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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class ULyraGameplayAbility; | |
| class UObject; | |
| DEFINE_LOG_CATEGORY(LogLyraGamePhase); | |
| ////////////////////////////////////////////////////////////////////// | |
| // ULyraGamePhaseSubsystem | |
| ULyraGamePhaseSubsystem::ULyraGamePhaseSubsystem() | |
| { | |
| } | |
| void ULyraGamePhaseSubsystem::PostInitialize() | |
| { | |
| Super::PostInitialize(); | |
| } | |
| bool ULyraGamePhaseSubsystem::ShouldCreateSubsystem(UObject* Outer) const | |
| { | |
| if (Super::ShouldCreateSubsystem(Outer)) | |
| { | |
| //UWorld* World = Cast<UWorld>(Outer); | |
| //check(World); | |
| //return World->GetAuthGameMode() != nullptr; | |
| //return nullptr; | |
| return true; | |
| } | |
| return false; | |
| } | |
| bool ULyraGamePhaseSubsystem::DoesSupportWorldType(const EWorldType::Type WorldType) const | |
| { | |
| return WorldType == EWorldType::Game || WorldType == EWorldType::PIE; | |
| } | |
| void ULyraGamePhaseSubsystem::StartPhase(TSubclassOf<ULyraGamePhaseAbility> PhaseAbility, FLyraGamePhaseDelegate PhaseEndedCallback) | |
| { | |
| UWorld* World = GetWorld(); | |
| ULyraAbilitySystemComponent* GameState_ASC = World->GetGameState()->FindComponentByClass<ULyraAbilitySystemComponent>(); | |
| if (ensure(GameState_ASC)) | |
| { | |
| FGameplayAbilitySpec PhaseSpec(PhaseAbility, 1, 0, this); | |
| FGameplayAbilitySpecHandle SpecHandle = GameState_ASC->GiveAbilityAndActivateOnce(PhaseSpec); | |
| FGameplayAbilitySpec* FoundSpec = GameState_ASC->FindAbilitySpecFromHandle(SpecHandle); | |
| if (FoundSpec && FoundSpec->IsActive()) | |
| { | |
| FLyraGamePhaseEntry& Entry = ActivePhaseMap.FindOrAdd(SpecHandle); | |
| Entry.PhaseEndedCallback = PhaseEndedCallback; | |
| } | |
| else | |
| { | |
| PhaseEndedCallback.ExecuteIfBound(nullptr); | |
| } | |
| } | |
| } | |
| void ULyraGamePhaseSubsystem::K2_StartPhase(TSubclassOf<ULyraGamePhaseAbility> PhaseAbility, const FLyraGamePhaseDynamicDelegate& PhaseEndedDelegate) | |
| { | |
| const FLyraGamePhaseDelegate EndedDelegate = FLyraGamePhaseDelegate::CreateWeakLambda(const_cast<UObject*>(PhaseEndedDelegate.GetUObject()), [PhaseEndedDelegate](const ULyraGamePhaseAbility* PhaseAbility) { | |
| PhaseEndedDelegate.ExecuteIfBound(PhaseAbility); | |
| }); | |
| StartPhase(PhaseAbility, EndedDelegate); | |
| } | |
| void ULyraGamePhaseSubsystem::K2_WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseActive) | |
| { | |
| const FLyraGamePhaseTagDelegate ActiveDelegate = FLyraGamePhaseTagDelegate::CreateWeakLambda(WhenPhaseActive.GetUObject(), [WhenPhaseActive](const FGameplayTag& PhaseTag) { | |
| WhenPhaseActive.ExecuteIfBound(PhaseTag); | |
| }); | |
| WhenPhaseStartsOrIsActive(PhaseTag, MatchType, ActiveDelegate); | |
| } | |
| void ULyraGamePhaseSubsystem::K2_WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseEnd) | |
| { | |
| const FLyraGamePhaseTagDelegate EndedDelegate = FLyraGamePhaseTagDelegate::CreateWeakLambda(WhenPhaseEnd.GetUObject(), [WhenPhaseEnd](const FGameplayTag& PhaseTag) { | |
| WhenPhaseEnd.ExecuteIfBound(PhaseTag); | |
| }); | |
| WhenPhaseEnds(PhaseTag, MatchType, EndedDelegate); | |
| } | |
| void ULyraGamePhaseSubsystem::WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseActive) | |
| { | |
| FPhaseObserver Observer; | |
| Observer.PhaseTag = PhaseTag; | |
| Observer.MatchType = MatchType; | |
| Observer.PhaseCallback = WhenPhaseActive; | |
| PhaseStartObservers.Add(Observer); | |
| if (IsPhaseActive(PhaseTag)) | |
| { | |
| WhenPhaseActive.ExecuteIfBound(PhaseTag); | |
| } | |
| } | |
| void ULyraGamePhaseSubsystem::WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseEnd) | |
| { | |
| FPhaseObserver Observer; | |
| Observer.PhaseTag = PhaseTag; | |
| Observer.MatchType = MatchType; | |
| Observer.PhaseCallback = WhenPhaseEnd; | |
| PhaseEndObservers.Add(Observer); | |
| } | |
| bool ULyraGamePhaseSubsystem::IsPhaseActive(const FGameplayTag& PhaseTag) const | |
| { | |
| for (const auto& KVP : ActivePhaseMap) | |
| { | |
| const FLyraGamePhaseEntry& PhaseEntry = KVP.Value; | |
| if (PhaseEntry.PhaseTag.MatchesTag(PhaseTag)) | |
| { | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| void ULyraGamePhaseSubsystem::OnBeginPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle) | |
| { | |
| const FGameplayTag IncomingPhaseTag = PhaseAbility->GetGamePhaseTag(); | |
| UE_LOG(LogLyraGamePhase, Log, TEXT("Beginning Phase '%s' (%s)"), *IncomingPhaseTag.ToString(), *GetNameSafe(PhaseAbility)); | |
| const UWorld* World = GetWorld(); | |
| ULyraAbilitySystemComponent* GameState_ASC = World->GetGameState()->FindComponentByClass<ULyraAbilitySystemComponent>(); | |
| if (ensure(GameState_ASC)) | |
| { | |
| TArray<FGameplayAbilitySpec*> ActivePhases; | |
| for (const auto& KVP : ActivePhaseMap) | |
| { | |
| const FGameplayAbilitySpecHandle ActiveAbilityHandle = KVP.Key; | |
| if (FGameplayAbilitySpec* Spec = GameState_ASC->FindAbilitySpecFromHandle(ActiveAbilityHandle)) | |
| { | |
| ActivePhases.Add(Spec); | |
| } | |
| } | |
| for (const FGameplayAbilitySpec* ActivePhase : ActivePhases) | |
| { | |
| const ULyraGamePhaseAbility* ActivePhaseAbility = CastChecked<ULyraGamePhaseAbility>(ActivePhase->Ability); | |
| const FGameplayTag ActivePhaseTag = ActivePhaseAbility->GetGamePhaseTag(); | |
| // So if the active phase currently matches the incoming phase tag, we allow it. | |
| // i.e. multiple gameplay abilities can all be associated with the same phase tag. | |
| // For example, | |
| // You can be in the, Game.Playing, phase, and then start a sub-phase, like Game.Playing.SuddenDeath | |
| // Game.Playing phase will still be active, and if someone were to push another one, like, | |
| // Game.Playing.ActualSuddenDeath, it would end Game.Playing.SuddenDeath phase, but Game.Playing would | |
| // continue. Similarly if we activated Game.GameOver, all the Game.Playing* phases would end. | |
| if (!IncomingPhaseTag.MatchesTag(ActivePhaseTag)) | |
| { | |
| UE_LOG(LogLyraGamePhase, Log, TEXT("\tEnding Phase '%s' (%s)"), *ActivePhaseTag.ToString(), *GetNameSafe(ActivePhaseAbility)); | |
| FGameplayAbilitySpecHandle HandleToEnd = ActivePhase->Handle; | |
| GameState_ASC->CancelAbilitiesByFunc([HandleToEnd](const ULyraGameplayAbility* LyraAbility, FGameplayAbilitySpecHandle Handle) { | |
| return Handle == HandleToEnd; | |
| }, true); | |
| } | |
| } | |
| FLyraGamePhaseEntry& Entry = ActivePhaseMap.FindOrAdd(PhaseAbilityHandle); | |
| Entry.PhaseTag = IncomingPhaseTag; | |
| // Notify all observers of this phase that it has started. | |
| for (const FPhaseObserver& Observer : PhaseStartObservers) | |
| { | |
| if (Observer.IsMatch(IncomingPhaseTag)) | |
| { | |
| Observer.PhaseCallback.ExecuteIfBound(IncomingPhaseTag); | |
| } | |
| } | |
| } | |
| } | |
| void ULyraGamePhaseSubsystem::OnEndPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle) | |
| { | |
| const FGameplayTag EndedPhaseTag = PhaseAbility->GetGamePhaseTag(); | |
| UE_LOG(LogLyraGamePhase, Log, TEXT("Ended Phase '%s' (%s)"), *EndedPhaseTag.ToString(), *GetNameSafe(PhaseAbility)); | |
| const FLyraGamePhaseEntry& Entry = ActivePhaseMap.FindChecked(PhaseAbilityHandle); | |
| Entry.PhaseEndedCallback.ExecuteIfBound(PhaseAbility); | |
| ActivePhaseMap.Remove(PhaseAbilityHandle); | |
| // Notify all observers of this phase that it has ended. | |
| for (const FPhaseObserver& Observer : PhaseEndObservers) | |
| { | |
| if (Observer.IsMatch(EndedPhaseTag)) | |
| { | |
| Observer.PhaseCallback.ExecuteIfBound(EndedPhaseTag); | |
| } | |
| } | |
| } | |
| bool ULyraGamePhaseSubsystem::FPhaseObserver::IsMatch(const FGameplayTag& ComparePhaseTag) const | |
| { | |
| switch(MatchType) | |
| { | |
| case EPhaseTagMatchType::ExactMatch: | |
| return ComparePhaseTag == PhaseTag; | |
| case EPhaseTagMatchType::PartialMatch: | |
| return ComparePhaseTag.MatchesTag(PhaseTag); | |
| } | |
| return false; | |
| } | |