68 lines
2.9 KiB
Markdown
68 lines
2.9 KiB
Markdown
|
## InputBufferConponent
|
|||
|
绑定输入。输入命令队列。
|
|||
|
IsTransitimtCache,如果有Pool里有对应命令就会切换到下一个State。
|
|||
|
|
|||
|
### SDHInputCommandActionMap
|
|||
|
- Has Order:解析Command是否按键顺序。
|
|||
|
- InputActionCommandType:在LCMDates.h定义。
|
|||
|
- ButtonAction:在LCMDates.h定义。
|
|||
|
|
|||
|
## StateMachine
|
|||
|
Transition每帧都会检测。
|
|||
|
|
|||
|
- EnableButtonActionBufferBlockMap:该状态可以启用的命令
|
|||
|
- ResetButtonActionBufferBlockMapState:将所有命令都设置为禁止。
|
|||
|
- CacheCommandTransmitter:将命令加到Pool中。
|
|||
|
|
|||
|
## 我的想法
|
|||
|
因为大部分StateMachine都和GAS会有关联(GASTag与GAS属性判断),所以我希望:
|
|||
|
1. 在OnStartStateMachine中先获取GAS组件。
|
|||
|
2. 在编辑器模式下,检测StateGraph中的StateABility是否都已经想GAS组件注册。(有的时候会忘记)
|
|||
|
3. 监控Ability是否结束,以及控制Ability结束。BP_SDHSkillStateIns
|
|||
|
4.
|
|||
|
5.
|
|||
|
6. 之后使用 FGameplayAbilityEndedDelegate OnAbilityEnded;。
|
|||
|
|
|||
|
|
|||
|
```c++
|
|||
|
/** Allow events to be registered for specific gameplay tags being added or removed */
|
|||
|
FOnGameplayEffectTagCountChanged& RegisterGameplayTagEvent(FGameplayTag Tag, EGameplayTagEventType::Type EventType=EGameplayTagEventType::NewOrRemoved);
|
|||
|
|
|||
|
/** Unregister previously added events */
|
|||
|
void UnregisterGameplayTagEvent(FDelegateHandle DelegateHandle, FGameplayTag Tag, EGameplayTagEventType::Type EventType=EGameplayTagEventType::NewOrRemoved);
|
|||
|
|
|||
|
/** Register a tag event and immediately call it */
|
|||
|
FDelegateHandle RegisterAndCallGameplayTagEvent(FGameplayTag Tag, FOnGameplayEffectTagCountChanged::FDelegate Delegate, EGameplayTagEventType::Type EventType=EGameplayTagEventType::NewOrRemoved);
|
|||
|
|
|||
|
/** Returns multicast delegate that is invoked whenever a tag is added or removed (but not if just count is increased. Only for 'new' and 'removed' events) */
|
|||
|
FOnGameplayEffectTagCountChanged& RegisterGenericGameplayTagEvent();
|
|||
|
|
|||
|
/** Executes a gameplay event. Returns the number of successful ability activations triggered by the event */
|
|||
|
virtual int32 HandleGameplayEvent(FGameplayTag EventTag, const FGameplayEventData* Payload);
|
|||
|
```
|
|||
|
1. 监听StateAbility的Ability结束。方法有2:1、绑定GAS组件的OnAbilityEnded委托。2、重写EndAbility函数。
|
|||
|
|
|||
|
```c++
|
|||
|
bool UAbilitySystemComponent::TryActivateAbilityByClass(TSubclassOf<UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation)
|
|||
|
{
|
|||
|
bool bSuccess = false;
|
|||
|
|
|||
|
const UGameplayAbility* const InAbilityCDO = InAbilityToActivate.GetDefaultObject();
|
|||
|
|
|||
|
for (const FGameplayAbilitySpec& Spec : ActivatableAbilities.Items)
|
|||
|
{
|
|||
|
if (Spec.Ability == InAbilityCDO)
|
|||
|
{
|
|||
|
bSuccess |= TryActivateAbility(Spec.Handle, bAllowRemoteActivation);
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return bSuccess;
|
|||
|
}
|
|||
|
|
|||
|
bool UAbilitySystemComponent::TryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate, bool bAllowRemoteActivation)
|
|||
|
```
|
|||
|
```
|
|||
|
void UAbilitySystemComponent::NotifyAbilityEnded(FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, bool bWasCancelled)
|
|||
|
```
|