Add character mesh bridge
This commit is contained in:
9
Config/DefaultPHYAnimation.ini
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9
Config/DefaultPHYAnimation.ini
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@@ -0,0 +1,9 @@
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[/Script/PHY.PHYAnimationSettings]
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DefaultSourceLocomotionMesh=None
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DefaultSourceAnimClass=None
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DefaultDisplayAnimClass=None
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DefaultIKRetargeter=
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bHideSourceMeshInGame=False
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bPreferLeaderPoseForSameSkeleton=True
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bAllowRuntimeVisualMeshSwitch=True
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bApplyPlayerClassMeshToAI=False
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7
Source/PHY/Private/Animation/PHYAnimationSettings.cpp
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7
Source/PHY/Private/Animation/PHYAnimationSettings.cpp
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@@ -0,0 +1,7 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Animation/PHYAnimationSettings.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYAnimationSettings)
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// 动画配置仅承载默认值,实际应用由 Mesh Bridge 在角色初始化时读取。
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182
Source/PHY/Private/Animation/PHYCharacterMeshBridgeComponent.cpp
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182
Source/PHY/Private/Animation/PHYCharacterMeshBridgeComponent.cpp
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@@ -0,0 +1,182 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Animation/PHYCharacterMeshBridgeComponent.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYCharacterMeshBridgeComponent)
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#include "Animation/AnimInstance.h"
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#include "Animation/PHYAnimationSettings.h"
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#include "Class/PHYClassComponent.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "Engine/SkeletalMesh.h"
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#include "GameFramework/Character.h"
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UPHYCharacterMeshBridgeComponent::UPHYCharacterMeshBridgeComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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void UPHYCharacterMeshBridgeComponent::InitializeMeshBridge(ACharacter* Character, USkeletalMeshComponent* InDisplayMeshComponent)
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{
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SourceMeshComponent = Character ? Character->GetMesh() : nullptr;
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DisplayMeshComponent = InDisplayMeshComponent;
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if (!SourceMeshComponent || !DisplayMeshComponent)
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{
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return;
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}
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DisplayMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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DisplayMeshComponent->SetGenerateOverlapEvents(false);
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DisplayMeshComponent->bReceivesDecals = SourceMeshComponent->bReceivesDecals;
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DisplayMeshComponent->VisibilityBasedAnimTickOption = SourceMeshComponent->VisibilityBasedAnimTickOption;
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ApplySourceDefaults();
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const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
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CurrentRetargeter = Settings ? Settings->DefaultIKRetargeter : FSoftObjectPath();
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if (Settings)
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{
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SourceMeshComponent->SetHiddenInGame(Settings->bHideSourceMeshInGame);
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}
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RefreshFollowPoseMode();
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}
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bool UPHYCharacterMeshBridgeComponent::ApplyDisplayMesh(USkeletalMesh* NewDisplayMesh, TSubclassOf<UAnimInstance> NewDisplayAnimClass, FSoftObjectPath NewRetargeter)
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{
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if (!DisplayMeshComponent || !NewDisplayMesh)
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{
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return false;
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}
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const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
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if (DisplayMeshComponent->GetSkeletalMeshAsset() && Settings && !Settings->bAllowRuntimeVisualMeshSwitch)
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{
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return false;
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}
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DisplayMeshComponent->SetSkeletalMesh(NewDisplayMesh);
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if (NewDisplayAnimClass)
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{
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DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
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DisplayMeshComponent->SetAnimInstanceClass(NewDisplayAnimClass);
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}
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else if (Settings && !Settings->DefaultDisplayAnimClass.IsNull())
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{
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if (UClass* DefaultDisplayAnimClass = Settings->DefaultDisplayAnimClass.LoadSynchronous())
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{
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DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
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DisplayMeshComponent->SetAnimInstanceClass(DefaultDisplayAnimClass);
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}
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}
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CurrentRetargeter = NewRetargeter.IsValid() ? NewRetargeter : (Settings ? Settings->DefaultIKRetargeter : FSoftObjectPath());
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RefreshFollowPoseMode();
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return true;
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}
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bool UPHYCharacterMeshBridgeComponent::ApplyPlayerClassVisualFromClassComponent(const UPHYClassComponent* ClassComponent)
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{
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if (!ClassComponent)
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{
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return false;
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}
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if (!ClassComponent->IsPlayerClassMeshAllowed())
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{
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return false;
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}
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USkeletalMesh* PlayerMesh = ClassComponent->GetConfiguredPlayerMesh();
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return PlayerMesh ? ApplyDisplayMesh(PlayerMesh) : false;
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}
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void UPHYCharacterMeshBridgeComponent::RefreshFollowPoseMode()
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{
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if (!SourceMeshComponent || !DisplayMeshComponent)
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{
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return;
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}
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if (CanUseLeaderPose())
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{
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DisplayMeshComponent->SetLeaderPoseComponent(SourceMeshComponent);
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DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
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return;
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}
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DisplayMeshComponent->SetLeaderPoseComponent(nullptr);
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const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
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if (Settings && !Settings->DefaultDisplayAnimClass.IsNull() && !DisplayMeshComponent->GetAnimClass())
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{
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if (UClass* DefaultDisplayAnimClass = Settings->DefaultDisplayAnimClass.LoadSynchronous())
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{
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DisplayMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
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DisplayMeshComponent->SetAnimInstanceClass(DefaultDisplayAnimClass);
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}
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}
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}
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USkeletalMeshComponent* UPHYCharacterMeshBridgeComponent::GetVisualMeshComponentForSocket(const FName SocketName) const
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{
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if (!SocketName.IsNone() && DisplayMeshComponent && DisplayMeshComponent->DoesSocketExist(SocketName))
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{
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return DisplayMeshComponent;
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}
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if (!SocketName.IsNone() && SourceMeshComponent && SourceMeshComponent->DoesSocketExist(SocketName))
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{
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return SourceMeshComponent;
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}
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return DisplayMeshComponent ? DisplayMeshComponent : SourceMeshComponent;
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}
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void UPHYCharacterMeshBridgeComponent::ApplySourceDefaults()
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{
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if (!SourceMeshComponent)
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{
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return;
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}
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const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
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if (!Settings)
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{
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return;
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}
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if (!SourceMeshComponent->GetSkeletalMeshAsset() && !Settings->DefaultSourceLocomotionMesh.IsNull())
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{
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if (USkeletalMesh* DefaultSourceMesh = Settings->DefaultSourceLocomotionMesh.LoadSynchronous())
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{
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SourceMeshComponent->SetSkeletalMesh(DefaultSourceMesh);
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}
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}
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if (!Settings->DefaultSourceAnimClass.IsNull())
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{
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if (UClass* DefaultSourceAnimClass = Settings->DefaultSourceAnimClass.LoadSynchronous())
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{
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SourceMeshComponent->SetAnimationMode(EAnimationMode::AnimationBlueprint);
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SourceMeshComponent->SetAnimInstanceClass(DefaultSourceAnimClass);
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}
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}
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}
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bool UPHYCharacterMeshBridgeComponent::CanUseLeaderPose() const
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{
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const UPHYAnimationSettings* Settings = GetDefault<UPHYAnimationSettings>();
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if (Settings && !Settings->bPreferLeaderPoseForSameSkeleton)
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{
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return false;
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}
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const USkeletalMesh* SourceMesh = SourceMeshComponent ? SourceMeshComponent->GetSkeletalMeshAsset() : nullptr;
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const USkeletalMesh* DisplayMesh = DisplayMeshComponent ? DisplayMeshComponent->GetSkeletalMeshAsset() : nullptr;
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return SourceMesh && DisplayMesh && SourceMesh->GetSkeleton() && SourceMesh->GetSkeleton() == DisplayMesh->GetSkeleton();
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}
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@@ -5,6 +5,7 @@
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYCharacterBase)
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#include "AbilitySystemComponent.h"
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#include "Animation/PHYCharacterMeshBridgeComponent.h"
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#include "Camera/CameraComponent.h"
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#include "Characters/PHYCharacterSettings.h"
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#include "Characters/PHYCharacterStateComponent.h"
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@@ -34,6 +35,11 @@ APHYCharacterBase::APHYCharacterBase(const FObjectInitializer& ObjectInitializer
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InteractionSystemComponent = CreateDefaultSubobject<UGGS_InteractionSystemComponent>(TEXT("InteractionSystemComponent"));
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RagdollComponent = CreateDefaultSubobject<UGGS_RagdollComponent>(TEXT("RagdollComponent"));
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ContextEffectComponent = CreateDefaultSubobject<UGES_ContextEffectComponent>(TEXT("ContextEffectComponent"));
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MeshBridgeComponent = CreateDefaultSubobject<UPHYCharacterMeshBridgeComponent>(TEXT("MeshBridgeComponent"));
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DisplayMeshComponent = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("DisplayMeshComponent"));
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DisplayMeshComponent->SetupAttachment(GetMesh());
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DisplayMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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DisplayMeshComponent->SetGenerateOverlapEvents(false);
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}
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void APHYCharacterBase::PreInitializeComponents()
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@@ -49,6 +55,11 @@ void APHYCharacterBase::BeginPlay()
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ApplyCharacterSettings();
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if (MeshBridgeComponent)
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{
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MeshBridgeComponent->InitializeMeshBridge(this, DisplayMeshComponent);
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}
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if (RagdollComponent)
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{
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RagdollComponent->SetMeshComponent(GetMesh());
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@@ -9,11 +9,11 @@
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#include "AbilitySystem/Attributes/PHYCombatAttributeSet.h"
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#include "AbilitySystem/Attributes/PHYCoreAttributeSet.h"
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#include "AbilitySystem/Attributes/PHYElementAttributeSet.h"
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#include "Animation/PHYCharacterMeshBridgeComponent.h"
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#include "Characters/PHYAICharacter.h"
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#include "Characters/PHYCharacterBase.h"
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#include "Characters/PHYPlayerCharacter.h"
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#include "Class/PHYClassSettings.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "GameFramework/Character.h"
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#include "Net/UnrealNetwork.h"
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#include "PHYGameplayTags.h"
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#include "Player/PHYPlayerState.h"
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@@ -100,7 +100,7 @@ bool UPHYClassComponent::ApplyConfiguredPlayerMeshIfAllowed(AActor* AvatarActor)
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}
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AActor* MeshOwner = AvatarActor ? AvatarActor : GetOwner();
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ACharacter* Character = Cast<ACharacter>(MeshOwner);
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APHYCharacterBase* Character = Cast<APHYCharacterBase>(MeshOwner);
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if (!Character)
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{
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return false;
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@@ -112,8 +112,8 @@ bool UPHYClassComponent::ApplyConfiguredPlayerMeshIfAllowed(AActor* AvatarActor)
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return false;
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}
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Character->GetMesh()->SetSkeletalMesh(PlayerMesh);
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return true;
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UPHYCharacterMeshBridgeComponent* MeshBridge = Character->GetMeshBridgeComponent();
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return MeshBridge ? MeshBridge->ApplyDisplayMesh(PlayerMesh) : false;
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}
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bool UPHYClassComponent::ApplyClassAttributesToAbilitySystem(UAbilitySystemComponent* AbilitySystemComponent) const
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56
Source/PHY/Public/Animation/PHYAnimationSettings.h
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56
Source/PHY/Public/Animation/PHYAnimationSettings.h
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@@ -0,0 +1,56 @@
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// Copyright Epic Games, Inc. 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 "UObject/SoftObjectPath.h"
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#include "UObject/SoftObjectPtr.h"
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#include "PHYAnimationSettings.generated.h"
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class UAnimInstance;
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class USkeletalMesh;
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/**
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* @brief PHY 动画桥接配置。
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*
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* 首期只保存运动源、显示层 AnimClass 与 Retargeter 软引用,不直接依赖 IKRig 模块或创建动画资产。
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*/
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UCLASS(Config=PHYAnimation, DefaultConfig)
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class PHY_API UPHYAnimationSettings : public UObject
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{
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GENERATED_BODY()
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public:
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/** @brief 默认源运动 Mesh,挂载到 ACharacter::GetMesh() 上承载统一运动动画。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
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TSoftObjectPtr<USkeletalMesh> DefaultSourceLocomotionMesh;
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/** @brief 默认源运动 AnimClass,用于 ACharacter::GetMesh() 的统一 Locomotion 动画。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
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TSoftClassPtr<UAnimInstance> DefaultSourceAnimClass;
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/** @brief 默认显示层 AnimClass,异骨架或未来 Retarget Pose From Mesh 路径使用。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
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TSoftClassPtr<UAnimInstance> DefaultDisplayAnimClass;
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/** @brief 默认 IK Retargeter 资产路径,首期使用软路径避免新增 IKRig 模块依赖。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
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FSoftObjectPath DefaultIKRetargeter;
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/** @brief 是否在游戏中隐藏源运动 Mesh。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
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bool bHideSourceMeshInGame = false;
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/** @brief 同骨架时是否优先使用 LeaderPoseComponent 跟随源运动 Mesh。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
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bool bPreferLeaderPoseForSameSkeleton = true;
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/** @brief 是否允许运行时切换显示层 Mesh。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
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bool bAllowRuntimeVisualMeshSwitch = true;
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/** @brief 是否允许 AI 套用玩家职业 Mesh,默认关闭以保持 AI 外观独立。 */
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UPROPERTY(Config, EditDefaultsOnly, Category="PHY|Animation")
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bool bApplyPlayerClassMeshToAI = false;
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};
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@@ -0,0 +1,91 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "UObject/SoftObjectPath.h"
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#include "PHYCharacterMeshBridgeComponent.generated.h"
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class ACharacter;
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class UAnimInstance;
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class UPHYClassComponent;
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class USkeletalMesh;
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class USkeletalMeshComponent;
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/**
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* @brief 角色运动源 Mesh 与显示层 Mesh 的桥接组件。
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*
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* ACharacter::GetMesh() 固定作为 SourceMeshComponent,承载统一运动动画;DisplayMeshComponent 承载职业和外观 Mesh。
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*/
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UCLASS(BlueprintType, Blueprintable, meta=(BlueprintSpawnableComponent))
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class PHY_API UPHYCharacterMeshBridgeComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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/** @brief 构造 Mesh Bridge 默认状态。 */
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UPHYCharacterMeshBridgeComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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/** @brief 使用角色和外部创建的显示 Mesh 组件初始化桥接关系。
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* @param Character 拥有源运动 Mesh 的角色。
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* @param InDisplayMeshComponent 由角色构造阶段创建的显示层 Mesh 组件。
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*/
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UFUNCTION(BlueprintCallable, Category="PHY|Animation")
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void InitializeMeshBridge(ACharacter* Character, USkeletalMeshComponent* InDisplayMeshComponent);
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/** @brief 将新的显示 Mesh 应用到显示层,并按骨架关系刷新 Follow Pose 模式。
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* @param NewDisplayMesh 新显示层 Skeletal Mesh。
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* @param NewDisplayAnimClass 可选显示层 AnimClass,异骨架 Retarget 路径使用。
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* @param NewRetargeter 可选 Retargeter 软路径,首期只缓存不强制加载。
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* @return 应用成功返回 true。
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*/
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UFUNCTION(BlueprintCallable, Category="PHY|Animation")
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bool ApplyDisplayMesh(USkeletalMesh* NewDisplayMesh, TSubclassOf<UAnimInstance> NewDisplayAnimClass = nullptr, FSoftObjectPath NewRetargeter = FSoftObjectPath());
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/** @brief 从职业组件读取职业外观并应用到显示层。
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* @param ClassComponent 提供职业 Mesh 配置的职业组件。
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* @return 应用成功返回 true。
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*/
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UFUNCTION(BlueprintCallable, Category="PHY|Animation")
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bool ApplyPlayerClassVisualFromClassComponent(const UPHYClassComponent* ClassComponent);
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/** @brief 根据源 Mesh 和显示 Mesh 的骨架关系刷新 Leader Pose 或显示层 AnimClass。 */
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UFUNCTION(BlueprintCallable, Category="PHY|Animation")
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void RefreshFollowPoseMode();
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/** @brief 获取源运动 Mesh 组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
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USkeletalMeshComponent* GetSourceMeshComponent() const { return SourceMeshComponent; }
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/** @brief 获取显示层 Mesh 组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
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USkeletalMeshComponent* GetDisplayMeshComponent() const { return DisplayMeshComponent; }
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/** @brief 按 Socket 查询应使用的可视 Mesh 组件,优先返回拥有该 Socket 的显示层。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
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USkeletalMeshComponent* GetVisualMeshComponentForSocket(FName SocketName) const;
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/** @brief 获取当前缓存的 Retargeter 软路径。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Animation")
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FSoftObjectPath GetCurrentRetargeter() const { return CurrentRetargeter; }
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protected:
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/** @brief 应用配置中的源运动 Mesh 和 AnimClass 默认值。 */
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void ApplySourceDefaults();
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/** @brief 判断显示层是否可使用 Leader Pose 跟随源运动 Mesh。 */
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bool CanUseLeaderPose() const;
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/** @brief 源运动 Mesh 组件,固定来自 ACharacter::GetMesh()。 */
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UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="PHY|Animation")
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TObjectPtr<USkeletalMeshComponent> SourceMeshComponent;
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/** @brief 显示层 Mesh 组件,由 CharacterBase 创建并注入。 */
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UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="PHY|Animation")
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TObjectPtr<USkeletalMeshComponent> DisplayMeshComponent;
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/** @brief 当前显示层 Retargeter 软路径,首期只作为后续 AnimBP/Retarget 配置入口。 */
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UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="PHY|Animation")
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FSoftObjectPath CurrentRetargeter;
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};
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@@ -17,7 +17,9 @@ class UGCS_TargetingSystemComponent;
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class UGES_ContextEffectComponent;
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class UGGS_InteractionSystemComponent;
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class UGGS_RagdollComponent;
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class UPHYCharacterMeshBridgeComponent;
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class UPHYCharacterStateComponent;
|
||||
class USkeletalMeshComponent;
|
||||
|
||||
/**
|
||||
* @brief PHY 玩家和 AI 共用角色基类。
|
||||
@@ -118,6 +120,14 @@ public:
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character")
|
||||
UGES_ContextEffectComponent* GetContextEffectComponent() const { return ContextEffectComponent; }
|
||||
|
||||
/** @brief 获取角色 Mesh Bridge 组件。 */
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character|Animation")
|
||||
UPHYCharacterMeshBridgeComponent* GetMeshBridgeComponent() const { return MeshBridgeComponent; }
|
||||
|
||||
/** @brief 获取显示层 Mesh 组件,职业和外观 Mesh 应应用到该组件。 */
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Character|Animation")
|
||||
USkeletalMeshComponent* GetDisplayMeshComponent() const { return DisplayMeshComponent; }
|
||||
|
||||
/** @brief 获取当前战斗目标 Actor。 */
|
||||
virtual AActor* GetCombatTargetActor_Implementation() const override;
|
||||
|
||||
@@ -234,6 +244,14 @@ protected:
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character")
|
||||
TObjectPtr<UGES_ContextEffectComponent> ContextEffectComponent;
|
||||
|
||||
/** @brief 运动源 Mesh 与显示层 Mesh 的桥接组件。 */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character|Animation")
|
||||
TObjectPtr<UPHYCharacterMeshBridgeComponent> MeshBridgeComponent;
|
||||
|
||||
/** @brief 显示层 Mesh 组件,承载职业和外观 Mesh。 */
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Character|Animation")
|
||||
TObjectPtr<USkeletalMeshComponent> DisplayMeshComponent;
|
||||
|
||||
/** @brief 当前 Avatar 缓存的 ASC,玩家来自 PlayerState,AI 来自自身。 */
|
||||
UPROPERTY(Transient)
|
||||
TObjectPtr<UAbilitySystemComponent> CachedAbilitySystemComponent;
|
||||
|
||||
Reference in New Issue
Block a user