Download LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseSubsystem.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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curl -L -o LyraGamePhaseSubsystem.h https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/AbilitySystem/Phases/LyraGamePhaseSubsystem.h
4.65 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| template <typename T> class TSubclassOf; | |
| class ULyraGamePhaseAbility; | |
| class UObject; | |
| struct FFrame; | |
| struct FGameplayAbilitySpecHandle; | |
| DECLARE_DYNAMIC_DELEGATE_OneParam(FLyraGamePhaseDynamicDelegate, const ULyraGamePhaseAbility*, Phase); | |
| DECLARE_DELEGATE_OneParam(FLyraGamePhaseDelegate, const ULyraGamePhaseAbility* Phase); | |
| DECLARE_DYNAMIC_DELEGATE_OneParam(FLyraGamePhaseTagDynamicDelegate, const FGameplayTag&, PhaseTag); | |
| DECLARE_DELEGATE_OneParam(FLyraGamePhaseTagDelegate, const FGameplayTag& PhaseTag); | |
| // Match rule for message receivers | |
| UENUM(BlueprintType) | |
| enum class EPhaseTagMatchType : uint8 | |
| { | |
| // An exact match will only receive messages with exactly the same channel | |
| // (e.g., registering for "A.B" will match a broadcast of A.B but not A.B.C) | |
| ExactMatch, | |
| // A partial match will receive any messages rooted in the same channel | |
| // (e.g., registering for "A.B" will match a broadcast of A.B as well as A.B.C) | |
| PartialMatch | |
| }; | |
| /** Subsystem for managing Lyra's game phases using gameplay tags in a nested manner, which allows parent and child | |
| * phases to be active at the same time, but not sibling phases. | |
| * Example: Game.Playing and Game.Playing.WarmUp can coexist, but Game.Playing and Game.ShowingScore cannot. | |
| * When a new phase is started, any active phases that are not ancestors will be ended. | |
| * Example: if Game.Playing and Game.Playing.CaptureTheFlag are active when Game.Playing.PostGame is started, | |
| * Game.Playing will remain active, while Game.Playing.CaptureTheFlag will end. | |
| */ | |
| UCLASS() | |
| class ULyraGamePhaseSubsystem : public UWorldSubsystem | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraGamePhaseSubsystem(); | |
| virtual void PostInitialize() override; | |
| virtual bool ShouldCreateSubsystem(UObject* Outer) const override; | |
| void StartPhase(TSubclassOf<ULyraGamePhaseAbility> PhaseAbility, FLyraGamePhaseDelegate PhaseEndedCallback = FLyraGamePhaseDelegate()); | |
| //TODO Return a handle so folks can delete these. They will just grow until the world resets. | |
| //TODO Should we just occasionally clean these observers up? It's not as if everyone will properly unhook them even if there is a handle. | |
| void WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseActive); | |
| void WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseEnd); | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, BlueprintPure = false, meta = (AutoCreateRefTerm = "PhaseTag")) | |
| bool IsPhaseActive(const FGameplayTag& PhaseTag) const; | |
| protected: | |
| virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const override; | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName="Start Phase", AutoCreateRefTerm = "PhaseEnded")) | |
| void K2_StartPhase(TSubclassOf<ULyraGamePhaseAbility> Phase, const FLyraGamePhaseDynamicDelegate& PhaseEnded); | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName = "When Phase Starts or Is Active", AutoCreateRefTerm = "WhenPhaseActive")) | |
| void K2_WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseActive); | |
| UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName = "When Phase Ends", AutoCreateRefTerm = "WhenPhaseEnd")) | |
| void K2_WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseEnd); | |
| void OnBeginPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle); | |
| void OnEndPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle); | |
| private: | |
| struct FLyraGamePhaseEntry | |
| { | |
| public: | |
| FGameplayTag PhaseTag; | |
| FLyraGamePhaseDelegate PhaseEndedCallback; | |
| }; | |
| TMap<FGameplayAbilitySpecHandle, FLyraGamePhaseEntry> ActivePhaseMap; | |
| struct FPhaseObserver | |
| { | |
| public: | |
| bool IsMatch(const FGameplayTag& ComparePhaseTag) const; | |
| FGameplayTag PhaseTag; | |
| EPhaseTagMatchType MatchType = EPhaseTagMatchType::ExactMatch; | |
| FLyraGamePhaseTagDelegate PhaseCallback; | |
| }; | |
| TArray<FPhaseObserver> PhaseStartObservers; | |
| TArray<FPhaseObserver> PhaseEndObservers; | |
| friend class ULyraGamePhaseAbility; | |
| }; | |