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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UAnimInstance; | |
| struct FGameplayTagContainer; | |
| ULyraWeaponInstance::ULyraWeaponInstance(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| // Listen for death of the owning pawn so that any device properties can be removed if we | |
| // die and can't unequip | |
| if (APawn* Pawn = GetPawn()) | |
| { | |
| // We only need to do this for player controlled pawns, since AI and others won't have input devices on the client | |
| if (Pawn->IsPlayerControlled()) | |
| { | |
| if (ULyraHealthComponent* HealthComponent = ULyraHealthComponent::FindHealthComponent(GetPawn())) | |
| { | |
| HealthComponent->OnDeathStarted.AddDynamic(this, &ThisClass::OnDeathStarted); | |
| } | |
| } | |
| } | |
| } | |
| void ULyraWeaponInstance::OnEquipped() | |
| { | |
| Super::OnEquipped(); | |
| UWorld* World = GetWorld(); | |
| check(World); | |
| TimeLastEquipped = World->GetTimeSeconds(); | |
| ApplyDeviceProperties(); | |
| } | |
| void ULyraWeaponInstance::OnUnequipped() | |
| { | |
| Super::OnUnequipped(); | |
| RemoveDeviceProperties(); | |
| } | |
| void ULyraWeaponInstance::UpdateFiringTime() | |
| { | |
| UWorld* World = GetWorld(); | |
| check(World); | |
| TimeLastFired = World->GetTimeSeconds(); | |
| } | |
| float ULyraWeaponInstance::GetTimeSinceLastInteractedWith() const | |
| { | |
| UWorld* World = GetWorld(); | |
| check(World); | |
| const double WorldTime = World->GetTimeSeconds(); | |
| double Result = WorldTime - TimeLastEquipped; | |
| if (TimeLastFired > 0.0) | |
| { | |
| const double TimeSinceFired = WorldTime - TimeLastFired; | |
| Result = FMath::Min(Result, TimeSinceFired); | |
| } | |
| return Result; | |
| } | |
| TSubclassOf<UAnimInstance> ULyraWeaponInstance::PickBestAnimLayer(bool bEquipped, const FGameplayTagContainer& CosmeticTags) const | |
| { | |
| const FLyraAnimLayerSelectionSet& SetToQuery = (bEquipped ? EquippedAnimSet : UneuippedAnimSet); | |
| return SetToQuery.SelectBestLayer(CosmeticTags); | |
| } | |
| const FPlatformUserId ULyraWeaponInstance::GetOwningUserId() const | |
| { | |
| if (const APawn* Pawn = GetPawn()) | |
| { | |
| return Pawn->GetPlatformUserId(); | |
| } | |
| return PLATFORMUSERID_NONE; | |
| } | |
| void ULyraWeaponInstance::ApplyDeviceProperties() | |
| { | |
| const FPlatformUserId UserId = GetOwningUserId(); | |
| if (UserId.IsValid()) | |
| { | |
| if (UInputDeviceSubsystem* InputDeviceSubsystem = UInputDeviceSubsystem::Get()) | |
| { | |
| for (TObjectPtr<UInputDeviceProperty>& DeviceProp : ApplicableDeviceProperties) | |
| { | |
| FActivateDevicePropertyParams Params = {}; | |
| Params.UserId = UserId; | |
| // By default, the device property will be played on the Platform User's Primary Input Device. | |
| // If you want to override this and set a specific device, then you can set the DeviceId parameter. | |
| //Params.DeviceId = <some specific device id>; | |
| // Don't remove this property it was evaluated. We want the properties to be applied as long as we are holding the | |
| // weapon, and will remove them manually in OnUnequipped | |
| Params.bLooping = true; | |
| DevicePropertyHandles.Emplace(InputDeviceSubsystem->ActivateDeviceProperty(DeviceProp, Params)); | |
| } | |
| } | |
| } | |
| } | |
| void ULyraWeaponInstance::RemoveDeviceProperties() | |
| { | |
| const FPlatformUserId UserId = GetOwningUserId(); | |
| if (UserId.IsValid() && !DevicePropertyHandles.IsEmpty()) | |
| { | |
| // Remove any device properties that have been applied | |
| if (UInputDeviceSubsystem* InputDeviceSubsystem = UInputDeviceSubsystem::Get()) | |
| { | |
| InputDeviceSubsystem->RemoveDevicePropertyHandles(DevicePropertyHandles); | |
| DevicePropertyHandles.Empty(); | |
| } | |
| } | |
| } | |
| void ULyraWeaponInstance::OnDeathStarted(AActor* OwningActor) | |
| { | |
| // Remove any possibly active device properties when we die to make sure that there aren't any lingering around | |
| RemoveDeviceProperties(); | |
| } | |