97 lines
4.0 KiB
C++
97 lines
4.0 KiB
C++
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||
|
||
#pragma once
|
||
|
||
#include "CoreMinimal.h"
|
||
#include "GIPS_InputTypes.h"
|
||
#include "InputAction.h"
|
||
#include "UObject/Object.h"
|
||
#include "GIPS_InputChecker.generated.h"
|
||
|
||
class UGIPS_InputSystemComponent;
|
||
|
||
/**
|
||
* Base class for input validation, inheritable via Blueprint or C++.
|
||
* 输入验证的基类,可通过蓝图或C++继承。
|
||
*/
|
||
UCLASS(Abstract, Blueprintable, BlueprintType, EditInlineNew, DefaultToInstanced, CollapseCategories, Const)
|
||
class GENERICINPUTSYSTEM_API UGIPS_InputChecker : public UObject
|
||
{
|
||
GENERATED_BODY()
|
||
|
||
public:
|
||
/**
|
||
* Checks if an input is valid.
|
||
* 检查输入是否有效。
|
||
* @param IC The input system component. 输入系统组件。
|
||
* @param ActionData The input action data. 输入动作数据。
|
||
* @param InputTag The gameplay tag for the input. 输入的游戏标签。
|
||
* @param TriggerEvent The trigger event type. 触发事件类型。
|
||
* @return True if the input is valid, false otherwise. 如果输入有效则返回true,否则返回false。
|
||
*/
|
||
UFUNCTION(BlueprintCallable, Category="GIPS|Input")
|
||
bool CheckInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, UPARAM(meta = (Categories="InputTag,GIPS.InputTag")) FGameplayTag InputTag,
|
||
ETriggerEvent TriggerEvent) const;
|
||
|
||
protected:
|
||
/**
|
||
* Blueprint-implementable input validation logic.
|
||
* 可通过蓝图实现的输入验证逻辑。
|
||
* @param IC The input system component. 输入系统组件。
|
||
* @param ActionData The input action data. 输入动作数据。
|
||
* @param InputTag The gameplay tag for the input. 输入的游戏标签。
|
||
* @param TriggerEvent The trigger event type. 触发事件类型。
|
||
* @return True if the input is valid, false otherwise. 如果输入有效则返回true,否则返回false。
|
||
*/
|
||
UFUNCTION(BlueprintNativeEvent, Category="GIPS|Input", meta=(DisplayName="DoCheckInput"))
|
||
bool DoCheckInput(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag& InputTag, const ETriggerEvent& TriggerEvent) const;
|
||
};
|
||
|
||
/**
|
||
* Input checker for tag-based relationships.
|
||
* 基于标签关系的输入检查器。
|
||
*/
|
||
UCLASS()
|
||
class GENERICINPUTSYSTEM_API UGIPS_InputChecker_TagRelationship : public UGIPS_InputChecker
|
||
{
|
||
GENERATED_BODY()
|
||
|
||
protected:
|
||
/**
|
||
* List of input tag relationships for validation.
|
||
* 用于验证的输入标签关系列表。
|
||
*/
|
||
UPROPERTY(EditAnywhere, Category="GIPS|Input", meta=(TitleProperty="EditorFriendlyName", ShowOnlyInnerProperties))
|
||
TArray<FGIPS_InputTagRelationship> InputTagRelationships;
|
||
|
||
/**
|
||
* Gets the actor's tags for validation.
|
||
* 获取用于验证的演员标签。
|
||
* @param IC The input system component. 输入系统组件。
|
||
* @return The actor's gameplay tag container. 演员的游戏标签容器。
|
||
*/
|
||
UFUNCTION(BlueprintCallable, Category="GIPS|Input", BlueprintNativeEvent)
|
||
FGameplayTagContainer GetActorTags(UGIPS_InputSystemComponent* IC) const;
|
||
virtual FGameplayTagContainer GetActorTags_Implementation(UGIPS_InputSystemComponent* IC) const;
|
||
|
||
/**
|
||
* Implementation of input validation logic.
|
||
* 输入验证逻辑的实现。
|
||
* @param IC The input system component. 输入系统组件。
|
||
* @param ActionData The input action data. 输入动作数据。
|
||
* @param InputTag The gameplay tag for the input. 输入的游戏标签。
|
||
* @param TriggerEvent The trigger event type. 触发事件类型。
|
||
* @return True if the input is valid, false otherwise. 如果输入有效则返回true,否则返回false。
|
||
*/
|
||
virtual bool DoCheckInput_Implementation(UGIPS_InputSystemComponent* IC, const FInputActionInstance& ActionData, const FGameplayTag& InputTag,
|
||
const ETriggerEvent& TriggerEvent) const override;
|
||
|
||
#if WITH_EDITOR
|
||
/**
|
||
* Called before saving the object.
|
||
* 在保存对象之前调用。
|
||
* @param SaveContext The save context. 保存上下文。
|
||
*/
|
||
virtual void PreSave(FObjectPreSaveContext SaveContext) override;
|
||
#endif
|
||
}; |