vault backup: 2025-08-28 11:47:55
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---
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title: Untitled
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date: 2025-08-27 17:03:13
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excerpt:
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tags:
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rating: ⭐
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---
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UE5 -- Lyra中的输入模块(Input) - 易米八一的文章 - 知乎
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https://zhuanlan.zhihu.com/p/537949870
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---
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title: Untitled
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date: 2025-08-27 17:03:13
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excerpt:
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tags:
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rating: ⭐
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---
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# 前言
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- 官方文档
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- [Enhanced Input](https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine?application_version=5.5)
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- [Using CommonUI With Enhanced Input](https://dev.epicgames.com/documentation/en-us/unreal-engine/using-commonui-with-enhnaced-input-in-unreal-engine?application_version=5.5)
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- 知乎文章
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- [UE5 -- Lyra中的输入模块(Input)](https://zhuanlan.zhihu.com/p/537949870)
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- [UE5 Lyra的多模态输入和修改灵敏度配置方案](https://zhuanlan.zhihu.com/p/30566880169)
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## 调试命令
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- showdebug enhancedinput:会显示你的项目的可用输入动作和轴映射。
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- showdebug devices
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# 相关类
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- **Input Actions**:配置输入动作 => 数据或者状态用的资产。
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- **Input Mapping Contexts**:输入Action的集合。可以为不同GameMode配置不同的 **Input Mapping Contexts**来满足自定义输入的需求。
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- **Input Modifiers**: 是一种预处理器,能够修改UE接收的原始输入值,然后再将其发送给输入触发器(Input Trigger)。增强输入插件随附多种输入修饰器,可以执行各种任务,例如更改轴顺序、实现"死区"、将轴输入转换为世界空间。
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- **Input Triggers**:用于确定用户输入在经过一系列可选输入修饰器的处理后,是否会激活输入映射上下文中的相应输入动作。
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- 多平台相关:位于Project Settings -> Enhanced Input -> Platform Settings -> Input Data
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- Mapping Context Redirect:将不同的输入设置用于不同的平台。
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- Enhanced Input Platform Data:为你的游戏添加特定于平台的选项。
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**InputAction**绑定:
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```c++
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void AFooBar::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PlayerInputComponent);
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// 你可以通过更改"ETriggerEvent"枚举值,绑定到此处的任意触发器事件
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Input->BindAction(AimingInputAction, ETriggerEvent::Triggered, this, &AFooBar::SomeCallbackFunc);
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}
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void AFooBar::SomeCallbackFunc(const FInputActionInstance& Instance)
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{
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// 获取此处所需任意类型的输入动作的值...
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FVector VectorValue = Instance.GetValue().Get<FVector>();
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FVector2D 2DAxisValue = Instance.GetValue().Get<FVector2D>();
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float FloatValue = Instance.GetValue().Get<float>();
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bool BoolValue = Instance.GetValue().Get<bool>();
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// 在此处实现你的精彩功能!
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}
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```
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Runtime **InputMappingContext**添加:
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```c++
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// 将映射上下文公开为头文件中的属性...
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UPROPERTY(EditAnywhere, Category="Input")
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TSoftObjectPtr<UInputMappingContext> InputMapping;
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// 在你的cpp中...
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if (ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player))
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{
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if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>())
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{
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if (!InputMapping.IsNull())
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{
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InputSystem->AddMappingContext(InputMapping.LoadSynchronous(), Priority);
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}
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}
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}
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```
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**Input Trigger Timed Base** 会检查输入是否已被按住一段时间,如是,则接受该输入并返回 **持续(Ongoing)** 状态。
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```c++
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/** UInputTriggerHold
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触发器会在输入保持激活状态达到HoldTimeThreshold秒之后触发。
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触发器可以选择触发一次或反复触发。
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*/
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UCLASS(NotBlueprintable, MinimalAPI, meta = (DisplayName = "Hold"))
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class UInputTriggerHold final : public UInputTriggerTimedBase
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{
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GENERATED_BODY()
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bool bTriggered = false;
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protected:
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virtual ETriggerState UpdateState_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue ModifiedValue, float DeltaTime) override;
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public:
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virtual ETriggerEventsSupported GetSupportedTriggerEvents() const override { return ETriggerEventsSupported::Ongoing; }
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// 输入要保持多久才能导致触发?
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UPROPERTY(EditAnywhere, Config, BlueprintReadWrite, Category = "Trigger Settings", meta = (ClampMin = "0"))
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float HoldTimeThreshold = 1.0f;
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// 此触发器应该仅触发一次,还是在满足保持时间阈值之后每帧触发?
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UPROPERTY(EditAnywhere, Config, BlueprintReadWrite, Category = "Trigger Settings")
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bool bIsOneShot = false;
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virtual FString GetDebugState() const override { return HeldDuration ? FString::Printf(TEXT("Hold:%.2f/%.2f"), HeldDuration, HoldTimeThreshold) : FString(); }
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};
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ETriggerState UInputTriggerHold::UpdateState_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue ModifiedValue, float DeltaTime)
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{
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// 更新HeldDuration并派生基础状态
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ETriggerState State = Super::UpdateState_Implementation(PlayerInput, ModifiedValue, DeltaTime);
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// 在HeldDuration达到阈值时触发
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bool bIsFirstTrigger = !bTriggered;
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bTriggered = HeldDuration >= HoldTimeThreshold;
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if (bTriggered)
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{
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return (bIsFirstTrigger || !bIsOneShot) ? ETriggerState::Triggered : ETriggerState::None;
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}
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return State;
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}
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```
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