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5.18 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| struct FInputActionValue; | |
| class FProperty; | |
| class UEnhancedPlayerInput; | |
| class ULyraAimSensitivityData; | |
| class UObject; | |
| /** | |
| * Scales input basedon a double property in the SharedUserSettings | |
| */ | |
| UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Setting Based Scalar")) | |
| class ULyraSettingBasedScalar : public UInputModifier | |
| { | |
| GENERATED_BODY() | |
| public: | |
| /** Name of the property that will be used to clamp the X Axis of this value */ | |
| UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) | |
| FName XAxisScalarSettingName = NAME_None; | |
| /** Name of the property that will be used to clamp the Y Axis of this value */ | |
| UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) | |
| FName YAxisScalarSettingName = NAME_None; | |
| /** Name of the property that will be used to clamp the Z Axis of this value */ | |
| UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) | |
| FName ZAxisScalarSettingName = NAME_None; | |
| /** Set the maximium value of this setting on each axis. */ | |
| UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) | |
| FVector MaxValueClamp = FVector(10.0, 10.0, 10.0); | |
| /** Set the minimum value of this setting on each axis. */ | |
| UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings) | |
| FVector MinValueClamp = FVector::ZeroVector; | |
| protected: | |
| virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override; | |
| /** FProperty Cache that will be populated with any found FProperty's on the settings class so that we don't need to look them up each frame */ | |
| TArray<const FProperty*> PropertyCache; | |
| }; | |
| /** Represents which stick that this deadzone is for, either the move or the look stick */ | |
| UENUM() | |
| enum class EDeadzoneStick : uint8 | |
| { | |
| /** Deadzone for the movement stick */ | |
| MoveStick = 0, | |
| /** Deadzone for the looking stick */ | |
| LookStick = 1, | |
| }; | |
| /** | |
| * This is a deadzone input modifier that will have it's thresholds driven by what is in the Lyra Shared game settings. | |
| */ | |
| UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Lyra Settings Driven Dead Zone")) | |
| class ULyraInputModifierDeadZone : public UInputModifier | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config) | |
| EDeadZoneType Type = EDeadZoneType::Radial; | |
| // Threshold above which input is clamped to 1 | |
| UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config) | |
| float UpperThreshold = 1.0f; | |
| /** Which stick this deadzone is for. This controls which setting will be used when calculating the deadzone */ | |
| UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config) | |
| EDeadzoneStick DeadzoneStick = EDeadzoneStick::MoveStick; | |
| protected: | |
| virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override; | |
| // Visualize as black when unmodified. Red when blocked (with differing intensities to indicate axes) | |
| // Mirrors visualization in https://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php. | |
| virtual FLinearColor GetVisualizationColor_Implementation(FInputActionValue SampleValue, FInputActionValue FinalValue) const override; | |
| }; | |
| /** The type of targeting sensitity that should be considered */ | |
| UENUM() | |
| enum class ELyraTargetingType : uint8 | |
| { | |
| /** Sensitivity to be applied why normally looking around */ | |
| Normal = 0, | |
| /** The sensitivity that should be applied while Aiming Down Sights */ | |
| ADS = 1, | |
| }; | |
| /** Applies a scalar modifier based on the current gamepad settings in Lyra Shared game settings. */ | |
| UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Lyra Gamepad Sensitivity")) | |
| class ULyraInputModifierGamepadSensitivity : public UInputModifier | |
| { | |
| GENERATED_BODY() | |
| public: | |
| /** The type of targeting to use for this Sensitivity */ | |
| UPROPERTY(EditInstanceOnly, BlueprintReadWrite, Category=Settings, Config) | |
| ELyraTargetingType TargetingType = ELyraTargetingType::Normal; | |
| /** Asset that gives us access to the float scalar value being used for sensitivty */ | |
| UPROPERTY(EditAnywhere, BlueprintReadOnly, meta=(AssetBundles="Client,Server")) | |
| TObjectPtr<const ULyraAimSensitivityData> SensitivityLevelTable; | |
| protected: | |
| virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override; | |
| }; | |
| /** Applies an inversion of axis values based on a setting in the Lyra Shared game settings */ | |
| UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Lyra Aim Inversion Setting")) | |
| class ULyraInputModifierAimInversion : public UInputModifier | |
| { | |
| GENERATED_BODY() | |
| protected: | |
| virtual FInputActionValue ModifyRaw_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue CurrentValue, float DeltaTime) override; | |
| }; | |