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2026-03-03 01:23:02 +08:00

406 lines
12 KiB
C++

// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GCS_BulletStructLibrary.h"
#include "GCS_EffectCauserInterface.h"
#include "GameFramework/Actor.h"
#include "GCS_BulletInstance.generated.h"
class UGCS_AttackRequest_Bullet;
class UGCS_BulletSubsystem;
class UProjectileMovementComponent;
/**
* Base class for bullet instances.
* 子弹实例的基类。
*/
UCLASS(Abstract, BlueprintType, NotBlueprintable)
class GENERICCOMBATSYSTEM_API AGCS_BulletInstance : public AActor, public IGCS_EffectCauserInterface
{
GENERATED_BODY()
friend UGCS_BulletSubsystem;
public:
/**
* Default constructor.
* 默认构造函数。
*/
AGCS_BulletInstance();
/**
* Gets lifetime replicated properties.
* 获取生命周期复制属性。
* @param OutLifetimeProps The lifetime properties. 生命周期属性。
*/
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
/**
* Gets the projectile movement component.
* 获取子弹的运动组件。
* @return The projectile movement component. 运动组件。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCS|Bullet")
UProjectileMovementComponent* GetProjectileMovementComponent() const;
/**
* Sets the bullet definition handle.
* 设置子弹定义句柄。
* @param NewHandle The new definition handle. 新定义句柄。
*/
UFUNCTION(BlueprintCallable, Category="GCS|Bullet")
void SetDefinitionHandle(UPARAM(meta=(RowType="/Script/GenericCombatSystem.GCS_BulletDefinition")) FDataTableRowHandle NewHandle);
/**
* Sets the bullet's unique ID.
* 设置子弹的唯一ID。
* @param NewId The new ID. 新ID。
*/
void SetBulletId(const FGuid& NewId);
/**
* Gets the bullet's unique ID.
* 获取子弹的唯一ID。
* @return The bullet ID. 子弹ID。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCS|Bullet")
FGuid GetBulletId() const;
/**
* Sets the parent bullet ID for bullet chains.
* 设置子弹链的父子弹ID。
* @param NewParentId The parent bullet ID. 父子弹ID。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GCS|Bullet")
void SetParentBulletId(FGuid NewParentId);
/**
* Gets the parent bullet ID.
* 获取父子弹ID。
* @return The parent bullet ID. 父子弹ID。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCS|Bullet")
FGuid GetParentBulletId() const;
/**
* Launches the bullet.
* 发射子弹。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GCS|Bullet")
void LaunchBullet();
/**
* Sets the hit result for the bullet.
* 设置子弹的命中结果。
* @param NewHitResult The hit result. 命中结果。
*/
UFUNCTION(BlueprintCallable, Category="GCS|Bullet", meta=(DisplayName="Set Bullet HitResult"))
void SetHitResult(const FHitResult& NewHitResult);
/**
* Gets the latest hit result.
* 获取最新的命中结果。
* @return The hit result. 命中结果。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCS|Bullet", meta=(DisplayName="Get Bullet HitResult"))
const FHitResult& GetHitResult() const;
/**
* Checks if the bullet has gameplay authority.
* 检查子弹是否具有游戏权限。
* @return True if the bullet has authority. 如果子弹具有权限返回true。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCS|Bullet")
bool HasGameplayAuthority() const;
/**
* Called after network initialization.
* 网络初始化后调用。
*/
virtual void PostNetInit() override;
/**
* Called after receiving network data.
* 接收网络数据后调用。
*/
virtual void PostNetReceive() override;
/**
* Handles locally predicted bullet instances.
* 处理本地预测的子弹实例。
* @param PredictedBullet The predicted bullet instance. 预测的子弹实例。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GCS|Bullet")
void FoundLocalPredictedBullet(AGCS_BulletInstance* PredictedBullet);
// Effect causer interface
/**
* Gets the gameplay effect spec handle.
* 获取游戏效果规格句柄。
* @param OutHandle The effect spec handle (output). 效果规格句柄(输出)。
* @return True if successful. 如果成功返回true。
*/
virtual bool GetEffectSpecHandle_Implementation(FGameplayEffectSpecHandle& OutHandle) override;
/**
* Gets the gameplay effect container.
* 获取游戏效果容器。
* @return The effect container. 效果容器。
*/
virtual FGGA_GameplayEffectContainer GetEffectContainer_Implementation() const override;
/**
* Gets the effect container level override.
* 获取效果容器级别覆盖。
* @return The level override. 级别覆盖。
*/
virtual int32 GetEffectContainerLevelOverride_Implementation() const override;
/**
* Sets the effect container spec.
* 设置效果容器规格。
* @param InEffectContainerSpec The effect container spec. 效果容器规格。
*/
virtual void SetEffectContainerSpec_Implementation(const FGGA_GameplayEffectContainerSpec& InEffectContainerSpec) override;
/**
* Gets the effect container spec.
* 获取效果容器规格。
* @return The effect container spec. 效果容器规格。
*/
virtual FGGA_GameplayEffectContainerSpec GetEffectContainerSpec_Implementation() const override;
/**
* Gets the effect class.
* 获取效果类。
* @return The effect class. 效果类。
*/
virtual TSubclassOf<UGameplayEffect> GetEffectClass_Implementation() const override;
/**
* Gets the effect level.
* 获取效果级别。
* @return The effect level. 效果级别。
*/
virtual int32 GetEffectLevel_Implementation() const override;
/**
* Sets the effect spec.
* 设置效果规格。
* @param InEffectSpec The effect spec. 效果规格。
*/
virtual void SetEffectSpec_Implementation(FGameplayEffectSpecHandle& InEffectSpec) override;
/**
* Gets the bullet's shape component.
* 获取子弹的形状组件。
* @return The shape component. 形状组件。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, BlueprintNativeEvent, Category="GCS|Bullet")
UShapeComponent* GetBulletShape() const;
virtual UShapeComponent* GetBulletShape_Implementation() const;
protected:
/**
* Called when the game starts or when spawned.
* 游戏开始或生成时调用。
*/
virtual void BeginPlay() override;
/**
* Called when the game ends or the bullet is destroyed.
* 游戏结束或子弹销毁时调用。
* @param EndPlayReason The reason for ending. 结束原因。
*/
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
/**
* Called when the bullet is taken from the pool with a valid definition.
* 子弹从池中取出且具有有效定义时调用。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GCS|Bullet")
void OnBulletBeginPlay();
/**
* Called when the bullet is returned to the pool and deactivated.
* 子弹返回池中并停用时调用。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GCS|Bullet")
void OnBulletEndPlay();
/**
* Records the initial location and rotation of the bullet.
* 记录子弹的初始位置和旋转。
*/
UFUNCTION(BlueprintCallable, Category="GCS|Bullet")
void SetupInitialLocationAndRotation();
/**
* Refreshes the bullet's travel states.
* 刷新子弹的移动状态。
*/
UFUNCTION(BlueprintCallable, Category="GCS|Bullet")
virtual void RefreshTravelStates();
/**
* Checks if the hit result should be penetrated.
* 检查命中结果是否应穿透。
* @param InHitResult The hit result. 命中结果。
* @return True if the hit should be penetrated. 如果命中应穿透返回true。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCS|Bullet")
virtual bool ShouldPenetrateHitResult(const FHitResult& InHitResult) const;
/**
* Checks if a bullet chain should be generated.
* 检查是否应生成子弹链。
* @return True if a bullet chain should be generated. 如果应生成子弹链返回true。
*/
UFUNCTION(BlueprintCallable, BlueprintPure, BlueprintNativeEvent, Category="GCS|Bullet")
bool ShouldGenerateBullet();
/**
* Handles bullet chain logic on hit.
* 处理命中时的子弹链逻辑。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GCS|Bullet")
void HandleBulletHitChains();
/**
* Applies gameplay effects to the hit result.
* 对命中结果应用游戏效果。
* @param HitResult The hit result. 命中结果。
*/
UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category="GCS|Bullet")
void ApplyGameplayEffects(FHitResult HitResult);
/**
* Called when the bullet ID is replicated.
* 子弹ID复制时调用。
* @param Prev The previous bullet ID. 之前的子弹ID。
*/
UFUNCTION()
virtual void OnRep_BulletId(FGuid Prev);
/**
* Called when the bullet definition is replicated.
* 子弹定义复制时调用。
*/
UFUNCTION()
void OnRep_BulletDefinition();
/**
* Unique ID of the bullet.
* 子弹的唯一ID。
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, ReplicatedUsing=OnRep_BulletId, Category="GCS|BulletState")
FGuid BulletId;
/**
* Whether the bullet is locally predicted.
* 子弹是否为本地预测。
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="GCS|BulletState")
bool bIsLocalPredicting{false};
/**
* Whether the bullet was spawned on the server.
* 子弹是否在服务器上生成。
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="GCS|BulletState")
bool bServerInitiated{false};
/**
* Parent bullet ID for bullet chains.
* 子弹链的父子弹ID。
*/
UPROPERTY(VisibleAnywhere, Category="GCS|BulletState")
FGuid ParentBulletId;
/**
* The associated attack request.
* 关联的攻击请求。
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="GCS|BulletState")
TObjectPtr<const UGCS_AttackRequest_Bullet> Request;
/**
* Handle to the bullet definition.
* 子弹定义的句柄。
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCS|Bullet", ReplicatedUsing=OnRep_BulletDefinition, meta=(ExposeOnSpawn))
FDataTableRowHandle DefinitionHandle;
/**
* Loaded bullet definition.
* 加载的子弹定义。
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="GCS|BulletState")
FGCS_BulletDefinition Definition;
/**
* The projectile movement component.
* 子弹的运动组件。
*/
UPROPERTY(VisibleAnywhere, Category="GCS|Bullet")
TObjectPtr<UProjectileMovementComponent> ProjectileMovement;
/**
* The gameplay effect spec carried by the bullet.
* 子弹携带的游戏效果规格。
*/
UPROPERTY(VisibleAnywhere, Category="GCS|BulletState")
FGameplayEffectSpecHandle EffectSpecHandle;
/**
* The gameplay effect container spec carried by the bullet.
* 子弹携带的游戏效果容器规格。
*/
UPROPERTY(VisibleAnywhere, Category = "GCS|BulletState")
FGGA_GameplayEffectContainerSpec EffectContainerSpec;
/**
* Index for bullet chains.
* 子弹链的索引。
*/
UPROPERTY()
int32 ChainIndex{0};
/**
* Initial location of the bullet.
* 子弹的初始位置。
*/
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="GCS|BulletState")
FVector InitialActorLocation;
/**
* Initial rotation of the bullet.
* 子弹的初始旋转。
*/
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="GCS|BulletState")
FRotator InitialActorRotation;
/**
* The latest hit result.
* 最新的命中结果。
*/
UPROPERTY(VisibleAnywhere, Category="GCS|BulletState")
FHitResult LastHitResult;
/**
* Distance traveled by the bullet.
* 子弹的移动距离。
*/
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category="GCS|BulletState")
double TraveledDistance{0.0f};
public:
/**
* Called every frame.
* 每帧调用。
* @param DeltaTime Time since last frame. 上一帧以来的时间。
*/
virtual void Tick(float DeltaTime) override;
};