Files
PHY/Plugins/GCS/Source/GenericInputSystem/Private/GIPS_InputChecker.cpp
2026-03-03 01:23:02 +08:00

95 lines
2.8 KiB
C++

// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GIPS_InputChecker.h"
#include "GameFramework/Actor.h"
#include "GameplayTagAssetInterface.h"
#include "GIPS_InputSystemComponent.h"
bool UGIPS_InputChecker::CheckInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, FGameplayTag InputTag, ETriggerEvent TriggerEvent) const
{
return DoCheckInput(IC, ActionData, InputTag, TriggerEvent);
}
bool UGIPS_InputChecker::DoCheckInput_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag& InputTag,
const ETriggerEvent& TriggerEvent) const
{
return true;
}
FGameplayTagContainer UGIPS_InputChecker_TagRelationship::GetActorTags_Implementation(UGIPS_InputSystemComponent* IC) const
{
FGameplayTagContainer Tags;
if (const IGameplayTagAssetInterface* TagAssetInterface = Cast<IGameplayTagAssetInterface>(IC->GetOwner()))
{
TagAssetInterface->GetOwnedGameplayTags(Tags);
}
return Tags;
}
bool UGIPS_InputChecker_TagRelationship::DoCheckInput_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag& InputTag,
const ETriggerEvent& TriggerEvent) const
{
const FGameplayTagContainer ActorOwnedTags = GetActorTags(IC);
for (const FGIPS_InputTagRelationship& Relationship : InputTagRelationships)
{
// TagQuery > TagRequirements.
if (Relationship.ActorTagQuery.IsEmpty() || !Relationship.ActorTagQuery.Matches(ActorOwnedTags))
{
continue;
}
bool bNotAllowed = false;
bool bBlocked = false;
if (!Relationship.AllowedInputs.IsEmpty())
{
int32 Index = Relationship.IndexOfAllowedInput(InputTag, TriggerEvent);
if (Index == INDEX_NONE)
{
bNotAllowed = true;
}
}
if (!Relationship.BlockedInputs.IsEmpty())
{
int32 Index = Relationship.IndexOfBlockedInput(InputTag, TriggerEvent);
if (Index != INDEX_NONE)
{
bBlocked = true;
}
}
if (bNotAllowed || bBlocked)
{
return false;
}
}
return true;
}
#if WITH_EDITOR
#include "UObject/ObjectSaveContext.h"
void UGIPS_InputChecker_TagRelationship::PreSave(FObjectPreSaveContext SaveContext)
{
for (FGIPS_InputTagRelationship& InputTagRelationship : InputTagRelationships)
{
InputTagRelationship.EditorFriendlyName = InputTagRelationship.ActorTagQuery.GetDescription();
// TArray<FGameplayTag> TagArray;
// InputTagRelationship.InputTagsAllowed.GetGameplayTagArray(TagArray);
// InputTagRelationship.AllowedInputs.Empty();
// for (FGameplayTag Tag : TagArray)
// {
// FGIPS_AllowedInput AllowedInput;
// AllowedInput.TriggerEvents.Empty();
// AllowedInput.InputTag = Tag;
// InputTagRelationship.AllowedInputs.Add(AllowedInput);
// }
}
Super::PreSave(SaveContext);
}
#endif