTagContainer DefaultEffectContexts;
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/**
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* Default context effects libraries for this actor.
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* 此演员的默认情景效果库。
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*/
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UPROPERTY(EditAnywhere, Category="Settings")
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TSet<TSoftObjectPtr<UGES_ContextEffectsLibrary>> DefaultContextEffectsLibraries;
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/**
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* Updates the current effect contexts, overriding default contexts.
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* 更新当前效果情景,覆盖默认情景。
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* @param NewEffectContexts The new context tags. 新情景标签。
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*/
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UFUNCTION(BlueprintCallable, Category="GES|ContextEffect")
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void UpdateEffectContexts(FGameplayTagContainer NewEffectContexts);
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/**
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* Updates the context effects libraries.
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* 更新情景效果库。
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* @param NewContextEffectsLibraries The new effects libraries. 新效果库。
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*/
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UFUNCTION(BlueprintCallable, Category="GES|ContextEffect")
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void UpdateLibraries(TSet<TSoftObjectPtr<UGES_ContextEffectsLibrary>> NewContextEffectsLibraries);
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private:
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/**
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* Current context tags for effect playback.
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* 用于效果播放的当前情景标签。
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*/
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UPROPERTY(VisibleInstanceOnly, Transient, Category="State")
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FGameplayTagContainer CurrentContexts;
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/**
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* Automatically sets up the tags provider if enabled.
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* 如果启用,自动设置标签提供者。
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*/
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UPROPERTY(EditDefaultsOnly, Category="Settings")
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bool bAutoSetupTagsProvider{true};
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/**
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* Optional object implementing GameplayTagAssetInterface for tag provision.
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* 实现GameplayTagAssetInterface的可选对象,用于提供标签。
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*/
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UPROPERTY(VisibleAnywhere, Category="State")
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TObjectPtr<UObject> GameplayTagsProvider{nullptr};
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/**
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* Current context effects libraries in use.
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* 当前使用的情景效果库。
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*/
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UPROPERTY(Transient)
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TSet<TSoftObjectPtr<UGES_ContextEffectsLibrary>> CurrentContextEffectsLibraries;
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/**
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* Active audio components for effect playback.
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* 用于效果播放的活跃音频组件。
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*/
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UPROPERTY(Transient)
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TArray<TObjectPtr<UAudioComponent>> ActiveAudioComponents;
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/**
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* Active Niagara components for effect playback.
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* 用于效果播放的活跃Niagara组件。
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*/
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UPROPERTY(Transient)
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TArray<TObjectPtr<UNiagaraComponent>> ActiveNiagaraComponents;
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/**
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* Active particle system components for effect playback.
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* 用于效果播放的活跃粒子系统组件。
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*/
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UPROPERTY(Transient)
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TArray<TObjectPtr<UParticleSystemComponent>> ActiveParticleComponents;
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};
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@@ -0,0 +1,53 @@
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "GES_ContextEffectsEnumLibrary.generated.h"
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/**
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* Enum defining the load state of a context effects library.
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* 定义情景效果库加载状态的枚举。
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*/
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UENUM()
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enum class EGES_ContextEffectsLibraryLoadState : uint8
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{
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/**
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* Library is not loaded.
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* 库未加载。
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*/
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Unloaded = 0,
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/**
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* Library is currently loading.
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* 库正在加载。
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*/
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Loading = 1,
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/**
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* Library is fully loaded.
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* 库已完全加载。
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*/
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Loaded = 2
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};
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/**
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* Enum defining how source context tags are applied.
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* 定义如何应用源情景标签的枚举。
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||||
*/
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UENUM()
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enum class EGES_EffectsContextType : uint8
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{
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/**
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* Merge source context with existing contexts.
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* 将源情景与现有情景合并。
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*/
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Merge,
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/**
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* Override existing contexts with source context.
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* 使用源情景覆盖现有情景。
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||||
*/
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||||
Override
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};
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@@ -0,0 +1,42 @@
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
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||||
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||||
#include "Engine/HitResult.h"
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#include "GES_ContextEffectsStructLibrary.h"
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||||
#include "UObject/Interface.h"
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||||
#include "GES_ContextEffectsInterface.generated.h"
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||||
|
||||
class UAnimSequenceBase;
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||||
class UObject;
|
||||
class USceneComponent;
|
||||
struct FFrame;
|
||||
|
||||
/**
|
||||
* Interface for objects that can respond to context effects.
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||||
* 可响应情景效果的对象接口。
|
||||
*/
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||||
UINTERFACE(Blueprintable)
|
||||
class GENERICEFFECTSSYSTEM_API UGES_ContextEffectsInterface : public UInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
|
||||
/**
|
||||
* Implementation class for context effects interface.
|
||||
* 情景效果接口的实现类。
|
||||
*/
|
||||
class GENERICEFFECTSSYSTEM_API IGES_ContextEffectsInterface : public IInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Plays context effects based on input parameters.
|
||||
* 根据输入参数播放情景效果。
|
||||
* @param Input The context effects input data. 情景效果输入数据。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GES|ContextEffect")
|
||||
void PlayContextEffectsWithInput(FGES_SpawnContextEffectsInput Input);
|
||||
virtual void PlayContextEffectsWithInput_Implementation(FGES_SpawnContextEffectsInput Input) = 0;
|
||||
};
|
||||
@@ -0,0 +1,152 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "GES_ContextEffectsEnumLibrary.h"
|
||||
#include "UObject/SoftObjectPath.h"
|
||||
#include "Engine/DataAsset.h"
|
||||
#include "UObject/WeakObjectPtr.h"
|
||||
#include "GES_ContextEffectsStructLibrary.h"
|
||||
#include "GES_ContextEffectsLibrary.generated.h"
|
||||
|
||||
class UNiagaraSystem;
|
||||
class USoundBase;
|
||||
struct FFrame;
|
||||
|
||||
/**
|
||||
* Instance of context effects for runtime use.
|
||||
* 用于运行时的情景效果实例。
|
||||
*/
|
||||
UCLASS(DisplayName="GES Context Effects Instance")
|
||||
class GENERICEFFECTSSYSTEM_API UGES_ActiveContextEffects : public UObject
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Tag identifying the effect.
|
||||
* 标识效果的标签。
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, Category="GES")
|
||||
FGameplayTag EffectTag;
|
||||
|
||||
/**
|
||||
* Query for source tags.
|
||||
* 源标签查询。
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, Category="GES")
|
||||
FGameplayTagQuery SourceTagQuery;
|
||||
|
||||
/**
|
||||
* Query for target tags.
|
||||
* 目标标签查询。
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, Category="GES")
|
||||
FGameplayTagQuery TargetTagQuery;
|
||||
|
||||
/**
|
||||
* Array of sound assets for the effect.
|
||||
* 效果的音效资产数组。
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, Category="GES")
|
||||
TArray<TObjectPtr<USoundBase>> Sounds;
|
||||
|
||||
/**
|
||||
* Array of Niagara systems for the effect.
|
||||
* 效果的Niagara系统数组。
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, Category="GES")
|
||||
TArray<TObjectPtr<UNiagaraSystem>> NiagaraSystems;
|
||||
|
||||
/**
|
||||
* Array of particle systems for the effect.
|
||||
* 效果的粒子系统数组。
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, Category="GES")
|
||||
TArray<TObjectPtr<UParticleSystem>> ParticleSystems;
|
||||
};
|
||||
|
||||
DECLARE_DYNAMIC_DELEGATE_OneParam(FGES_ContextEffectLibraryLoadingComplete, TArray<UGES_ActiveContextEffects *>, ActiveContextEffects);
|
||||
|
||||
/**
|
||||
* Data asset containing context effects definitions.
|
||||
* 包含情景效果定义的数据资产。
|
||||
*/
|
||||
UCLASS(BlueprintType)
|
||||
class GENERICEFFECTSSYSTEM_API UGES_ContextEffectsLibrary : public UDataAsset
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Array of context effects definitions.
|
||||
* 情景效果定义数组。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "GES", meta = (TitleProperty="EditorFriendlyName"))
|
||||
TArray<FGES_ContextEffects> ContextEffects;
|
||||
|
||||
/**
|
||||
* Retrieves effects for a given tag and context.
|
||||
* 获取指定标签和情景的效果。
|
||||
* @param Effect The effect tag. 效果标签。
|
||||
* @param SourceContext The source context tags. 源情景标签。
|
||||
* @param TargetContext The target context tags. 目标情景标签。
|
||||
* @param Sounds The sound assets (output). 音效资产(输出)。
|
||||
* @param NiagaraSystems The Niagara systems (output). Niagara系统(输出)。
|
||||
* @param ParticleSystems The particle systems (output). 粒子系统(输出)。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="GES|ContextEffect")
|
||||
void GetEffects(const FGameplayTag Effect, const FGameplayTagContainer& SourceContext, const FGameplayTagContainer& TargetContext, TArray<USoundBase*>& Sounds,
|
||||
TArray<UNiagaraSystem*>& NiagaraSystems, TArray<UParticleSystem*>& ParticleSystems);
|
||||
|
||||
/**
|
||||
* Loads the effects in the library.
|
||||
* 加载库中的效果。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="GES|ContextEffect")
|
||||
void LoadEffects();
|
||||
|
||||
/**
|
||||
* Retrieves the load state of the effects library.
|
||||
* 获取效果库的加载状态。
|
||||
* @return The load state. 加载状态。
|
||||
*/
|
||||
EGES_ContextEffectsLibraryLoadState GetContextEffectsLibraryLoadState();
|
||||
|
||||
private:
|
||||
/**
|
||||
* Internal method for loading effects.
|
||||
* 加载效果的内部方法。
|
||||
*/
|
||||
void LoadEffectsInternal();
|
||||
|
||||
/**
|
||||
* Called when effect library loading is complete.
|
||||
* 效果库加载完成时调用。
|
||||
* @param InActiveContextEffects The loaded context effects. 已加载的情景效果。
|
||||
*/
|
||||
void OnContextEffectLibraryLoadingComplete(TArray<UGES_ActiveContextEffects*> InActiveContextEffects);
|
||||
|
||||
/**
|
||||
* Array of active context effects.
|
||||
* 活跃情景效果数组。
|
||||
*/
|
||||
UPROPERTY(Transient)
|
||||
TArray<TObjectPtr<UGES_ActiveContextEffects>> ActiveContextEffects;
|
||||
|
||||
/**
|
||||
* Current load state of the effects library.
|
||||
* 效果库的当前加载状态。
|
||||
*/
|
||||
UPROPERTY(Transient)
|
||||
EGES_ContextEffectsLibraryLoadState EffectsLoadState = EGES_ContextEffectsLibraryLoadState::Unloaded;
|
||||
|
||||
#if WITH_EDITOR
|
||||
/**
|
||||
* Pre-save processing for editor.
|
||||
* 编辑器预保存处理。
|
||||
*/
|
||||
virtual void PreSave(FObjectPreSaveContext SaveContext) override;
|
||||
#endif
|
||||
};
|
||||
@@ -0,0 +1,56 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "Engine/DataAsset.h"
|
||||
#include "Chaos/ChaosEngineInterface.h"
|
||||
#include "UObject/Object.h"
|
||||
#include "GES_ContextEffectsPreviewSetting.generated.h"
|
||||
|
||||
/**
|
||||
* Data asset for context effects preview settings.
|
||||
* 情景效果预览设置的数据资产。
|
||||
*/
|
||||
UCLASS()
|
||||
class GENERICEFFECTSSYSTEM_API UGES_ContextEffectsPreviewSetting : public UDataAsset
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Whether to use physical surface as context for preview.
|
||||
* 是否使用物理表面作为预览情景。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview)
|
||||
bool bPreviewPhysicalSurfaceAsContext = true;
|
||||
|
||||
/**
|
||||
* Physical surface type for preview.
|
||||
* 预览的物理表面类型。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview, meta = (EditCondition = "bPreviewPhysicalSurfaceAsContext"))
|
||||
TEnumAsByte<EPhysicalSurface> PreviewPhysicalSurface = EPhysicalSurface::SurfaceType_Default;
|
||||
|
||||
/**
|
||||
* Context effects libraries for preview.
|
||||
* 预览的情景效果库。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview, meta = (AllowedClasses = "/Script/GenericEffectsSystem.GES_ContextEffectsLibrary"))
|
||||
TArray<FSoftObjectPath> PreviewContextEffectsLibraries;
|
||||
|
||||
/**
|
||||
* Source context tags for preview.
|
||||
* 预览的源情景标签。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview)
|
||||
FGameplayTagContainer PreviewSourceContext;
|
||||
|
||||
/**
|
||||
* Target context tags for preview.
|
||||
* 预览的目标情景标签。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview)
|
||||
FGameplayTagContainer PreviewTargetContext;
|
||||
};
|
||||
@@ -0,0 +1,303 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "Engine/EngineTypes.h"
|
||||
#include "Engine/HitResult.h"
|
||||
#include "GES_ContextEffectsEnumLibrary.h"
|
||||
#include "UObject/Object.h"
|
||||
#include "GES_ContextEffectsStructLibrary.generated.h"
|
||||
|
||||
class UNiagaraComponent;
|
||||
class UAudioComponent;
|
||||
class UAnimSequenceBase;
|
||||
class UParticleSystemComponent;
|
||||
|
||||
/**
|
||||
* Definition of a context effect.
|
||||
* 情景效果的定义。
|
||||
*/
|
||||
USTRUCT(BlueprintType, DisplayName="GES Context Effects Definition")
|
||||
struct GENERICEFFECTSSYSTEM_API FGES_ContextEffects
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/**
|
||||
* Tag identifying the effect.
|
||||
* 标识效果的标签。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="GES")
|
||||
FGameplayTag EffectTag;
|
||||
|
||||
/**
|
||||
* Query for source tags.
|
||||
* 源标签查询。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="GES")
|
||||
FGameplayTagQuery SourceTagQuery;
|
||||
|
||||
/**
|
||||
* Query for target tags.
|
||||
* 目标标签查询。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="GES")
|
||||
FGameplayTagQuery TargetTagQuery;
|
||||
|
||||
/**
|
||||
* Array of effect assets (sounds, Niagara systems, particle systems).
|
||||
* 效果资产数组(音效、Niagara系统、粒子系统)。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="GES", meta = (AllowedClasses = "/Script/Engine.SoundBase, /Script/Niagara.NiagaraSystem, /Script/Engine.ParticleSystem"))
|
||||
TArray<FSoftObjectPath> Effects;
|
||||
|
||||
/**
|
||||
* Deprecated context tags.
|
||||
* 已废弃的情景标签。
|
||||
*/
|
||||
UPROPERTY(VisibleAnywhere, Category="GES", meta=(DisplayName="Context(Deprecated)"))
|
||||
FGameplayTagContainer Context;
|
||||
|
||||
#if WITH_EDITORONLY_DATA
|
||||
/**
|
||||
* Editor-friendly name for the effect.
|
||||
* 效果的编辑器友好名称。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, Category="GES", meta=(EditCondition=false, EditConditionHides))
|
||||
FString EditorFriendlyName;
|
||||
#endif
|
||||
};
|
||||
|
||||
/**
|
||||
* Visual effects settings for animation notify.
|
||||
* 动画通知的视觉效果设置。
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct GENERICEFFECTSSYSTEM_API FGES_ContextEffectAnimNotifyVFXSettings
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/**
|
||||
* Scale for spawning visual effects.
|
||||
* 生成视觉效果的缩放。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FX)
|
||||
FVector Scale = FVector(1.0f, 1.0f, 1.0f);
|
||||
};
|
||||
|
||||
/**
|
||||
* Audio settings for animation notify.
|
||||
* 动画通知的音频设置。
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct GENERICEFFECTSSYSTEM_API FGES_ContextEffectAnimNotifyAudioSettings
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/**
|
||||
* Volume multiplier for audio effects.
|
||||
* 音频效果的音量倍增器。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Sound)
|
||||
float VolumeMultiplier = 1.0f;
|
||||
|
||||
/**
|
||||
* Pitch multiplier for audio effects.
|
||||
* 音频效果的音高倍增器。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Sound)
|
||||
float PitchMultiplier = 1.0f;
|
||||
};
|
||||
|
||||
/**
|
||||
* Trace settings for animation notify.
|
||||
* 动画通知的追踪设置。
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct GENERICEFFECTSSYSTEM_API FGES_ContextEffectAnimNotifyTraceSettings
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/**
|
||||
* Trace channel for surface detection.
|
||||
* 用于表面检测的追踪通道。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Trace)
|
||||
TEnumAsByte<ECollisionChannel> TraceChannel = ECollisionChannel::ECC_Visibility;
|
||||
|
||||
/**
|
||||
* Vector offset for the end of the trace.
|
||||
* 追踪结束位置的向量偏移。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Trace)
|
||||
FVector EndTraceLocationOffset = FVector::ZeroVector;
|
||||
|
||||
/**
|
||||
* Whether to ignore the actor during tracing.
|
||||
* 追踪时是否忽略演员。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Trace)
|
||||
bool bIgnoreActor = true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Input structure for spawning context effects.
|
||||
* 生成情景效果的输入结构。
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct GENERICEFFECTSSYSTEM_API FGES_SpawnContextEffectsInput
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Name of the effect to spawn.
|
||||
* 要生成的效果名称。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES")
|
||||
FGameplayTag EffectName;
|
||||
|
||||
/**
|
||||
* Whether the effect is attached to a component.
|
||||
* 效果是否附加到组件。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES")
|
||||
bool bAttached{true};
|
||||
|
||||
/**
|
||||
* Location for spawning if not attached.
|
||||
* 如果未附加,生成位置。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES", meta=(EditCondition="!bAttached", EditConditionHides))
|
||||
FVector Location{FVector::ZeroVector};
|
||||
|
||||
/**
|
||||
* Rotation for spawning if not attached.
|
||||
* 如果未附加,生成旋转。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES", meta=(EditCondition="!bAttached", EditConditionHides))
|
||||
FRotator Rotation{ForceInit};
|
||||
|
||||
/**
|
||||
* Determines how source context is applied (merge or override).
|
||||
* 确定源情景的应用方式(合并或覆盖)。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Context")
|
||||
EGES_EffectsContextType SourceContextType{EGES_EffectsContextType::Merge};
|
||||
|
||||
/**
|
||||
* Optional source context tags.
|
||||
* 可选的源情景标签。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Context")
|
||||
FGameplayTagContainer SourceContext;
|
||||
|
||||
/**
|
||||
* Optional target context tags.
|
||||
* 可选的目标情景标签。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Context")
|
||||
FGameplayTagContainer TargetContext;
|
||||
|
||||
/**
|
||||
* Bone name for attachment if attached.
|
||||
* 如果附加,附加的骨骼名称。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Attachment", meta=(EditCondition="bAttached", EditConditionHides))
|
||||
FName Bone{NAME_None};
|
||||
|
||||
/**
|
||||
* Component to attach the effect to.
|
||||
* 附加效果的组件。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Attachment", meta=(EditCondition="bAttached", EditConditionHides))
|
||||
TObjectPtr<USceneComponent> ComponentToAttach{nullptr};
|
||||
|
||||
/**
|
||||
* Location offset for attached effects.
|
||||
* 附加效果的位置偏移。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Attachment", meta=(EditCondition="bAttached", EditConditionHides))
|
||||
FVector LocationOffset{FVector::ZeroVector};
|
||||
|
||||
/**
|
||||
* Rotation offset for attached effects.
|
||||
* 附加效果的旋转偏移。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Attachment", meta=(EditCondition="bAttached", EditConditionHides))
|
||||
FRotator RotationOffset{ForceInit};
|
||||
|
||||
/**
|
||||
* Optional animation sequence triggering the effect.
|
||||
* 触发效果的可选动画序列。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES")
|
||||
TObjectPtr<const UAnimSequenceBase> AnimationSequence{nullptr};
|
||||
|
||||
/**
|
||||
* Scale for visual effects.
|
||||
* 视觉效果的缩放。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Vfx")
|
||||
FVector VFXScale = FVector(1);
|
||||
|
||||
/**
|
||||
* Volume multiplier for audio effects.
|
||||
* 音频效果的音量倍增器。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Sfx")
|
||||
float AudioVolume = 1;
|
||||
|
||||
/**
|
||||
* Pitch multiplier for audio effects.
|
||||
* 音频效果的音高倍增器。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Sfx")
|
||||
float AudioPitch = 1;
|
||||
|
||||
/**
|
||||
* Whether the effect was triggered by a successful hit.
|
||||
* 效果是否由成功命中触发。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Hit")
|
||||
bool bHitSuccess{false};
|
||||
|
||||
/**
|
||||
* Optional hit result for the effect.
|
||||
* 效果的可选命中结果。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES|Hit")
|
||||
FHitResult HitResult;
|
||||
};
|
||||
|
||||
/**
|
||||
* Output structure for spawned context effects.
|
||||
* 生成情景效果的输出结构。
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct GENERICEFFECTSSYSTEM_API FGES_SpawnContextEffectsOutput
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/**
|
||||
* Array of spawned audio components.
|
||||
* 生成的音频组件数组。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES")
|
||||
TArray<TObjectPtr<UAudioComponent>> AudioComponents;
|
||||
|
||||
/**
|
||||
* Array of spawned Niagara components.
|
||||
* 生成的Niagara组件数组。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES")
|
||||
TArray<TObjectPtr<UNiagaraComponent>> NiagaraComponents;
|
||||
|
||||
/**
|
||||
* Array of spawned particle system components.
|
||||
* 生成的粒子系统组件数组。
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GES")
|
||||
TArray<TObjectPtr<UParticleSystemComponent>> ParticlesComponents;
|
||||
};
|
||||
@@ -0,0 +1,140 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Engine/DeveloperSettings.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
#include "GES_ContextEffectsStructLibrary.h"
|
||||
#include "Subsystems/WorldSubsystem.h"
|
||||
#include "GES_ContextEffectsSubsystem.generated.h"
|
||||
|
||||
class UGES_ContextEffectsPreviewSetting;
|
||||
enum EPhysicalSurface : int;
|
||||
|
||||
class AActor;
|
||||
class UAudioComponent;
|
||||
class UGES_ContextEffectsLibrary;
|
||||
class UNiagaraComponent;
|
||||
class USceneComponent;
|
||||
struct FFrame;
|
||||
struct FGameplayTag;
|
||||
struct FGameplayTagContainer;
|
||||
|
||||
/**
|
||||
* Developer settings for context effects system.
|
||||
* 情景效果系统的开发者设置。
|
||||
*/
|
||||
UCLASS(config = Game, defaultconfig)
|
||||
class GENERICEFFECTSSYSTEM_API UGES_ContextEffectsSettings : public UDeveloperSettings
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Mapping of physical surface types to context tags.
|
||||
* 物理表面类型到情景标签的映射。
|
||||
*/
|
||||
UPROPERTY(config, EditAnywhere, Category="GES")
|
||||
TMap<TEnumAsByte<EPhysicalSurface>, FGameplayTag> SurfaceTypeToContextMap;
|
||||
|
||||
#if WITH_EDITORONLY_DATA
|
||||
/**
|
||||
* Enables preview in the editor.
|
||||
* 在编辑器中启用预览。
|
||||
*/
|
||||
UPROPERTY(Config, EditAnywhere, Category="PreviewProperties")
|
||||
uint32 bPreviewInEditor : 1;
|
||||
|
||||
/**
|
||||
* Preview settings for context effects in the editor.
|
||||
* 编辑器中情景效果的预览设置。
|
||||
*/
|
||||
UPROPERTY(config, EditAnywhere, Category="PreviewProperties", meta = (EditCondition = "bPreviewInEditor"))
|
||||
TSoftObjectPtr<UGES_ContextEffectsPreviewSetting> PreviewSetting;
|
||||
#endif
|
||||
};
|
||||
|
||||
/**
|
||||
* Set of context effects libraries for an actor.
|
||||
* 演员的情景效果库集合。
|
||||
*/
|
||||
UCLASS()
|
||||
class GENERICEFFECTSSYSTEM_API UGES_ContextEffectsSet : public UObject
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Set of context effects libraries.
|
||||
* 情景效果库集合。
|
||||
*/
|
||||
UPROPERTY(Transient)
|
||||
TSet<TObjectPtr<UGES_ContextEffectsLibrary>> ContextEffectsLibraries;
|
||||
};
|
||||
|
||||
/**
|
||||
* World subsystem for managing context effects.
|
||||
* 管理情景效果的世界子系统。
|
||||
*/
|
||||
UCLASS()
|
||||
class GENERICEFFECTSSYSTEM_API UGES_ContextEffectsSubsystem : public UWorldSubsystem
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Spawns context effects using a single effects library.
|
||||
* 使用单个效果库生成情景效果。
|
||||
* @param WorldContextObject The world context object. 世界上下文对象。
|
||||
* @param EffectsLibrary The effects library to use. 要使用的效果库。
|
||||
* @param Input The context effects input data. 情景效果输入数据。
|
||||
* @param Output The context effects output data (output). 情景效果输出数据(输出)。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="GES|ContextEffects", meta=(WorldContext = "WorldContextObject"))
|
||||
void SpawnContextEffects(UObject* WorldContextObject, TSoftObjectPtr<UGES_ContextEffectsLibrary> EffectsLibrary, FGES_SpawnContextEffectsInput Input, FGES_SpawnContextEffectsOutput& Output);
|
||||
|
||||
/**
|
||||
* Spawns context effects for an actor with extended input.
|
||||
* 为演员生成情景效果,使用扩展输入。
|
||||
* @param SpawningActor The actor spawning the effects. 生成效果的演员。
|
||||
* @param Input The context effects input data. 情景效果输入数据。
|
||||
* @param Output The context effects output data (output). 情景效果输出数据(输出)。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="GES|ContextEffects")
|
||||
void SpawnContextEffectsExt(const AActor* SpawningActor, const FGES_SpawnContextEffectsInput& Input, FGES_SpawnContextEffectsOutput& Output);
|
||||
|
||||
/**
|
||||
* Retrieves the context tag for a given physical surface.
|
||||
* 获取指定物理表面的情景标签。
|
||||
* @param PhysicalSurface The physical surface type. 物理表面类型。
|
||||
* @param Context The context tag (output). 情景标签(输出)。
|
||||
* @return True if a context tag was found, false otherwise. 如果找到情景标签则返回true,否则返回false。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="GES|ContextEffects")
|
||||
bool GetContextFromSurfaceType(TEnumAsByte<EPhysicalSurface> PhysicalSurface, FGameplayTag& Context);
|
||||
|
||||
/**
|
||||
* Loads and adds context effects libraries for an actor.
|
||||
* 为演员加载并添加情景效果库。
|
||||
* @param OwningActor The actor owning the libraries. 拥有库的演员。
|
||||
* @param ContextEffectsLibraries The libraries to load. 要加载的库。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="GES|ContextEffects")
|
||||
void LoadAndAddContextEffectsLibraries(AActor* OwningActor, TSet<TSoftObjectPtr<UGES_ContextEffectsLibrary>> ContextEffectsLibraries);
|
||||
|
||||
/**
|
||||
* Unloads and removes context effects libraries for an actor.
|
||||
* 为演员卸载并移除情景效果库。
|
||||
* @param OwningActor The actor owning the libraries. 拥有库的演员。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="GES|ContextEffects")
|
||||
void UnloadAndRemoveContextEffectsLibraries(AActor* OwningActor);
|
||||
|
||||
private:
|
||||
/**
|
||||
* Map of actors to their active context effects sets.
|
||||
* 演员到其活跃情景效果集合的映射。
|
||||
*/
|
||||
UPROPERTY(Transient)
|
||||
TMap<TObjectPtr<AActor>, TObjectPtr<UGES_ContextEffectsSet>> ActiveActorEffectsMap;
|
||||
};
|
||||
@@ -0,0 +1,51 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Logging/LogMacros.h"
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/Object.h"
|
||||
|
||||
/**
|
||||
* Gets the context string for logging purposes.
|
||||
* 获取用于日志记录的上下文字符串。
|
||||
* @param ContextObject The object providing the context (optional). 提供上下文的对象(可选)。
|
||||
* @return The context string. 上下文字符串。
|
||||
*/
|
||||
FString GetGESLogContextString(const UObject* ContextObject = nullptr);
|
||||
|
||||
/**
|
||||
* Log category for generic effects system messages.
|
||||
* 通用效果系统消息的日志类别。
|
||||
*/
|
||||
GENERICEFFECTSSYSTEM_API DECLARE_LOG_CATEGORY_EXTERN(LogGES, Log, All);
|
||||
|
||||
/**
|
||||
* Macro for logging effects system messages.
|
||||
* 用于记录效果系统消息的宏。
|
||||
* @details Logs messages with function name and formatted message. 记录包含函数名和格式化消息的日志。
|
||||
*/
|
||||
#define GES_LOG(Verbosity, Format, ...) \
|
||||
{ \
|
||||
UE_LOG(LogGES, Verbosity, TEXT("%S: %s"),__FUNCTION__, *FString::Printf(TEXT(Format), ##__VA_ARGS__)) \
|
||||
}
|
||||
|
||||
/**
|
||||
* Macro for context-based logging for effects system.
|
||||
* 用于效果系统的基于上下文的日志记录宏。
|
||||
* @details Logs messages with function name, context, and formatted message. 记录包含函数名、上下文和格式化消息的日志。
|
||||
*/
|
||||
#define GES_CLOG(Verbosity, Format, ...) \
|
||||
{ \
|
||||
UE_LOG(LogGES, Verbosity, TEXT("%S: ctx(%s) %s"),__FUNCTION__, *GetGESLogContextString(this), *FString::Printf(TEXT(Format), ##__VA_ARGS__)) \
|
||||
}
|
||||
|
||||
/**
|
||||
* Macro for context-based logging with an explicit owner.
|
||||
* 使用显式拥有者进行基于上下文的日志记录宏。
|
||||
* @details Logs messages with function name, owner context, and formatted message. 记录包含函数名、拥有者上下文和格式化消息的日志。
|
||||
*/
|
||||
#define GES_OWNED_CLOG(LogOwner, Verbosity, Format, ...) \
|
||||
{ \
|
||||
UE_LOG(LogGES, Verbosity, TEXT("%S: ctx(%s) %s"),__FUNCTION__, *GetGESLogContextString(LogOwner), *FString::Printf(TEXT(Format), ##__VA_ARGS__)) \
|
||||
}
|
||||
10
Plugins/GGS/Source/GenericEffectsSystem/Public/GES_Tags.h
Normal file
10
Plugins/GGS/Source/GenericEffectsSystem/Public/GES_Tags.h
Normal file
@@ -0,0 +1,10 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "NativeGameplayTags.h"
|
||||
|
||||
namespace GES_Tags
|
||||
{
|
||||
GENERICEFFECTSSYSTEM_API UE_DECLARE_GAMEPLAY_TAG_EXTERN(Root)
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
class FGenericEffectsSystemModule : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
|
||||
/** IModuleInterface implementation */
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
};
|
||||
Reference in New Issue
Block a user