vault backup: 2024-02-02 11:35:59
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@ -107,6 +107,30 @@ void UGSAbilitySystemComponent::AbilityLocalInputPressed(int32 InputID)
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}
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```
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# 暂时需要使用GAS默认的枚举绑定Input的理由
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GameplayAbilitySpec.h的InputPressed:
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```c++
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UPROPERTY(NotReplicated)
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uint8 InputPressed:1;
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```
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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。
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- UAbilitySystemComponent
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- AbilityLocalInputReleased
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- AbilitySpecInputPressed
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- InternalServerTryActivateAbility
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- InternalTryActivateAbility
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- TryActivateAbility
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- 间接关系
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- BindAbilityActivationToInputComponent
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- SetBlockAbilityBindingsArray
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- PressInputID
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- ReleaseInputID
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- UAbilityTask_WaitInputPress
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- 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。
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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。
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```c++
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