Download LyraStarterGame/Source/LyraGame/Player/LyraPlayerBotController.cpp from Alexhas2/unitysamples: direct link, hf CLI and curl.
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5.01 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UObject; | |
| ALyraPlayerBotController::ALyraPlayerBotController(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| bWantsPlayerState = true; | |
| bStopAILogicOnUnposses = false; | |
| } | |
| void ALyraPlayerBotController::OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam) | |
| { | |
| ConditionalBroadcastTeamChanged(this, IntegerToGenericTeamId(OldTeam), IntegerToGenericTeamId(NewTeam)); | |
| } | |
| void ALyraPlayerBotController::OnPlayerStateChanged() | |
| { | |
| // Empty, place for derived classes to implement without having to hook all the other events | |
| } | |
| void ALyraPlayerBotController::BroadcastOnPlayerStateChanged() | |
| { | |
| OnPlayerStateChanged(); | |
| // Unbind from the old player state, if any | |
| FGenericTeamId OldTeamID = FGenericTeamId::NoTeam; | |
| if (LastSeenPlayerState != nullptr) | |
| { | |
| if (ILyraTeamAgentInterface* PlayerStateTeamInterface = Cast<ILyraTeamAgentInterface>(LastSeenPlayerState)) | |
| { | |
| OldTeamID = PlayerStateTeamInterface->GetGenericTeamId(); | |
| PlayerStateTeamInterface->GetTeamChangedDelegateChecked().RemoveAll(this); | |
| } | |
| } | |
| // Bind to the new player state, if any | |
| FGenericTeamId NewTeamID = FGenericTeamId::NoTeam; | |
| if (PlayerState != nullptr) | |
| { | |
| if (ILyraTeamAgentInterface* PlayerStateTeamInterface = Cast<ILyraTeamAgentInterface>(PlayerState)) | |
| { | |
| NewTeamID = PlayerStateTeamInterface->GetGenericTeamId(); | |
| PlayerStateTeamInterface->GetTeamChangedDelegateChecked().AddDynamic(this, &ThisClass::OnPlayerStateChangedTeam); | |
| } | |
| } | |
| // Broadcast the team change (if it really has) | |
| ConditionalBroadcastTeamChanged(this, OldTeamID, NewTeamID); | |
| LastSeenPlayerState = PlayerState; | |
| } | |
| void ALyraPlayerBotController::InitPlayerState() | |
| { | |
| Super::InitPlayerState(); | |
| BroadcastOnPlayerStateChanged(); | |
| } | |
| void ALyraPlayerBotController::CleanupPlayerState() | |
| { | |
| Super::CleanupPlayerState(); | |
| BroadcastOnPlayerStateChanged(); | |
| } | |
| void ALyraPlayerBotController::OnRep_PlayerState() | |
| { | |
| Super::OnRep_PlayerState(); | |
| BroadcastOnPlayerStateChanged(); | |
| } | |
| void ALyraPlayerBotController::SetGenericTeamId(const FGenericTeamId& NewTeamID) | |
| { | |
| UE_LOG(LogLyraTeams, Error, TEXT("You can't set the team ID on a player bot controller (%s); it's driven by the associated player state"), *GetPathNameSafe(this)); | |
| } | |
| FGenericTeamId ALyraPlayerBotController::GetGenericTeamId() const | |
| { | |
| if (ILyraTeamAgentInterface* PSWithTeamInterface = Cast<ILyraTeamAgentInterface>(PlayerState)) | |
| { | |
| return PSWithTeamInterface->GetGenericTeamId(); | |
| } | |
| return FGenericTeamId::NoTeam; | |
| } | |
| FOnLyraTeamIndexChangedDelegate* ALyraPlayerBotController::GetOnTeamIndexChangedDelegate() | |
| { | |
| return &OnTeamChangedDelegate; | |
| } | |
| void ALyraPlayerBotController::ServerRestartController() | |
| { | |
| if (GetNetMode() == NM_Client) | |
| { | |
| return; | |
| } | |
| ensure((GetPawn() == nullptr) && IsInState(NAME_Inactive)); | |
| if (IsInState(NAME_Inactive) || (IsInState(NAME_Spectating))) | |
| { | |
| ALyraGameMode* const GameMode = GetWorld()->GetAuthGameMode<ALyraGameMode>(); | |
| if ((GameMode == nullptr) || !GameMode->ControllerCanRestart(this)) | |
| { | |
| return; | |
| } | |
| // If we're still attached to a Pawn, leave it | |
| if (GetPawn() != nullptr) | |
| { | |
| UnPossess(); | |
| } | |
| // Re-enable input, similar to code in ClientRestart | |
| ResetIgnoreInputFlags(); | |
| GameMode->RestartPlayer(this); | |
| } | |
| } | |
| ETeamAttitude::Type ALyraPlayerBotController::GetTeamAttitudeTowards(const AActor& Other) const | |
| { | |
| if (const APawn* OtherPawn = Cast<APawn>(&Other)) { | |
| if (const ILyraTeamAgentInterface* TeamAgent = Cast<ILyraTeamAgentInterface>(OtherPawn->GetController())) | |
| { | |
| FGenericTeamId OtherTeamID = TeamAgent->GetGenericTeamId(); | |
| //Checking Other pawn ID to define Attitude | |
| if (OtherTeamID.GetId() != GetGenericTeamId().GetId()) | |
| { | |
| return ETeamAttitude::Hostile; | |
| } | |
| else | |
| { | |
| return ETeamAttitude::Friendly; | |
| } | |
| } | |
| } | |
| return ETeamAttitude::Neutral; | |
| } | |
| void ALyraPlayerBotController::UpdateTeamAttitude(UAIPerceptionComponent* AIPerception) | |
| { | |
| if (AIPerception) | |
| { | |
| AIPerception->RequestStimuliListenerUpdate(); | |
| } | |
| } | |
| void ALyraPlayerBotController::OnUnPossess() | |
| { | |
| // Make sure the pawn that is being unpossessed doesn't remain our ASC's avatar actor | |
| if (APawn* PawnBeingUnpossessed = GetPawn()) | |
| { | |
| if (UAbilitySystemComponent* ASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(PlayerState)) | |
| { | |
| if (ASC->GetAvatarActor() == PawnBeingUnpossessed) | |
| { | |
| ASC->SetAvatarActor(nullptr); | |
| } | |
| } | |
| } | |
| Super::OnUnPossess(); | |
| } | |