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2 Commits
acaa8eb83c
...
281db9a375
| Author | SHA1 | Date | |
|---|---|---|---|
| 281db9a375 | |||
| 794fcbb8a9 |
@@ -2,3 +2,4 @@
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DefaultMappingPriority=0
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bRouteInputThroughGenericInputSystem=True
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bBlockGameplayInputWhenUIFocused=True
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DefaultMoveInputProcessorClass="/Script/PHY.PHYInputProcessor_Move"
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@@ -7,11 +7,14 @@
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#include "Camera/CameraComponent.h"
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#include "Camera/PHYUGCSpringArmComponent.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "GIPS_InputSystemComponent.h"
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#include "Player/PHYPlayerState.h"
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APHYPlayerCharacter::APHYPlayerCharacter(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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InputSystemComponent = CreateDefaultSubobject<UGIPS_InputSystemComponent>(TEXT("InputSystemComponent"));
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CameraBoom = CreateDefaultSubobject<UPHYUGCSpringArmComponent>(TEXT("CameraBoom"));
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CameraBoom->SetupAttachment(GetRootComponent());
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CameraBoom->TargetArmLength = 320.0f;
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83
Source/PHY/Private/Input/PHYInputProcessor_Move.cpp
Normal file
83
Source/PHY/Private/Input/PHYInputProcessor_Move.cpp
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@@ -0,0 +1,83 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Input/PHYInputProcessor_Move.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PHYInputProcessor_Move)
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#include "Characters/PHYPlayerCharacter.h"
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#include "GIPS_InputSystemComponent.h"
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#include "PHYGameplayTags.h"
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#include "Player/PHYPlayerController.h"
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UPHYInputProcessor_Move::UPHYInputProcessor_Move()
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{
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InputTags.AddTag(PHYGameplayTags::Input_Move);
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TriggerEvents = {
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ETriggerEvent::Started,
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ETriggerEvent::Triggered,
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ETriggerEvent::Ongoing,
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ETriggerEvent::Completed,
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ETriggerEvent::Canceled
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};
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}
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bool UPHYInputProcessor_Move::CheckCanHandleInput_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag, const ETriggerEvent TriggerEvent) const
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{
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(void)ActionData;
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(void)TriggerEvent;
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if (!IC || InputTag != PHYGameplayTags::Input_Move)
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{
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return false;
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}
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const APHYPlayerCharacter* PlayerCharacter = Cast<APHYPlayerCharacter>(IC->GetControlledPawn());
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return PlayerCharacter && PlayerCharacter->GetController<APHYPlayerController>();
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}
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void UPHYInputProcessor_Move::HandleInputTriggered_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
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{
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(void)InputTag;
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RouteMoveInput(IC, ActionData, ETriggerEvent::Triggered);
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}
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void UPHYInputProcessor_Move::HandleInputStarted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
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{
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(void)InputTag;
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RouteMoveInput(IC, ActionData, ETriggerEvent::Started);
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}
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void UPHYInputProcessor_Move::HandleInputOngoing_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
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{
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(void)InputTag;
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RouteMoveInput(IC, ActionData, ETriggerEvent::Ongoing);
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}
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void UPHYInputProcessor_Move::HandleInputCanceled_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
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{
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(void)InputTag;
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RouteMoveInput(IC, ActionData, ETriggerEvent::Canceled);
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}
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void UPHYInputProcessor_Move::HandleInputCompleted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag InputTag) const
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{
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(void)InputTag;
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RouteMoveInput(IC, ActionData, ETriggerEvent::Completed);
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}
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FString UPHYInputProcessor_Move::GetEditorFriendlyName_Implementation() const
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{
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return TEXT("PHY Move");
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}
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bool UPHYInputProcessor_Move::RouteMoveInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent) const
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{
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if (!IC)
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{
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return false;
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}
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APHYPlayerCharacter* PlayerCharacter = Cast<APHYPlayerCharacter>(IC->GetControlledPawn());
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APHYPlayerController* PlayerController = PlayerCharacter ? PlayerCharacter->GetController<APHYPlayerController>() : nullptr;
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return PlayerController ? PlayerController->RouteMoveInputFromProcessor(ActionData, TriggerEvent) : false;
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}
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@@ -64,22 +64,42 @@ APHYPlayerCharacter* APHYPlayerController::GetPHYPlayerCharacter() const
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return Cast<APHYPlayerCharacter>(GetPawn());
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}
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void APHYPlayerController::BindInputEvents()
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UGIPS_InputSystemComponent* APHYPlayerController::GetInputSystemComponent() const
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{
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if (!InputSystemComponent)
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if (const APHYPlayerCharacter* PHYCharacter = GetPHYPlayerCharacter())
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{
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return;
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if (UGIPS_InputSystemComponent* CharacterInputSystemComponent = PHYCharacter->GetInputSystemComponent())
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{
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return CharacterInputSystemComponent;
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}
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}
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InputSystemComponent->OnReceivedInput.RemoveDynamic(this, &ThisClass::OnReceivedInput);
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InputSystemComponent->OnReceivedInput.AddDynamic(this, &ThisClass::OnReceivedInput);
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return InputSystemComponent;
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}
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void APHYPlayerController::BindInputEvents()
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{
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if (BoundInputSystemComponent)
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{
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BoundInputSystemComponent->OnReceivedInput.RemoveDynamic(this, &ThisClass::OnReceivedInput);
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}
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BoundInputSystemComponent = GetInputSystemComponent();
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if (BoundInputSystemComponent)
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{
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BoundInputSystemComponent->OnReceivedInput.RemoveDynamic(this, &ThisClass::OnReceivedInput);
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BoundInputSystemComponent->OnReceivedInput.AddDynamic(this, &ThisClass::OnReceivedInput);
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}
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}
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void APHYPlayerController::OnReceivedInput(const FInputActionInstance& ActionData, const FGameplayTag& InputTag, const ETriggerEvent TriggerEvent)
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{
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if (InputTag == PHYGameplayTags::Input_Move)
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{
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HandleMoveInput(ActionData, TriggerEvent);
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if (!ConsumeMoveProcessorGuard(TriggerEvent))
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{
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RouteMoveInput(ActionData, TriggerEvent);
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}
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return;
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}
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@@ -95,6 +115,18 @@ void APHYPlayerController::OnReceivedInput(const FInputActionInstance& ActionDat
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}
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}
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bool APHYPlayerController::RouteMoveInput(const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent)
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{
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return HandleMoveInput(ActionData, TriggerEvent);
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}
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bool APHYPlayerController::RouteMoveInputFromProcessor(const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent)
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{
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bMoveInputHandledByProcessor = true;
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LastMoveInputProcessorTriggerEvent = TriggerEvent;
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return RouteMoveInput(ActionData, TriggerEvent);
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}
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bool APHYPlayerController::HandleMoveInput(const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent)
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{
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APHYPlayerCharacter* PHYCharacter = GetPHYPlayerCharacter();
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@@ -123,6 +155,20 @@ bool APHYPlayerController::HandleMoveInput(const FInputActionInstance& ActionDat
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return true;
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}
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bool APHYPlayerController::ConsumeMoveProcessorGuard(const ETriggerEvent TriggerEvent)
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{
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if (bMoveInputHandledByProcessor && LastMoveInputProcessorTriggerEvent == TriggerEvent)
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{
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bMoveInputHandledByProcessor = false;
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LastMoveInputProcessorTriggerEvent = ETriggerEvent::None;
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return true;
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}
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bMoveInputHandledByProcessor = false;
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LastMoveInputProcessorTriggerEvent = ETriggerEvent::None;
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return false;
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}
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bool APHYPlayerController::HandleLookInput(const FInputActionInstance& ActionData, const ETriggerEvent TriggerEvent)
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{
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CachedLookInput = IsInputReleased(TriggerEvent) ? FVector2D::ZeroVector : ExtractAxis2D(ActionData.GetValue());
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@@ -7,12 +7,13 @@
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#include "PHYPlayerCharacter.generated.h"
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class UCameraComponent;
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class UGIPS_InputSystemComponent;
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class UPHYUGCSpringArmComponent;
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/**
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* @brief PHY 玩家角色。
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*
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* 玩家角色从 PlayerState 获取 ASC,并只持有相机组件,不直接持有输入组件。
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* 玩家角色从 PlayerState 获取 ASC,并持有玩家输入组件与 UGC 相机组件。
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*/
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UCLASS(BlueprintType, Blueprintable)
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class PHY_API APHYPlayerCharacter : public APHYCharacterBase
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@@ -37,10 +38,18 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Camera")
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UCameraComponent* GetFollowCamera() const { return FollowCamera; }
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/** @brief 获取玩家角色上的 GenericInputSystem 组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Input")
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UGIPS_InputSystemComponent* GetInputSystemComponent() const { return InputSystemComponent; }
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protected:
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/** @brief 根据当前 PlayerState 初始化 ASC。 */
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virtual void InitializeAbilitySystemFromPlayerState();
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/** @brief 玩家角色上的 GenericInputSystem 路由组件。 */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Input")
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TObjectPtr<UGIPS_InputSystemComponent> InputSystemComponent;
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/** @brief UGC 项目相机臂。 */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Camera")
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TObjectPtr<UPHYUGCSpringArmComponent> CameraBoom;
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48
Source/PHY/Public/Input/PHYInputProcessor_Move.h
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48
Source/PHY/Public/Input/PHYInputProcessor_Move.h
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@@ -0,0 +1,48 @@
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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 "GIPS_InputProcessor.h"
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#include "PHYInputProcessor_Move.generated.h"
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/**
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* @brief PHY 移动输入处理器。
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*
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* 该处理器处理 `Input.Move`,并把二维输入值路由到当前玩家控制器和玩家角色。
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*/
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UCLASS(BlueprintType, Blueprintable, EditInlineNew, DefaultToInstanced)
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class PHY_API UPHYInputProcessor_Move : public UGIPS_InputProcessor
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{
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GENERATED_BODY()
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public:
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/** @brief 构造默认响应的输入 Tag 和触发事件。 */
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UPHYInputProcessor_Move();
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protected:
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/** @brief 检查当前输入组件是否能处理移动输入。 */
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virtual bool CheckCanHandleInput_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag, ETriggerEvent TriggerEvent) const override;
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/** @brief 处理 Triggered 移动输入。 */
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virtual void HandleInputTriggered_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
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/** @brief 处理 Started 移动输入。 */
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virtual void HandleInputStarted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
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/** @brief 处理 Ongoing 移动输入。 */
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virtual void HandleInputOngoing_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
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/** @brief 处理 Canceled 移动输入。 */
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virtual void HandleInputCanceled_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
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/** @brief 处理 Completed 移动输入。 */
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virtual void HandleInputCompleted_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag) const override;
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/** @brief 返回编辑器里显示的处理器名称。 */
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virtual FString GetEditorFriendlyName_Implementation() const override;
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private:
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/** @brief 将移动输入发送给玩家控制器。 */
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bool RouteMoveInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, ETriggerEvent TriggerEvent) const;
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};
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@@ -4,8 +4,11 @@
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "UObject/SoftObjectPtr.h"
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#include "PHYConfigSettings.generated.h"
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class UGIPS_InputProcessor;
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/**
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* @brief PHY 项目核心配置。
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*/
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@@ -52,6 +55,10 @@ public:
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/** @brief UI 聚焦时是否阻断 Gameplay 输入。 */
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UPROPERTY(Config)
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bool bBlockGameplayInputWhenUIFocused = true;
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/** @brief 默认移动输入处理器类,用于创建 GenericInputSystem 控制配置。 */
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UPROPERTY(Config)
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TSoftClassPtr<UGIPS_InputProcessor> DefaultMoveInputProcessorClass;
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};
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/**
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@@ -13,7 +13,7 @@ class UGIPS_InputSystemComponent;
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/**
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* @brief PHY 玩家控制器。
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*
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* 控制器持有 GenericInputSystem 组件,并将 Input GameplayTag 路由到当前玩家角色、ASC、移动和相机输入缓存。
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* 控制器优先绑定当前玩家角色的 GenericInputSystem 组件,并将 Input GameplayTag 路由到角色、ASC、移动和相机输入缓存。
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*/
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UCLASS(BlueprintType, Blueprintable)
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class PHY_API APHYPlayerController : public APlayerController
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@@ -30,9 +30,13 @@ public:
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/** @brief 接管 Pawn 时刷新输入委托。 */
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virtual void OnPossess(APawn* InPawn) override;
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/** @brief 获取 GenericInputSystem 组件。 */
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/** @brief 获取当前实际绑定的 GenericInputSystem 组件,优先返回玩家角色上的组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Input")
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UGIPS_InputSystemComponent* GetInputSystemComponent() const { return InputSystemComponent; }
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UGIPS_InputSystemComponent* GetInputSystemComponent() const;
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/** @brief 获取控制器自身保留的 GenericInputSystem 组件。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Input")
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UGIPS_InputSystemComponent* GetControllerInputSystemComponent() const { return InputSystemComponent; }
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/** @brief 获取当前 PHY 玩家角色。 */
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Input")
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@@ -46,6 +50,12 @@ public:
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="PHY|Input")
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FVector GetCachedMovementControlInput() const { return FVector(CachedMovementInput.X, CachedMovementInput.Y, 0.0f); }
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/** @brief 从输入处理器或控制器 fallback 路由移动输入。 */
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bool RouteMoveInput(const FInputActionInstance& ActionData, ETriggerEvent TriggerEvent);
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/** @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。 */
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bool RouteMoveInputFromProcessor(const FInputActionInstance& ActionData, ETriggerEvent TriggerEvent);
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protected:
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/** @brief 绑定 GenericInputSystem 输入委托。 */
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virtual void BindInputEvents();
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@@ -60,10 +70,17 @@ protected:
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/** @brief 处理视角输入。 */
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virtual bool HandleLookInput(const FInputActionInstance& ActionData, ETriggerEvent TriggerEvent);
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/** @brief 查询并消费移动处理器留下的重复执行保护。 */
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virtual bool ConsumeMoveProcessorGuard(ETriggerEvent TriggerEvent);
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/** @brief GenericInputSystem 路由组件。 */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="PHY|Input")
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TObjectPtr<UGIPS_InputSystemComponent> InputSystemComponent;
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/** @brief 当前已经绑定输入委托的组件。 */
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UPROPERTY(Transient)
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TObjectPtr<UGIPS_InputSystemComponent> BoundInputSystemComponent;
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/** @brief 本地移动输入缓存。 */
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UPROPERTY(Transient)
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FVector2D CachedMovementInput = FVector2D::ZeroVector;
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@@ -75,4 +92,12 @@ protected:
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/** @brief UGC 相机管理器读取的旋转输入缓存。 */
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UPROPERTY(Transient)
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FRotator CachedRotationInput = FRotator::ZeroRotator;
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/** @brief 输入处理器是否已经处理了最近一次 Move 输入。 */
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UPROPERTY(Transient)
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bool bMoveInputHandledByProcessor = false;
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/** @brief 最近一次由输入处理器处理的 Move 触发事件。 */
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UPROPERTY(Transient)
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ETriggerEvent LastMoveInputProcessorTriggerEvent = ETriggerEvent::None;
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};
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