Add look input processor

This commit is contained in:
2026-04-26 00:53:53 +08:00
parent 281db9a375
commit d392c103ca
6 changed files with 183 additions and 1 deletions

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@@ -0,0 +1,83 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Input/PHYInputProcessor_Look.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYInputProcessor_Look)
#include "Characters/PHYPlayerCharacter.h"
#include "GIPS_InputSystemComponent.h"
#include "PHYGameplayTags.h"
#include "Player/PHYPlayerController.h"
UPHYInputProcessor_Look::UPHYInputProcessor_Look()
{
InputTags.AddTag(PHYGameplayTags::Input_Look);
TriggerEvents = {
ETriggerEvent::Started,
ETriggerEvent::Triggered,
ETriggerEvent::Ongoing,
ETriggerEvent::Completed,
ETriggerEvent::Canceled
};
}
bool UPHYInputProcessor_Look::CheckCanHandleInput_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag, const ETriggerEvent TriggerEvent) const
{
(void)ActionData;
(void)TriggerEvent;
if (!IC || InputTag != PHYGameplayTags::Input_Look)
{
return false;
}
const APHYPlayerCharacter* PlayerCharacter = Cast<APHYPlayerCharacter>(IC->GetControlledPawn());
return PlayerCharacter && PlayerCharacter->GetController<APHYPlayerController>();
}
void UPHYInputProcessor_Look::HandleInputTriggered_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
{
(void)InputTag;
RouteLookInput(IC, ActionData, ETriggerEvent::Triggered);
}
void UPHYInputProcessor_Look::HandleInputStarted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
{
(void)InputTag;
RouteLookInput(IC, ActionData, ETriggerEvent::Started);
}
void UPHYInputProcessor_Look::HandleInputOngoing_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
{
(void)InputTag;
RouteLookInput(IC, ActionData, ETriggerEvent::Ongoing);
}
void UPHYInputProcessor_Look::HandleInputCanceled_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
{
(void)InputTag;
RouteLookInput(IC, ActionData, ETriggerEvent::Canceled);
}
void UPHYInputProcessor_Look::HandleInputCompleted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
{
(void)InputTag;
RouteLookInput(IC, ActionData, ETriggerEvent::Completed);
}
FString UPHYInputProcessor_Look::GetEditorFriendlyName_Implementation() const
{
return TEXT("PHY Look");
}
bool UPHYInputProcessor_Look::RouteLookInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent) const
{
if (!IC)
{
return false;
}
APHYPlayerCharacter* PlayerCharacter = Cast<APHYPlayerCharacter>(IC->GetControlledPawn());
APHYPlayerController* PlayerController = PlayerCharacter ? PlayerCharacter->GetController<APHYPlayerController>() : nullptr;
return PlayerController ? PlayerController->RouteLookInputFromProcessor(ActionData, TriggerEvent) : false;
}

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@@ -105,7 +105,10 @@ void APHYPlayerController::OnReceivedInput(const FInputActionInstance& ActionDat
if (InputTag == PHYGameplayTags::Input_Look)
{
HandleLookInput(ActionData, TriggerEvent);
if (!ConsumeLookProcessorGuard(TriggerEvent))
{
RouteLookInput(ActionData, TriggerEvent);
}
return;
}
@@ -127,6 +130,18 @@ bool APHYPlayerController::RouteMoveInputFromProcessor(const FInputActionInstanc
return RouteMoveInput(ActionData, TriggerEvent);
}
bool APHYPlayerController::RouteLookInput(const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent)
{
return HandleLookInput(ActionData, TriggerEvent);
}
bool APHYPlayerController::RouteLookInputFromProcessor(const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent)
{
bLookInputHandledByProcessor = true;
LastLookInputProcessorTriggerEvent = TriggerEvent;
return RouteLookInput(ActionData, TriggerEvent);
}
bool APHYPlayerController::HandleMoveInput(const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent)
{
APHYPlayerCharacter* PHYCharacter = GetPHYPlayerCharacter();
@@ -169,6 +184,20 @@ bool APHYPlayerController::ConsumeMoveProcessorGuard(const ETriggerEvent Trigger
return false;
}
bool APHYPlayerController::ConsumeLookProcessorGuard(const ETriggerEvent TriggerEvent)
{
if (bLookInputHandledByProcessor && LastLookInputProcessorTriggerEvent == TriggerEvent)
{
bLookInputHandledByProcessor = false;
LastLookInputProcessorTriggerEvent = ETriggerEvent::None;
return true;
}
bLookInputHandledByProcessor = false;
LastLookInputProcessorTriggerEvent = ETriggerEvent::None;
return false;
}
bool APHYPlayerController::HandleLookInput(const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent)
{
CachedLookInput = IsInputReleased(TriggerEvent) ? FVector2D::ZeroVector : ExtractAxis2D(ActionData.GetValue());

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@@ -0,0 +1,48 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GIPS_InputProcessor.h"
#include "PHYInputProcessor_Look.generated.h"
/**
* @brief PHY 视角输入处理器。
*
* 该处理器处理 `Input.Look`,并把二维视角输入值路由到当前玩家控制器。
*/
UCLASS(BlueprintType, Blueprintable, EditInlineNew, DefaultToInstanced)
class PHY_API UPHYInputProcessor_Look : public UGIPS_InputProcessor
{
GENERATED_BODY()
public:
/** @brief 构造默认响应的输入 Tag 和触发事件。 */
UPHYInputProcessor_Look();
protected:
/** @brief 检查当前输入组件是否能处理视角输入。 */
virtual bool CheckCanHandleInput_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag, ETriggerEvent TriggerEvent) const override;
/** @brief 处理 Triggered 视角输入。 */
virtual void HandleInputTriggered_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
/** @brief 处理 Started 视角输入。 */
virtual void HandleInputStarted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
/** @brief 处理 Ongoing 视角输入。 */
virtual void HandleInputOngoing_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
/** @brief 处理 Canceled 视角输入。 */
virtual void HandleInputCanceled_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
/** @brief 处理 Completed 视角输入。 */
virtual void HandleInputCompleted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
/** @brief 返回编辑器里显示的处理器名称。 */
virtual FString GetEditorFriendlyName_Implementation() const override;
private:
/** @brief 将视角输入发送给玩家控制器。 */
bool RouteLookInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, ETriggerEvent TriggerEvent) const;
};

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@@ -59,6 +59,10 @@ public:
/** @brief 默认移动输入处理器类,用于创建 GenericInputSystem 控制配置。 */
UPROPERTY(Config)
TSoftClassPtr<UGIPS_InputProcessor> DefaultMoveInputProcessorClass;
/** @brief 默认视角输入处理器类,用于创建 GenericInputSystem 控制配置。 */
UPROPERTY(Config)
TSoftClassPtr<UGIPS_InputProcessor> DefaultLookInputProcessorClass;
};
/**

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@@ -56,6 +56,12 @@ public:
/** @brief 从 GenericInputSystem 处理器路由移动输入,并阻止同一事件被广播 fallback 重复执行。 */
bool RouteMoveInputFromProcessor(const FInputActionInstance& ActionData, ETriggerEvent TriggerEvent);
/** @brief 从输入处理器或控制器 fallback 路由视角输入。 */
bool RouteLookInput(const FInputActionInstance& ActionData, ETriggerEvent TriggerEvent);
/** @brief 从 GenericInputSystem 处理器路由视角输入,并阻止同一事件被广播 fallback 重复执行。 */
bool RouteLookInputFromProcessor(const FInputActionInstance& ActionData, ETriggerEvent TriggerEvent);
protected:
/** @brief 绑定 GenericInputSystem 输入委托。 */
virtual void BindInputEvents();
@@ -73,6 +79,9 @@ protected:
/** @brief 查询并消费移动处理器留下的重复执行保护。 */
virtual bool ConsumeMoveProcessorGuard(ETriggerEvent TriggerEvent);
/** @brief 查询并消费视角处理器留下的重复执行保护。 */
virtual bool ConsumeLookProcessorGuard(ETriggerEvent TriggerEvent);
/** @brief GenericInputSystem 路由组件。 */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Input")
TObjectPtr<UGIPS_InputSystemComponent> InputSystemComponent;
@@ -100,4 +109,12 @@ protected:
/** @brief 最近一次由输入处理器处理的 Move 触发事件。 */
UPROPERTY(Transient)
ETriggerEvent LastMoveInputProcessorTriggerEvent = ETriggerEvent::None;
/** @brief 输入处理器是否已经处理了最近一次 Look 输入。 */
UPROPERTY(Transient)
bool bLookInputHandledByProcessor = false;
/** @brief 最近一次由输入处理器处理的 Look 触发事件。 */
UPROPERTY(Transient)
ETriggerEvent LastLookInputProcessorTriggerEvent = ETriggerEvent::None;
};