BlueRoseNote/03-UnrealEngine/Gameplay/GAS/GAS Ability输入绑定.md

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2024-01-29 15:04:48 +08:00
---
title: Untitled
date: 2024-01-29 13:23:24
excerpt:
tags:
rating: ⭐
---
# 前言
相关函数主要为:
- AbilitySystemComponent->BindToInputComponent()只绑定名称为AbilityConfirm与AbilityCancel的InputAction。
- AbilitySystemComponent->BindAbilityActivationToInputComponent()输入InputComponent、FGameplayAbilityInputBinds、FTopLevelAssetPath枚举类路径、枚举ID之后绑定GA与Input。
- AbilitySystemComponent->SetBlockAbilityBindingsArray()设置Block列表。
# GAS
BindAbilityActivationToInputComponent()的绑定方式如果ASC在Character中可以在SetupPlayerInputComponent()中进行绑定:
```c
// Bind to AbilitySystemComponent
FTopLevelAssetPath AbilityEnumAssetPath = FTopLevelAssetPath(FName("/Script/GASDocumentation"), FName("EGDAbilityInputID"));
AbilitySystemComponent->BindAbilityActivationToInputComponent(PlayerInputComponent, FGameplayAbilityInputBinds(FString("ConfirmTarget"),
FString("CancelTarget"), AbilityEnumAssetPath, static_cast<int32>(EGDAbilityInputID::Confirm), static_cast<int32>(EGDAbilityInputID::Cancel)));
```
其内部主要是类似这样的方式进行绑定:
```c++
// Pressed event
{
FInputActionBinding AB(FName(*FullStr), IE_Pressed);
AB.ActionDelegate.GetDelegateForManualSet().BindUObject(this, &UAbilitySystemComponent::AbilityLocalInputPressed, idx);
InputComponent->AddActionBinding(AB);
}
// Released event
{
FInputActionBinding AB(FName(*FullStr), IE_Released);
AB.ActionDelegate.GetDelegateForManualSet().BindUObject(this, &UAbilitySystemComponent::AbilityLocalInputReleased, idx);
InputComponent->AddActionBinding(AB);
}
```
AbilityLocalInputPressed()与AbilityLocalInputReleased()会执行:
1. 触发多播委托
2. TryActivateAbility() 或者 AbilitySpecInputPressed()。
感觉可以自己实现一个BindAbilityActivationToInputComponent()的绑定逻辑ASC自带的逻辑有点2。
GAS使用的是**InputComponent->AddActionBinding**,而增强输入使用**PlayerEnhancedInputComponent->BindAction**。本质是一样的。
```c++
FInputActionBinding& BindAction( const FName ActionName, const EInputEvent KeyEvent, UserClass* Object, typename FInputActionHandlerSignature::TMethodPtr< UserClass > Func )
{
FInputActionBinding AB( ActionName, KeyEvent );
AB.ActionDelegate.BindDelegate(Object, Func);
return AddActionBinding(MoveTemp(AB));
}
```
## 绑定输入而不激活能力
如果您不希望`GameplayAbilities`在按下输入时自动激活,但仍将它们绑定到输入以与 一起使用`AbilityTasks`,则可以向您的`UGameplayAbility`子类添加一个新的 bool 变量`bActivateOnInput`,该变量默认为`true`并覆盖`UAbilitySystemComponent::AbilityLocalInputPressed()`
```c
void UGSAbilitySystemComponent::AbilityLocalInputPressed(int32 InputID)
{
// Consume the input if this InputID is overloaded with GenericConfirm/Cancel and the GenericConfim/Cancel callback is bound
if (IsGenericConfirmInputBound(InputID))
{
LocalInputConfirm();
return;
}
if (IsGenericCancelInputBound(InputID))
{
LocalInputCancel();
return;
}
// ---------------------------------------------------------
ABILITYLIST_SCOPE_LOCK();
for (FGameplayAbilitySpec& Spec : ActivatableAbilities.Items)
{
if (Spec.InputID == InputID)
{
if (Spec.Ability)
{
Spec.InputPressed = true;
if (Spec.IsActive())
{
if (Spec.Ability->bReplicateInputDirectly && IsOwnerActorAuthoritative() == false)
{
ServerSetInputPressed(Spec.Handle);
}
AbilitySpecInputPressed(Spec);
// Invoke the InputPressed event. This is not replicated here. If someone is listening, they may replicate the InputPressed event to the server.
InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputPressed, Spec.Handle, Spec.ActivationInfo.GetActivationPredictionKey());
}
else
{
UGSGameplayAbility* GA = Cast<UGSGameplayAbility>(Spec.Ability);
if (GA && GA->bActivateOnInput)
{
// Ability is not active, so try to activate it
TryActivateAbility(Spec.Handle);
}
}
}
}
}
}
```
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# 暂时需要使用GAS默认的枚举绑定Input的理由
GameplayAbilitySpec.h的InputPressed
```c++
UPROPERTY(NotReplicated)
uint8 InputPressed:1;
```
该变量用于本地输入判断,可以使用自己的代码代替,但涉及到以下几个函数,工作量比较大。
- UAbilitySystemComponent
- AbilityLocalInputReleased
- AbilitySpecInputPressed
- InternalServerTryActivateAbility
- InternalTryActivateAbility
- TryActivateAbility
- 间接关系
- BindAbilityActivationToInputComponent
- SetBlockAbilityBindingsArray
- PressInputID
- ReleaseInputID
- UAbilityTask_WaitInputPress
- UAbilityTask_WaitInputRelease
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理论上是可以将其修改成增强输入的版本只需要将枚举循环改成InputActionContext循环即可具体逻辑在角色类中
```c++
void AGSHeroCharacter::BindASCInput()
{
if (!bASCInputBound && IsValid(AbilitySystemComponent) && IsValid(InputComponent))
{
AbilitySystemComponent->BindAbilityActivationToInputComponent(InputComponent, FGameplayAbilityInputBinds(FString("ConfirmTarget"),
FString("CancelTarget"), FString("EGSAbilityInputID"), static_cast<int32>(EGSAbilityInputID::Confirm), static_cast<int32>(EGSAbilityInputID::Cancel)));
bASCInputBound = true;
}
}
FGameplayAbilityInputBinds(FString InConfirmTargetCommand, FString InCancelTargetCommand, FTopLevelAssetPath InEnumPathName, int32 InConfirmTargetInputID = INDEX_NONE, int32 InCancelTargetInputID = INDEX_NONE)
: ConfirmTargetCommand(InConfirmTargetCommand)
, CancelTargetCommand(InCancelTargetCommand)
, EnumPathName(InEnumPathName)
, ConfirmTargetInputID(InConfirmTargetInputID)
, CancelTargetInputID(InCancelTargetInputID)
{
}
```
**ConfirmTarget**、**CancelTarget**需要在DefaultInput.ini中添加对应的配置名字需要对应
**EGSAbilityInputID**为枚举类名称,**EGSAbilityInputID::Confirm**与**EGSAbilityInputID::Cancel**为枚举的index需要与GameplayAbilitySpec中的AbilityInputID对应。具体是在GiveAbility中进行参考[[#GASShooter中给Ability注册按键ID]]。
之后还需要在URPGGameplayAbility中将枚举**ERPGAbilityInputID**修改成
```c++
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "RPGGameplayAbility|Input")
ERPGAbilityInputID AbilityInputID = ERPGAbilityInputID::None;
```
## GASShooter中给Ability注册按键ID
```c++
void AGSCharacterBase::AddCharacterAbilities()
{
// Grant abilities, but only on the server
if (GetLocalRole() != ROLE_Authority || !IsValid(AbilitySystemComponent) || AbilitySystemComponent->bCharacterAbilitiesGiven)
{
return;
}
for (TSubclassOf<UGSGameplayAbility>& StartupAbility : CharacterAbilities)
{
AbilitySystemComponent->GiveAbility(
FGameplayAbilitySpec(StartupAbility, GetAbilityLevel(StartupAbility.GetDefaultObject()->AbilityID), static_cast<int32>(StartupAbility.GetDefaultObject()->AbilityInputID), this));
}
AbilitySystemComponent->bCharacterAbilitiesGiven = true;
}
```
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# SDHGame
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李兄是在状态机每个节点的StateBegin()中调用CreateDynamicSkillInputActionMappingContext()进行动态绑定的。FSDHSkillInputActionBinding里包含FEnhancedActionKeyMapping相关数据。
```c++
void USDHSMStateIns::OutputActionKeyMapping(TArray<FEnhancedActionKeyMapping>& OutBindings, const TArray<FSDHSkillInputActionBinding>& InputSkillBinding)
{
for (int32 i = 0; i < InputSkillBinding.Num(); i++)
{
FEnhancedActionKeyMapping NewMapping;
NewMapping.Key = InputSkillBinding[i].Key;
NewMapping.Action = InputSkillBinding[i].Action;
OutBindings.Add(MoveTemp(NewMapping));
}
}
```