Download LyraStarterGame/Source/LyraGame/Character/LyraPawnExtensionComponent.cpp from Alexhas2/unitysamples: direct link, hf CLI and curl.
- Browser
- Download file 9.7 kB
-
https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/Character/LyraPawnExtensionComponent.cpp
- Command line
-
hf download hf://datasets/Alexhas2/unitysamples/LyraStarterGame/Source/LyraGame/Character/LyraPawnExtensionComponent.cpp
-
curl -L -o LyraPawnExtensionComponent.cpp https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/Character/LyraPawnExtensionComponent.cpp
9.7 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class FLifetimeProperty; | |
| class UActorComponent; | |
| const FName ULyraPawnExtensionComponent::NAME_ActorFeatureName("PawnExtension"); | |
| ULyraPawnExtensionComponent::ULyraPawnExtensionComponent(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| PrimaryComponentTick.bStartWithTickEnabled = false; | |
| PrimaryComponentTick.bCanEverTick = false; | |
| SetIsReplicatedByDefault(true); | |
| PawnData = nullptr; | |
| AbilitySystemComponent = nullptr; | |
| } | |
| void ULyraPawnExtensionComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
| { | |
| Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
| DOREPLIFETIME(ULyraPawnExtensionComponent, PawnData); | |
| } | |
| void ULyraPawnExtensionComponent::OnRegister() | |
| { | |
| Super::OnRegister(); | |
| const APawn* Pawn = GetPawn<APawn>(); | |
| ensureAlwaysMsgf((Pawn != nullptr), TEXT("LyraPawnExtensionComponent on [%s] can only be added to Pawn actors."), *GetNameSafe(GetOwner())); | |
| TArray<UActorComponent*> PawnExtensionComponents; | |
| Pawn->GetComponents(ULyraPawnExtensionComponent::StaticClass(), PawnExtensionComponents); | |
| ensureAlwaysMsgf((PawnExtensionComponents.Num() == 1), TEXT("Only one LyraPawnExtensionComponent should exist on [%s]."), *GetNameSafe(GetOwner())); | |
| // Register with the init state system early, this will only work if this is a game world | |
| RegisterInitStateFeature(); | |
| } | |
| void ULyraPawnExtensionComponent::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| // Listen for changes to all features | |
| BindOnActorInitStateChanged(NAME_None, FGameplayTag(), false); | |
| // Notifies state manager that we have spawned, then try rest of default initialization | |
| ensure(TryToChangeInitState(LyraGameplayTags::InitState_Spawned)); | |
| CheckDefaultInitialization(); | |
| } | |
| void ULyraPawnExtensionComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) | |
| { | |
| UninitializeAbilitySystem(); | |
| UnregisterInitStateFeature(); | |
| Super::EndPlay(EndPlayReason); | |
| } | |
| void ULyraPawnExtensionComponent::SetPawnData(const ULyraPawnData* InPawnData) | |
| { | |
| check(InPawnData); | |
| APawn* Pawn = GetPawnChecked<APawn>(); | |
| if (Pawn->GetLocalRole() != ROLE_Authority) | |
| { | |
| return; | |
| } | |
| if (PawnData) | |
| { | |
| UE_LOG(LogLyra, Error, TEXT("Trying to set PawnData [%s] on pawn [%s] that already has valid PawnData [%s]."), *GetNameSafe(InPawnData), *GetNameSafe(Pawn), *GetNameSafe(PawnData)); | |
| return; | |
| } | |
| PawnData = InPawnData; | |
| Pawn->ForceNetUpdate(); | |
| CheckDefaultInitialization(); | |
| } | |
| void ULyraPawnExtensionComponent::OnRep_PawnData() | |
| { | |
| CheckDefaultInitialization(); | |
| } | |
| void ULyraPawnExtensionComponent::InitializeAbilitySystem(ULyraAbilitySystemComponent* InASC, AActor* InOwnerActor) | |
| { | |
| check(InASC); | |
| check(InOwnerActor); | |
| if (AbilitySystemComponent == InASC) | |
| { | |
| // The ability system component hasn't changed. | |
| return; | |
| } | |
| if (AbilitySystemComponent) | |
| { | |
| // Clean up the old ability system component. | |
| UninitializeAbilitySystem(); | |
| } | |
| APawn* Pawn = GetPawnChecked<APawn>(); | |
| AActor* ExistingAvatar = InASC->GetAvatarActor(); | |
| UE_LOG(LogLyra, Verbose, TEXT("Setting up ASC [%s] on pawn [%s] owner [%s], existing [%s] "), *GetNameSafe(InASC), *GetNameSafe(Pawn), *GetNameSafe(InOwnerActor), *GetNameSafe(ExistingAvatar)); | |
| if ((ExistingAvatar != nullptr) && (ExistingAvatar != Pawn)) | |
| { | |
| UE_LOG(LogLyra, Log, TEXT("Existing avatar (authority=%d)"), ExistingAvatar->HasAuthority() ? 1 : 0); | |
| // There is already a pawn acting as the ASC's avatar, so we need to kick it out | |
| // This can happen on clients if they're lagged: their new pawn is spawned + possessed before the dead one is removed | |
| ensure(!ExistingAvatar->HasAuthority()); | |
| if (ULyraPawnExtensionComponent* OtherExtensionComponent = FindPawnExtensionComponent(ExistingAvatar)) | |
| { | |
| OtherExtensionComponent->UninitializeAbilitySystem(); | |
| } | |
| } | |
| AbilitySystemComponent = InASC; | |
| AbilitySystemComponent->InitAbilityActorInfo(InOwnerActor, Pawn); | |
| if (ensure(PawnData)) | |
| { | |
| InASC->SetTagRelationshipMapping(PawnData->TagRelationshipMapping); | |
| } | |
| OnAbilitySystemInitialized.Broadcast(); | |
| } | |
| void ULyraPawnExtensionComponent::UninitializeAbilitySystem() | |
| { | |
| if (!AbilitySystemComponent) | |
| { | |
| return; | |
| } | |
| // Uninitialize the ASC if we're still the avatar actor (otherwise another pawn already did it when they became the avatar actor) | |
| if (AbilitySystemComponent->GetAvatarActor() == GetOwner()) | |
| { | |
| FGameplayTagContainer AbilityTypesToIgnore; | |
| AbilityTypesToIgnore.AddTag(LyraGameplayTags::Ability_Behavior_SurvivesDeath); | |
| AbilitySystemComponent->CancelAbilities(nullptr, &AbilityTypesToIgnore); | |
| AbilitySystemComponent->ClearAbilityInput(); | |
| AbilitySystemComponent->RemoveAllGameplayCues(); | |
| if (AbilitySystemComponent->GetOwnerActor() != nullptr) | |
| { | |
| AbilitySystemComponent->SetAvatarActor(nullptr); | |
| } | |
| else | |
| { | |
| // If the ASC doesn't have a valid owner, we need to clear *all* actor info, not just the avatar pairing | |
| AbilitySystemComponent->ClearActorInfo(); | |
| } | |
| OnAbilitySystemUninitialized.Broadcast(); | |
| } | |
| AbilitySystemComponent = nullptr; | |
| } | |
| void ULyraPawnExtensionComponent::HandleControllerChanged() | |
| { | |
| if (AbilitySystemComponent && (AbilitySystemComponent->GetAvatarActor() == GetPawnChecked<APawn>())) | |
| { | |
| ensure(AbilitySystemComponent->AbilityActorInfo->OwnerActor == AbilitySystemComponent->GetOwnerActor()); | |
| if (AbilitySystemComponent->GetOwnerActor() == nullptr) | |
| { | |
| UninitializeAbilitySystem(); | |
| } | |
| else | |
| { | |
| AbilitySystemComponent->RefreshAbilityActorInfo(); | |
| } | |
| } | |
| CheckDefaultInitialization(); | |
| } | |
| void ULyraPawnExtensionComponent::HandlePlayerStateReplicated() | |
| { | |
| CheckDefaultInitialization(); | |
| } | |
| void ULyraPawnExtensionComponent::SetupPlayerInputComponent() | |
| { | |
| CheckDefaultInitialization(); | |
| } | |
| void ULyraPawnExtensionComponent::CheckDefaultInitialization() | |
| { | |
| // Before checking our progress, try progressing any other features we might depend on | |
| CheckDefaultInitializationForImplementers(); | |
| static const TArray<FGameplayTag> StateChain = { LyraGameplayTags::InitState_Spawned, LyraGameplayTags::InitState_DataAvailable, LyraGameplayTags::InitState_DataInitialized, LyraGameplayTags::InitState_GameplayReady }; | |
| // This will try to progress from spawned (which is only set in BeginPlay) through the data initialization stages until it gets to gameplay ready | |
| ContinueInitStateChain(StateChain); | |
| } | |
| bool ULyraPawnExtensionComponent::CanChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) const | |
| { | |
| check(Manager); | |
| APawn* Pawn = GetPawn<APawn>(); | |
| if (!CurrentState.IsValid() && DesiredState == LyraGameplayTags::InitState_Spawned) | |
| { | |
| // As long as we are on a valid pawn, we count as spawned | |
| if (Pawn) | |
| { | |
| return true; | |
| } | |
| } | |
| if (CurrentState == LyraGameplayTags::InitState_Spawned && DesiredState == LyraGameplayTags::InitState_DataAvailable) | |
| { | |
| // Pawn data is required. | |
| if (!PawnData) | |
| { | |
| return false; | |
| } | |
| const bool bHasAuthority = Pawn->HasAuthority(); | |
| const bool bIsLocallyControlled = Pawn->IsLocallyControlled(); | |
| if (bHasAuthority || bIsLocallyControlled) | |
| { | |
| // Check for being possessed by a controller. | |
| if (!GetController<AController>()) | |
| { | |
| return false; | |
| } | |
| } | |
| return true; | |
| } | |
| else if (CurrentState == LyraGameplayTags::InitState_DataAvailable && DesiredState == LyraGameplayTags::InitState_DataInitialized) | |
| { | |
| // Transition to initialize if all features have their data available | |
| return Manager->HaveAllFeaturesReachedInitState(Pawn, LyraGameplayTags::InitState_DataAvailable); | |
| } | |
| else if (CurrentState == LyraGameplayTags::InitState_DataInitialized && DesiredState == LyraGameplayTags::InitState_GameplayReady) | |
| { | |
| return true; | |
| } | |
| return false; | |
| } | |
| void ULyraPawnExtensionComponent::HandleChangeInitState(UGameFrameworkComponentManager* Manager, FGameplayTag CurrentState, FGameplayTag DesiredState) | |
| { | |
| if (DesiredState == LyraGameplayTags::InitState_DataInitialized) | |
| { | |
| // This is currently all handled by other components listening to this state change | |
| } | |
| } | |
| void ULyraPawnExtensionComponent::OnActorInitStateChanged(const FActorInitStateChangedParams& Params) | |
| { | |
| // If another feature is now in DataAvailable, see if we should transition to DataInitialized | |
| if (Params.FeatureName != NAME_ActorFeatureName) | |
| { | |
| if (Params.FeatureState == LyraGameplayTags::InitState_DataAvailable) | |
| { | |
| CheckDefaultInitialization(); | |
| } | |
| } | |
| } | |
| void ULyraPawnExtensionComponent::OnAbilitySystemInitialized_RegisterAndCall(FSimpleMulticastDelegate::FDelegate Delegate) | |
| { | |
| if (!OnAbilitySystemInitialized.IsBoundToObject(Delegate.GetUObject())) | |
| { | |
| OnAbilitySystemInitialized.Add(Delegate); | |
| } | |
| if (AbilitySystemComponent) | |
| { | |
| Delegate.Execute(); | |
| } | |
| } | |
| void ULyraPawnExtensionComponent::OnAbilitySystemUninitialized_Register(FSimpleMulticastDelegate::FDelegate Delegate) | |
| { | |
| if (!OnAbilitySystemUninitialized.IsBoundToObject(Delegate.GetUObject())) | |
| { | |
| OnAbilitySystemUninitialized.Add(Delegate); | |
| } | |
| } | |