Download LyraStarterGame/Source/LyraGame/Cosmetics/LyraPawnComponent_CharacterParts.cpp from Alexhas2/unitysamples: direct link, hf CLI and curl.
- Browser
- Download file 9.98 kB
-
https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/Cosmetics/LyraPawnComponent_CharacterParts.cpp
- Command line
-
hf download hf://datasets/Alexhas2/unitysamples/LyraStarterGame/Source/LyraGame/Cosmetics/LyraPawnComponent_CharacterParts.cpp
-
curl -L -o LyraPawnComponent_CharacterParts.cpp https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/Cosmetics/LyraPawnComponent_CharacterParts.cpp
9.98 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class FLifetimeProperty; | |
| class UPhysicsAsset; | |
| class USkeletalMesh; | |
| class UWorld; | |
| ////////////////////////////////////////////////////////////////////// | |
| FString FLyraAppliedCharacterPartEntry::GetDebugString() const | |
| { | |
| return FString::Printf(TEXT("(PartClass: %s, Socket: %s, Instance: %s)"), *GetPathNameSafe(Part.PartClass), *Part.SocketName.ToString(), *GetPathNameSafe(SpawnedComponent)); | |
| } | |
| ////////////////////////////////////////////////////////////////////// | |
| void FLyraCharacterPartList::PreReplicatedRemove(const TArrayView<int32> RemovedIndices, int32 FinalSize) | |
| { | |
| bool bDestroyedAnyActors = false; | |
| for (int32 Index : RemovedIndices) | |
| { | |
| FLyraAppliedCharacterPartEntry& Entry = Entries[Index]; | |
| bDestroyedAnyActors |= DestroyActorForEntry(Entry); | |
| } | |
| if (bDestroyedAnyActors && ensure(OwnerComponent)) | |
| { | |
| OwnerComponent->BroadcastChanged(); | |
| } | |
| } | |
| void FLyraCharacterPartList::PostReplicatedAdd(const TArrayView<int32> AddedIndices, int32 FinalSize) | |
| { | |
| bool bCreatedAnyActors = false; | |
| for (int32 Index : AddedIndices) | |
| { | |
| FLyraAppliedCharacterPartEntry& Entry = Entries[Index]; | |
| bCreatedAnyActors |= SpawnActorForEntry(Entry); | |
| } | |
| if (bCreatedAnyActors && ensure(OwnerComponent)) | |
| { | |
| OwnerComponent->BroadcastChanged(); | |
| } | |
| } | |
| void FLyraCharacterPartList::PostReplicatedChange(const TArrayView<int32> ChangedIndices, int32 FinalSize) | |
| { | |
| bool bChangedAnyActors = false; | |
| // We don't support dealing with propagating changes, just destroy and recreate | |
| for (int32 Index : ChangedIndices) | |
| { | |
| FLyraAppliedCharacterPartEntry& Entry = Entries[Index]; | |
| bChangedAnyActors |= DestroyActorForEntry(Entry); | |
| bChangedAnyActors |= SpawnActorForEntry(Entry); | |
| } | |
| if (bChangedAnyActors && ensure(OwnerComponent)) | |
| { | |
| OwnerComponent->BroadcastChanged(); | |
| } | |
| } | |
| FLyraCharacterPartHandle FLyraCharacterPartList::AddEntry(FLyraCharacterPart NewPart) | |
| { | |
| FLyraCharacterPartHandle Result; | |
| Result.PartHandle = PartHandleCounter++; | |
| if (ensure(OwnerComponent && OwnerComponent->GetOwner() && OwnerComponent->GetOwner()->HasAuthority())) | |
| { | |
| FLyraAppliedCharacterPartEntry& NewEntry = Entries.AddDefaulted_GetRef(); | |
| NewEntry.Part = NewPart; | |
| NewEntry.PartHandle = Result.PartHandle; | |
| if (SpawnActorForEntry(NewEntry)) | |
| { | |
| OwnerComponent->BroadcastChanged(); | |
| } | |
| MarkItemDirty(NewEntry); | |
| } | |
| return Result; | |
| } | |
| void FLyraCharacterPartList::RemoveEntry(FLyraCharacterPartHandle Handle) | |
| { | |
| for (auto EntryIt = Entries.CreateIterator(); EntryIt; ++EntryIt) | |
| { | |
| FLyraAppliedCharacterPartEntry& Entry = *EntryIt; | |
| if (Entry.PartHandle == Handle.PartHandle) | |
| { | |
| const bool bDestroyedActor = DestroyActorForEntry(Entry); | |
| EntryIt.RemoveCurrent(); | |
| MarkArrayDirty(); | |
| if (bDestroyedActor && ensure(OwnerComponent)) | |
| { | |
| OwnerComponent->BroadcastChanged(); | |
| } | |
| break; | |
| } | |
| } | |
| } | |
| void FLyraCharacterPartList::ClearAllEntries(bool bBroadcastChangeDelegate) | |
| { | |
| bool bDestroyedAnyActors = false; | |
| for (FLyraAppliedCharacterPartEntry& Entry : Entries) | |
| { | |
| bDestroyedAnyActors |= DestroyActorForEntry(Entry); | |
| } | |
| Entries.Reset(); | |
| MarkArrayDirty(); | |
| if (bDestroyedAnyActors && bBroadcastChangeDelegate && ensure(OwnerComponent)) | |
| { | |
| OwnerComponent->BroadcastChanged(); | |
| } | |
| } | |
| FGameplayTagContainer FLyraCharacterPartList::CollectCombinedTags() const | |
| { | |
| FGameplayTagContainer Result; | |
| for (const FLyraAppliedCharacterPartEntry& Entry : Entries) | |
| { | |
| if (Entry.SpawnedComponent != nullptr) | |
| { | |
| if (IGameplayTagAssetInterface* TagInterface = Cast<IGameplayTagAssetInterface>(Entry.SpawnedComponent->GetChildActor())) | |
| { | |
| TagInterface->GetOwnedGameplayTags(/*inout*/ Result); | |
| } | |
| } | |
| } | |
| return Result; | |
| } | |
| bool FLyraCharacterPartList::SpawnActorForEntry(FLyraAppliedCharacterPartEntry& Entry) | |
| { | |
| bool bCreatedAnyActors = false; | |
| if (ensure(OwnerComponent) && !OwnerComponent->IsNetMode(NM_DedicatedServer)) | |
| { | |
| if (Entry.Part.PartClass != nullptr) | |
| { | |
| UWorld* World = OwnerComponent->GetWorld(); | |
| if (USceneComponent* ComponentToAttachTo = OwnerComponent->GetSceneComponentToAttachTo()) | |
| { | |
| const FTransform SpawnTransform = ComponentToAttachTo->GetSocketTransform(Entry.Part.SocketName); | |
| UChildActorComponent* PartComponent = NewObject<UChildActorComponent>(OwnerComponent->GetOwner()); | |
| PartComponent->SetupAttachment(ComponentToAttachTo, Entry.Part.SocketName); | |
| PartComponent->SetChildActorClass(Entry.Part.PartClass); | |
| PartComponent->RegisterComponent(); | |
| if (AActor* SpawnedActor = PartComponent->GetChildActor()) | |
| { | |
| switch (Entry.Part.CollisionMode) | |
| { | |
| case ECharacterCustomizationCollisionMode::UseCollisionFromCharacterPart: | |
| // Do nothing | |
| break; | |
| case ECharacterCustomizationCollisionMode::NoCollision: | |
| SpawnedActor->SetActorEnableCollision(false); | |
| break; | |
| } | |
| // Set up a direct tick dependency to work around the child actor component not providing one | |
| if (USceneComponent* SpawnedRootComponent = SpawnedActor->GetRootComponent()) | |
| { | |
| SpawnedRootComponent->AddTickPrerequisiteComponent(ComponentToAttachTo); | |
| } | |
| } | |
| Entry.SpawnedComponent = PartComponent; | |
| bCreatedAnyActors = true; | |
| } | |
| } | |
| } | |
| return bCreatedAnyActors; | |
| } | |
| bool FLyraCharacterPartList::DestroyActorForEntry(FLyraAppliedCharacterPartEntry& Entry) | |
| { | |
| bool bDestroyedAnyActors = false; | |
| if (Entry.SpawnedComponent != nullptr) | |
| { | |
| Entry.SpawnedComponent->DestroyComponent(); | |
| Entry.SpawnedComponent = nullptr; | |
| bDestroyedAnyActors = true; | |
| } | |
| return bDestroyedAnyActors; | |
| } | |
| ////////////////////////////////////////////////////////////////////// | |
| ULyraPawnComponent_CharacterParts::ULyraPawnComponent_CharacterParts(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| SetIsReplicatedByDefault(true); | |
| } | |
| void ULyraPawnComponent_CharacterParts::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >& OutLifetimeProps) const | |
| { | |
| Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
| DOREPLIFETIME(ThisClass, CharacterPartList); | |
| } | |
| FLyraCharacterPartHandle ULyraPawnComponent_CharacterParts::AddCharacterPart(const FLyraCharacterPart& NewPart) | |
| { | |
| return CharacterPartList.AddEntry(NewPart); | |
| } | |
| void ULyraPawnComponent_CharacterParts::RemoveCharacterPart(FLyraCharacterPartHandle Handle) | |
| { | |
| CharacterPartList.RemoveEntry(Handle); | |
| } | |
| void ULyraPawnComponent_CharacterParts::RemoveAllCharacterParts() | |
| { | |
| CharacterPartList.ClearAllEntries(/*bBroadcastChangeDelegate=*/ true); | |
| } | |
| void ULyraPawnComponent_CharacterParts::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| } | |
| void ULyraPawnComponent_CharacterParts::EndPlay(const EEndPlayReason::Type EndPlayReason) | |
| { | |
| CharacterPartList.ClearAllEntries(/*bBroadcastChangeDelegate=*/ false); | |
| Super::EndPlay(EndPlayReason); | |
| } | |
| void ULyraPawnComponent_CharacterParts::OnRegister() | |
| { | |
| Super::OnRegister(); | |
| if (!IsTemplate()) | |
| { | |
| CharacterPartList.SetOwnerComponent(this); | |
| } | |
| } | |
| TArray<AActor*> ULyraPawnComponent_CharacterParts::GetCharacterPartActors() const | |
| { | |
| TArray<AActor*> Result; | |
| Result.Reserve(CharacterPartList.Entries.Num()); | |
| for (const FLyraAppliedCharacterPartEntry& Entry : CharacterPartList.Entries) | |
| { | |
| if (UChildActorComponent* PartComponent = Entry.SpawnedComponent) | |
| { | |
| if (AActor* SpawnedActor = PartComponent->GetChildActor()) | |
| { | |
| Result.Add(SpawnedActor); | |
| } | |
| } | |
| } | |
| return Result; | |
| } | |
| USkeletalMeshComponent* ULyraPawnComponent_CharacterParts::GetParentMeshComponent() const | |
| { | |
| if (AActor* OwnerActor = GetOwner()) | |
| { | |
| if (ACharacter* OwningCharacter = Cast<ACharacter>(OwnerActor)) | |
| { | |
| if (USkeletalMeshComponent* MeshComponent = OwningCharacter->GetMesh()) | |
| { | |
| return MeshComponent; | |
| } | |
| } | |
| } | |
| return nullptr; | |
| } | |
| USceneComponent* ULyraPawnComponent_CharacterParts::GetSceneComponentToAttachTo() const | |
| { | |
| if (USkeletalMeshComponent* MeshComponent = GetParentMeshComponent()) | |
| { | |
| return MeshComponent; | |
| } | |
| else if (AActor* OwnerActor = GetOwner()) | |
| { | |
| return OwnerActor->GetRootComponent(); | |
| } | |
| else | |
| { | |
| return nullptr; | |
| } | |
| } | |
| FGameplayTagContainer ULyraPawnComponent_CharacterParts::GetCombinedTags(FGameplayTag RequiredPrefix) const | |
| { | |
| FGameplayTagContainer Result = CharacterPartList.CollectCombinedTags(); | |
| if (RequiredPrefix.IsValid()) | |
| { | |
| return Result.Filter(FGameplayTagContainer(RequiredPrefix)); | |
| } | |
| else | |
| { | |
| return Result; | |
| } | |
| } | |
| void ULyraPawnComponent_CharacterParts::BroadcastChanged() | |
| { | |
| const bool bReinitPose = true; | |
| // Check to see if the body type has changed | |
| if (USkeletalMeshComponent* MeshComponent = GetParentMeshComponent()) | |
| { | |
| // Determine the mesh to use based on cosmetic part tags | |
| const FGameplayTagContainer MergedTags = GetCombinedTags(FGameplayTag()); | |
| USkeletalMesh* DesiredMesh = BodyMeshes.SelectBestBodyStyle(MergedTags); | |
| // Apply the desired mesh (this call is a no-op if the mesh hasn't changed) | |
| MeshComponent->SetSkeletalMesh(DesiredMesh, /*bReinitPose=*/ bReinitPose); | |
| // Apply the desired physics asset if there's a forced override independent of the one from the mesh | |
| if (UPhysicsAsset* PhysicsAsset = BodyMeshes.ForcedPhysicsAsset) | |
| { | |
| MeshComponent->SetPhysicsAsset(PhysicsAsset, /*bForceReInit=*/ bReinitPose); | |
| } | |
| } | |
| // Let observers know, e.g., if they need to apply team coloring or similar | |
| OnCharacterPartsChanged.Broadcast(this); | |
| } | |