vault backup: 2026-05-31 15:35:41
This commit is contained in:
@@ -0,0 +1,656 @@
|
||||
---
|
||||
tags:
|
||||
- Lyra
|
||||
- UE5
|
||||
- GAS
|
||||
- 学习笔记
|
||||
- GameFeatures
|
||||
created: 2026-05-31
|
||||
---
|
||||
|
||||
# Lyra Starter Game 系统学习指南
|
||||
|
||||
> 从零开始理解 Lyra 的逻辑主干、GameModule vs GameFeature、以及如何迭代开发
|
||||
|
||||
---
|
||||
|
||||
## 一、Lyra 整体逻辑架构 — 游戏从启动到运行的全貌
|
||||
|
||||
学 Lyra 最大的障碍不是某个类复杂,而是"不知道这些类是怎么串起来的"。这一章先画地图,再看路标。
|
||||
|
||||
### 1.1 架构分层:三层金字塔
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────┐
|
||||
│ 第三层:GameFeature │
|
||||
│ ShooterCore / TopDownArena / ShooterExplorer │
|
||||
│ (玩法内容:DataAsset + 蓝图 + 地图 + 少量专用 C++) │
|
||||
│ 职责:"这个游戏模式有什么技能?按键怎么绑?UI什么样?" │
|
||||
│ 加载方式:运行时按需加载,通过 Experience 触发 │
|
||||
├─────────────────────────────────────────────────────────┤
|
||||
│ 第二层:LyraGame │
|
||||
│ GameModule(C++ 编译单元,启动时强制加载) │
|
||||
│ (游戏框架:ASC、Ability、AttributeSet、Character、输入) │
|
||||
│ 职责:"提供所有 GAS 基类、GameFeatureAction 机制、 │
|
||||
│ Pawn 扩展系统、Experience 管理、UI 框架" │
|
||||
├─────────────────────────────────────────────────────────┤
|
||||
│ 第一层:UE5 引擎 + 插件 │
|
||||
│ Engine: GameplayAbilities / EnhancedInput / GameFeatures│
|
||||
│ Engine: ModularGameplay / CommonUI / GameplayMessageRouter│
|
||||
│ 职责:"提供 GAS 核心、输入框架、Feature 加载/卸载" │
|
||||
└─────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
**依赖方向**:GameFeature → LyraGame → Engine。上层依赖下层,永不反向。
|
||||
|
||||
### 1.2 启动流程全景图:谁先动、谁跟着动
|
||||
|
||||
这是整个 Lyra 最重要的时序图,看懂了这张图就看懂了 Lyra 的一半:
|
||||
|
||||
```
|
||||
┌─ 阶段0:引擎启动 ─────────────────────────────────────────┐
|
||||
│ UE5 引擎启动 │
|
||||
│ → 加载 LyraGame.dll(GameModule,不可卸载) │
|
||||
│ → 所有 UCLASS 注册到反射系统 │
|
||||
│ → ULyraGameEngineSubsystem::Initialize() │
|
||||
│ → UGameFeaturesSubsystem 初始化 │
|
||||
└───────────────────────────────────────────────────────────┘
|
||||
↓
|
||||
┌─ 阶段1:进入地图 ─────────────────────────────────────────┐
|
||||
│ World 创建 │
|
||||
│ → GameState 创建 → ULyraExperienceManagerComponent 创建 │
|
||||
│ → GameMode 创建 → 调用 ChoosePlayerStart 等 │
|
||||
│ │
|
||||
│ 重点:此时还没有加载任何 GameFeature。 │
|
||||
│ 只有 LyraGame 的 C++ 类在内存中。 │
|
||||
└───────────────────────────────────────────────────────────┘
|
||||
↓
|
||||
┌─ 阶段2:Experience 加载(最关键!)────────────────────────┐
|
||||
│ GameMode::InitGame() │
|
||||
│ → ExperienceManager->SetCurrentExperience(ExperienceId) │
|
||||
│ → StartExperienceLoad() │
|
||||
│ │
|
||||
│ 2a. 加载 Experience DataAsset │
|
||||
│ Experience.GameFeaturesToEnable = [ │
|
||||
│ "ShooterCore", │
|
||||
│ "ShooterMaps" │
|
||||
│ ] │
|
||||
│ │
|
||||
│ 2b. 逐个加载 GameFeature Plugin │
|
||||
│ UGameFeaturesSubsystem::LoadPlugin("ShooterCore") │
|
||||
│ → 加载 ShooterCore.dll(如果有 C++) │
|
||||
│ → 扫描 ShooterCore 的 Content 目录 │
|
||||
│ → 注册其中的所有 UGameFeatureAction │
|
||||
│ → 调用每个 Action 的 OnGameFeatureRegistering() │
|
||||
│ │
|
||||
│ 2c. 激活 GameFeature │
|
||||
│ 对每个 Action 调用 OnGameFeatureActivating(): │
|
||||
│ │
|
||||
│ GameFeatureAction_AddInputContextMapping │
|
||||
│ → 把 IMC_ShooterGame 注册到 EnhancedInput 子系统 │
|
||||
│ │
|
||||
│ GameFeatureAction_AddInputBinding │
|
||||
│ → 把 InputData_ShooterGame_AddOns 绑定到输入系统 │
|
||||
│ │
|
||||
│ GameFeatureAction_AddAbilities │
|
||||
│ → 向 GameFrameworkComponentManager 注册: │
|
||||
│ "当 ALyraCharacter 创建时,自动给它这些技能" │
|
||||
│ │
|
||||
│ GameFeatureAction_AddWidgets │
|
||||
│ → 注册 Shooter 专用 HUD Widget │
|
||||
│ │
|
||||
│ ★ 注意:这时候还没有玩家加入,只是"注册了规则" │
|
||||
│ │
|
||||
│ 2d. 广播 Experience 加载完成 │
|
||||
│ Broadcast OnExperienceLoaded │
|
||||
└───────────────────────────────────────────────────────────┘
|
||||
↓
|
||||
┌─ 阶段3:玩家加入 + Pawn 生成 ──────────────────────────────┐
|
||||
│ Login → APlayerController 创建 │
|
||||
│ → ALyraPlayerState 创建(这是关键对象!) │
|
||||
│ → 构造函数: ASC = CreateDefaultSubobject (ASC 诞生) │
|
||||
│ → 构造函数: HealthSet = CreateDefaultSubobject │
|
||||
│ → 构造函数: CombatSet = CreateDefaultSubobject │
|
||||
│ → PostInitializeComponents: │
|
||||
│ → ASC->InitAbilityActorInfo(this, GetPawn()) │
|
||||
│ (Owner=PlayerState, Avatar=暂无/旧Pawn) │
|
||||
│ → 注册 OnExperienceLoaded 回调 │
|
||||
│ │
|
||||
│ → 如果 Experience 已加载: │
|
||||
│ → OnExperienceLoaded() │
|
||||
│ → GameMode::GetPawnDataForController() │
|
||||
│ → SetPawnData(PawnData) │
|
||||
│ → 遍历 PawnData->AbilitySets │
|
||||
│ → AbilitySet->GiveToAbilitySystem(ASC) ← 技能注入!│
|
||||
│ → Broadcast NAME_LyraAbilityReady │
|
||||
│ → 触发 GameFeatureAction_AddAbilities 的 │
|
||||
│ HandleActorExtension(为 PlayerState 注入 │
|
||||
│ GameFeature 专属技能) │
|
||||
│ │
|
||||
│ → RestartPlayer() │
|
||||
│ → Pawn 创建 (ALyraCharacter) │
|
||||
│ → Possess(Pawn) │
|
||||
│ → ULyraHeroComponent::OnPawnReadyToInitialize() │
|
||||
│ → PawnExtComp->InitializeAbilitySystem( │
|
||||
│ PS->GetASC(), PS) ← ASC 桥接到新 Pawn! │
|
||||
│ → ASC->InitAbilityActorInfo(PlayerState, Pawn) │
|
||||
│ (Owner=PlayerState, Avatar=新Pawn) │
|
||||
│ → 设置 TagRelationshipMapping │
|
||||
│ → Broadcast OnAbilitySystemInitialized │
|
||||
│ │
|
||||
│ → PlayerController 绑定输入 │
|
||||
│ → LyraHeroComponent 绑定 EnhancedInput │
|
||||
│ → InputConfig 映射 InputAction → InputTag │
|
||||
│ → 玩家可以操作了 │
|
||||
└───────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
**核心理解**:三个阶段是**异步链式触发**的,不是硬编码顺序。机制是:
|
||||
|
||||
- Experience 加载完 → 广播 `OnExperienceLoaded` → PlayerState 收到 → 执行 SetPawnData
|
||||
- Pawn 生成 + 输入绑定 → 广播 `InitState.GameplayReady` → 所有组件就绪
|
||||
|
||||
### 1.3 各模块入口速查:从哪里开始读
|
||||
|
||||
按关注领域,给出每个模块的**入口文件**和**为什么从这里开始**:
|
||||
|
||||
| 关注领域 | 入口文件 | 理由 |
|
||||
|----------|----------|------|
|
||||
| **整个游戏的启动** | `LyraExperienceManagerComponent.cpp` | `SetCurrentExperience()` 的 `StartExperienceLoad()` 是唯一入口 |
|
||||
| **Experience 是什么** | `LyraExperienceDefinition.h` | 只有 3 个字段(GameFeaturesToEnable, DefaultPawnData, Actions) |
|
||||
| **GameFeature 如何注入能力** | `GameFeatureAction_AddAbilities.cpp` | `AddToWorld()` → `HandleActorExtension()` → `AddActorAbilities()` 完整链路 |
|
||||
| **ASC 桥接(Pawn 切换)** | `LyraPawnExtensionComponent.cpp` | `InitializeAbilitySystem()` 和 `UninitializeAbilitySystem()` 是核心 |
|
||||
| **Pawn 和 PlayerState 如何粘合** | `LyraHeroComponent.cpp` | `OnPawnReadyToInitialize()` 中的 `InitializeAbilitySystem(PS->GetASC(), PS)` |
|
||||
| **输入如何变成技能** | `LyraAbilitySystemComponent.h` | 搜索 `AbilityInputTagPressed` + `ProcessAbilityInput` |
|
||||
| **技能从哪来** | `LyraAbilitySet.cpp` | `GiveToAbilitySystem()` 和 `TakeFromAbilitySystem()` |
|
||||
| **属性怎么设计** | `LyraHealthSet.h` | 先学 HealthSet(4属性),再学 CombatSet(2属性) |
|
||||
| **伤害怎么算** | `LyraDamageExecution.cpp` | `CalculateDamage_Implementation()` 和 `Capture` 机制 |
|
||||
| **网络怎么同步** | `LyraPlayerState.cpp` | `GetLifetimeReplicatedProps()` 看复制了什么 |
|
||||
| **AI/Bot 的 ASC** | `LyraCharacterWithAbilities.h` | 独立 ASC 的自给自足模式 |
|
||||
| **GameFeature 测试怎么测** | `ShooterTests/` | 看自动化测试如何验证 Feature 加载 |
|
||||
| **UI 框架** | `GameFeatureAction_AddWidgets.cpp` | 看 Widget 如何通过 GameFeature 注入 |
|
||||
| **游戏阶段** | `LyraGamePhaseSubsystem.cpp` | 看 WorldSubsystem 如何管理阶段状态 |
|
||||
|
||||
### 1.4 LyraGame 模块内部组织
|
||||
|
||||
`Source/LyraGame/` 目录按功能分为 14 个文件夹。你不必全部吃透,按关注度分三级:
|
||||
|
||||
**红色必读**(GAS + Gameplay 核心):
|
||||
```
|
||||
AbilitySystem/
|
||||
├── LyraAbilitySystemComponent.h/cpp ← ASC 扩展(输入缓冲 + ActivationGroup)
|
||||
├── LyraAbilitySystemGlobals.h/cpp ← 全局 GAS 配置
|
||||
├── LyraGameplayEffectContext.h/cpp ← 扩展 EffectContext
|
||||
├── LyraAbilitySet.h/cpp ← 技能打包 DataAsset
|
||||
├── LyraAbilityTagRelationshipMapping.h/cpp ← Tag 互斥关系
|
||||
├── LyraGlobalAbilitySystem.h/cpp ← 全局技能分发 WorldSubsystem
|
||||
├── Abilities/
|
||||
│ ├── LyraGameplayAbility.h/cpp ← 技能基类
|
||||
│ └── LyraAbilityCost*.h/cpp ← 可扩展 Cost 系统
|
||||
├── Attributes/
|
||||
│ ├── LyraAttributeSet.h/cpp ← 属性集基类
|
||||
│ ├── LyraHealthSet.h/cpp ← 生命值+Meta属性管线
|
||||
│ └── LyraCombatSet.h/cpp ← 战斗属性
|
||||
├── Executions/
|
||||
│ ├── LyraDamageExecution.h/cpp ← 伤害计算
|
||||
│ └── LyraHealExecution.h/cpp ← 治疗计算
|
||||
└── Phases/
|
||||
├── LyraGamePhaseAbility.h/cpp ← 游戏阶段 Ability
|
||||
└── LyraGamePhaseSubsystem.h/cpp ← 阶段管理器
|
||||
|
||||
Character/
|
||||
├── LyraCharacter.h/cpp ← Character 基类(委托 ASC)
|
||||
├── LyraCharacterWithAbilities.h/cpp ← AI/Bot 独立 ASC 版本
|
||||
├── LyraHeroComponent.h/cpp ← 玩家 Hero 粘合层 ★ 关键
|
||||
├── LyraPawnExtensionComponent.h/cpp ← ASC 桥接层 ★ 关键
|
||||
└── LyraPawnData.h ← Pawn 配置 DataAsset
|
||||
|
||||
Player/
|
||||
├── LyraPlayerState.h/cpp ← ASC 持有者 ★ 关键
|
||||
└── LyraPlayerController.h/cpp ← 玩家控制器
|
||||
```
|
||||
|
||||
**橙色按需**(输入/GameFeature/UI):
|
||||
```
|
||||
Input/
|
||||
├── LyraInputConfig.h ← InputTag 映射 DataAsset
|
||||
└── LyraInputModifiers.h/cpp ← 输入修饰器
|
||||
|
||||
GameFeatures/
|
||||
├── GameFeatureAction_AddAbilities.h/cpp ← 能力注入 ★ 关键
|
||||
├── GameFeatureAction_AddInputBinding.h/cpp
|
||||
├── GameFeatureAction_AddInputContextMapping.h/cpp
|
||||
├── GameFeatureAction_AddWidgets.cpp
|
||||
├── GameFeatureAction_WorldActionBase.h/cpp ← Action 基类
|
||||
└── GameFeatureAction_SplitscreenConfig.cpp
|
||||
|
||||
GameModes/
|
||||
├── LyraExperienceDefinition.h ← Experience DataAsset ★ 关键
|
||||
├── LyraExperienceManagerComponent.h/cpp ← Experience 加载器 ★ 关键
|
||||
└── LyraGameMode.h/cpp ← GameMode 基类
|
||||
|
||||
UI/
|
||||
├── LyraHUD.h/cpp ← HUD 布局
|
||||
└── LyraHUDLayout.h/cpp ← Widget 堆栈管理
|
||||
```
|
||||
|
||||
**灰色可选**(辅助系统):
|
||||
```
|
||||
System/ ← GameplayTagStack、LyraGameData、Significance 等
|
||||
Teams/ ← 队伍系统
|
||||
Messages/ ← VerbMessage 消息系统
|
||||
Weapons/ ← 武器 Actor + 武器状态机
|
||||
Equipment/ ← 装备管理器 + 装备实例
|
||||
Camera/ ← 摄像机模式
|
||||
Performance/ ← 性能统计
|
||||
Interaction/ ← 交互接口
|
||||
Cosmetics/ ← 外观系统(皮肤/角色模型)
|
||||
```
|
||||
|
||||
### 1.5 初始化状态机(InitState)
|
||||
|
||||
Lyra 不用 BeginPlay 的硬编码顺序,而是通过 `IGameFrameworkInitStateInterface` 实现状态机:
|
||||
|
||||
```
|
||||
Spawned ← BeginPlay 后立即进入
|
||||
↓
|
||||
CanChangeInitState(DataAvailable) ?
|
||||
↓ Yes
|
||||
DataAvailable ← 组件数据已加载(PawnData Replicated)
|
||||
↓
|
||||
CanChangeInitState(DataInitialized) ?
|
||||
→ "PawnExtensionComponent 说 ASC 初始化完成了?"
|
||||
→ "HeroComponent 说输入准备好了?"
|
||||
↓ Yes
|
||||
DataInitialized ← 所有组件初始化完成
|
||||
↓
|
||||
CanChangeInitState(GameplayReady) ?
|
||||
→ "所有 Feature Component 准备好了?"
|
||||
↓ Yes
|
||||
GameplayReady ← 可以开始游戏了
|
||||
```
|
||||
|
||||
这个机制的关键在于 `UGameFrameworkComponentManager`——它是来自 `ModularGameplay` 插件的全局注册中心。每个组件通过 `AddExtensionHandler` 注册自己关心哪些 Actor 类型,当该类 Actor 创建或状态变化时自动通知。
|
||||
|
||||
---
|
||||
|
||||
## 零、先搞清楚:GameModule 和 GameFeature 到底有什么区别
|
||||
|
||||
这是最容易困惑的地方。一句话:
|
||||
|
||||
**GameModule(.Build.cs)是 C++ 的编译单元。GameFeature(.uplugin + UGameFeatureAction)是游戏内容的加载/卸载单元。**
|
||||
|
||||
| | GameModule | GameFeature Plugin |
|
||||
|---|---|---|
|
||||
| **本质** | C++ 编译单元,定义链接依赖 | 游戏功能的加载/卸载容器 |
|
||||
| **粒度** | 大(整个 .dll)| 小(一个玩法模式) |
|
||||
| **加载时机** | 引擎启动时强制加载 | 运行时按需加载(通过 Experience) |
|
||||
| **卸载** | 不可卸载 | 可以卸载(切换模式时) |
|
||||
| **包含什么** | C++ 类(ASC、AttributeSet、Character) | DataAsset + 蓝图 + 少量 C++ + 地图 |
|
||||
| **依赖方向** | GameFeature 依赖 GameModule | 不反向 |
|
||||
|
||||
**Lyra 具体例子**:
|
||||
|
||||
```
|
||||
LyraGame(GameModule — 编译时加载)
|
||||
│ 定义基础设施:ULyraAbilitySystemComponent、ULyraGameplayAbility、
|
||||
│ ULyraHealthSet、ULyraAbilitySet、UGameFeatureAction_AddAbilities...
|
||||
│ 这些东西永远在内存中,不可卸载。
|
||||
│
|
||||
├── ShooterCore(GameFeature Plugin — 运行时加载)
|
||||
│ │ 没有 C++ 基类定义,只有:
|
||||
│ │ - AbilitySet_ShooterHero(DataAsset:有哪些技能)
|
||||
│ │ - IMC_ShooterGame(InputMappingContext:按键绑定)
|
||||
│ │ - InputData_ShooterGame_AddOns(InputConfig:按键→Tag映射)
|
||||
│ │ - UAimAssistInputModifier(少量专用 C++)
|
||||
│ │ - 武器蓝图、地图、Experience 定义
|
||||
│ │
|
||||
│ │ 加载时:通过 UGameFeatureAction_AddAbilities 把 AbilitySet
|
||||
│ │ 里的技能"注入"到 PlayerState 的 ASC 上。
|
||||
│ │ 卸载时:全部回收。
|
||||
│
|
||||
└── TopDownArena(GameFeature Plugin — 运行时加载)
|
||||
完全不同的玩法模式,不同 AbilitySet、不同 InputConfig。
|
||||
可以和 ShooterCore 共存或切换,互不依赖。
|
||||
```
|
||||
|
||||
**核心理解**:ShooterCore 自己**没有定义任何新的 GAS 类**。它只是"使用" LyraGame 中已经定义好的 `ULyraAbilitySet`、`ULyraInputConfig`、`GameFeatureAction` 这些基础设施,通过**数据配置**(DataAsset + 蓝图)来组织射击游戏的特定内容。
|
||||
|
||||
---
|
||||
|
||||
## 二、逻辑主干 — Lyra 的 5 个核心流程
|
||||
|
||||
学 Lyra 最重要的不是记类名,而是理解这 5 个流程。每个流程是一条"主干链路",挂载着相关的"枝叶类"。
|
||||
|
||||
### 流程 1:游戏启动 → Experience 加载
|
||||
|
||||
```
|
||||
服务器进入地图
|
||||
→ ULyraExperienceManagerComponent::SetCurrentExperience(ExperienceId)
|
||||
→ StartExperienceLoad()
|
||||
→ 加载 Experience 对应的 PrimaryAsset
|
||||
→ 遍历 Experience.GameFeaturesToEnable
|
||||
→ UGameFeaturesSubsystem::LoadPlugin(每个Feature)
|
||||
→ OnGameFeaturePluginLoadComplete() ← 等所有Feature加载完
|
||||
→ OnExperienceFullLoadCompleted()
|
||||
→ 执行 Experience.Actions(UGameFeatureAction 列表)
|
||||
→ GameFeatureAction_AddAbilities::OnGameFeatureActivating()
|
||||
→ GameFeatureAction_AddInputContextMapping::OnGameFeatureActivating()
|
||||
→ GameFeatureAction_AddInputBinding::OnGameFeatureActivating()
|
||||
→ Broadcast OnExperienceLoaded → PlayerState 开始授权技能
|
||||
```
|
||||
|
||||
**关键文件**:
|
||||
- `LyraExperienceManagerComponent.h/cpp` — 整个游戏的启动器
|
||||
- `LyraExperienceDefinition.h` — 纯 DataAsset,定义了"启用哪些Feature + 用哪个 Pawn + 哪些 Action"
|
||||
- `GameFeatureAction_AddAbilities.h/cpp` — 把 Ability/Attribute/AbilitySet 注入 ASC
|
||||
|
||||
**学习顺序**:先看懂 `LyraExperienceDefinition`(只有3个字段),再看 `LyraExperienceManagerComponent` 的状态机(Unloaded → Loading → LoadingGameFeatures → ExecutingActions → Loaded),最后看 `GameFeatureAction_AddAbilities::AddToWorld`。
|
||||
|
||||
### 流程 2:PlayerState 初始化 → 技能授权
|
||||
|
||||
```
|
||||
ALyraPlayerState::PostInitializeComponents()
|
||||
→ ASC->InitAbilityActorInfo(this, GetPawn()) ← Owner=PlayerState, Avatar=Pawn
|
||||
→ 注册 OnExperienceLoaded 回调
|
||||
↓
|
||||
Experience 加载完成
|
||||
→ OnExperienceLoaded()
|
||||
→ SetPawnData(PawnData)
|
||||
→ 遍历 PawnData->AbilitySets
|
||||
→ AbilitySet->GiveToAbilitySystem(ASC)
|
||||
→ 逐个 GiveAbility(注入 InputTag 到 DynamicSpecSourceTags)
|
||||
→ 逐个 ApplyGameplayEffect(初始化属性)
|
||||
→ 逐个 AddAttributeSetSubobject
|
||||
→ Broadcast NAME_LyraAbilityReady
|
||||
→ 触发 GameFeatureAction_AddAbilities::HandleActorExtension
|
||||
为所有已注册ActorClass授予GameFeature专属能力
|
||||
```
|
||||
|
||||
**关键文件**:
|
||||
- `LyraPlayerState.h/cpp` — 拥有 ASC,是"数据的主人"
|
||||
- `LyraPawnData.h` — DataAsset,定义"这个Pawn类型用哪些 AbilitySet + 哪个 TagRelationshipMapping"
|
||||
- `LyraAbilitySet.h/cpp` — 不可变 DataAsset,包含 Abilities + Effects + AttributeSets
|
||||
|
||||
**学习顺序**:`LyraAbilitySet` 的结构 → `GiveToAbilitySystem` 函数 → `LyraPawnData` → `LyraPlayerState::SetPawnData`
|
||||
|
||||
### 流程 3:Pawn 生成 → ASC 桥接
|
||||
|
||||
```
|
||||
GameMode::RestartPlayer()
|
||||
→ Pawn 被创建
|
||||
→ Possess(Pawn)
|
||||
→ ULyraHeroComponent::OnPawnReadyToInitialize()
|
||||
→ PawnExtComp->InitializeAbilitySystem(PS->GetASC(), PS)
|
||||
↓
|
||||
ULyraPawnExtensionComponent::InitializeAbilitySystem(InASC, InOwnerActor)
|
||||
1. 如果已有 ASC → UninitializeAbilitySystem(清理旧绑定)
|
||||
2. 如果 ASC 已有其他 Avatar → 踢掉旧的
|
||||
3. AbilitySystemComponent = InASC ← 瞬态缓存,不拥有
|
||||
4. InASC->InitAbilityActorInfo(InOwnerActor, Pawn)
|
||||
5. 设置 ASC 的 TagRelationshipMapping(来自 PawnData)
|
||||
6. Broadcast OnAbilitySystemInitialized
|
||||
→ ALyraCharacter::OnAbilitySystemInitialized()
|
||||
→ HealthComponent->InitializeWithAbilitySystem()
|
||||
→ InitializeGameplayTags()
|
||||
```
|
||||
|
||||
**关键文件**:
|
||||
- `LyraHeroComponent.h/cpp` — "粘合层",触发 ASC 初始化
|
||||
- `LyraPawnExtensionComponent.h/cpp` — "桥接层",热插拔管理
|
||||
- `LyraCharacter.h/cpp` — Character 本身不持有 ASC,通过 PawnExtComp 委托
|
||||
|
||||
**核心理解**:Character 的生命周期是短暂的(死亡→重生)。ASC 不能放在 Character 上——否则死亡时数据全丢。PawnExtensionComponent 确保"新 Pawn 连接旧 ASC"。
|
||||
|
||||
### 流程 4:输入处理 → Ability 激活
|
||||
|
||||
```
|
||||
玩家按左键
|
||||
→ EnhancedInput 触发 UInputAction
|
||||
→ ULyraHeroComponent 收到 InputAction
|
||||
→ 查 ULyraInputConfig 找到对应的 InputTag
|
||||
→ ASC->AbilityInputTagPressed(InputTag)
|
||||
遍历 GetActivatableAbilities():
|
||||
匹配 DynamicSpecSourceTags.HasTagExact(InputTag)
|
||||
→ InputPressedSpecHandles.AddUnique(Handle)
|
||||
↓
|
||||
每帧 Tick
|
||||
→ ASC->ProcessAbilityInput(DeltaTime, bGamePaused)
|
||||
1. 检查 InputBlocked Tag(如果被阻断,清空全部缓冲)
|
||||
2. Held handles: WhileInputActive → TryActivateAbility
|
||||
3. Pressed handles: OnInputTriggered → 设置 InputPressed → TryActivateAbility
|
||||
4. 统一批量激活所有待激活 Ability
|
||||
5. Released handles: 设置 InputPressed=false → InputReleased 事件
|
||||
6. 清空缓存
|
||||
```
|
||||
|
||||
**关键文件**:
|
||||
- `LyraInputConfig.h` — InputAction ↔ InputTag 映射表
|
||||
- `LyraAbilitySystemComponent.h/cpp` — `AbilityInputTagPressed/Released/Held` + `ProcessAbilityInput`
|
||||
- `LyraHeroComponent.h/cpp` — 输入事件入口
|
||||
|
||||
**核心理解**:三层解耦——硬件按键(UInputAction) → 逻辑输入(InputTag) → 技能(AbilitySpec.DynamicSpecSourceTags)。策划可以在任意一层修改映射。
|
||||
|
||||
### 流程 5:网络复制
|
||||
|
||||
```
|
||||
服务端:
|
||||
ASC 在 PlayerState 上(Replicated)
|
||||
属性变化 → ReplicatedUsing → OnRep 回调
|
||||
AbilitySpec 通过 ASC 复制
|
||||
GE 通过 Mixed 模式复制
|
||||
|
||||
客户端预测:
|
||||
ULyraGameplayAbility 默认 NetExecutionPolicy = LocalPredicted
|
||||
TryActivateAbility → 客户端先执行 → 服务器确认 → ScopedPredictionKey
|
||||
如果服务器拒绝 → 客户端回滚
|
||||
|
||||
属性复制细节:
|
||||
HealthSet: COND_OwnerOnly(仅复制给Owner,减少带宽)
|
||||
CombatSet: COND_OwnerOnly
|
||||
Mixed 复制模式: Minimal 用于纯服务器属性,Mixed 用于可修改属性
|
||||
```
|
||||
|
||||
**关键文件**:
|
||||
- `LyraPlayerState.h` — ASC 是 Replicated 组件
|
||||
- `LyraGameplayAbility.h` — ActivationPolicy/Group 控制预测行为
|
||||
- `LyraHealthSet.h/cpp` — OnRep_Health 客户端通知
|
||||
|
||||
---
|
||||
|
||||
## 三、学习路径 — 从哪里开始
|
||||
|
||||
### 第 1 天:理解"三个 Actor 各管什么"
|
||||
|
||||
只读这些文件,不要跳:
|
||||
|
||||
1. `LyraPlayerState.h`(60行)— ASC 在哪?AttributeSet 在哪?什么时候 InitAbilityActorInfo?
|
||||
2. `LyraCharacter.h`(`GetAbilitySystemComponent` 函数)— Character 如何获取 ASC?
|
||||
3. `LyraPawnExtensionComponent.h`(100行)— InitializeAbilitySystem / UninitializeAbilitySystem / HandleControllerChanged
|
||||
|
||||
**目标回答三个问题**:
|
||||
- 谁的组件拥有 ASC?(PlayerState)
|
||||
- 谁调用 InitAbilityActorInfo?(PawnExtensionComponent)
|
||||
- 谁是 Owner,谁是 Avatar?(PlayerState=Owner, Pawn=Avatar)
|
||||
|
||||
### 第 2 天:理解"技能从哪来"
|
||||
|
||||
1. `LyraAbilitySet.h` — 三个 TArray(Ability / GE / AttributeSet)
|
||||
2. `LyraAbilitySet.cpp` — `GiveToAbilitySystem` 和 `TakeFromAbilitySystem`
|
||||
3. `LyraPawnData.h` — 一个 Pawn 类型用哪些 AbilitySet
|
||||
4. `LyraPlayerState.cpp` — `SetPawnData` 函数
|
||||
|
||||
**目标**:画一张图——AbilitySet → PawnData → PlayerState → ASC → AbilitySpec
|
||||
|
||||
### 第 3 天:理解"输入怎么变成技能激活"
|
||||
|
||||
1. `LyraInputConfig.h` — InputAction ↔ InputTag 映射结构
|
||||
2. `LyraAbilitySystemComponent.h` — `AbilityInputTagPressed` + `ProcessAbilityInput`
|
||||
3. `LyraGameplayAbility.h` — ActivationPolicy + ActivationGroup 枚举
|
||||
|
||||
**目标**:画一张图——按键→InputAction→InputTag→DynamicSpecSourceTags→ProcessAbilityInput→TryActivateAbility
|
||||
|
||||
### 第 4 天:理解 GameFeature 的"注入"机制
|
||||
|
||||
1. `LyraExperienceDefinition.h` — GameFeaturesToEnable + Actions
|
||||
2. `GameFeatureAction_AddAbilities.h/cpp` — 完整的激活/停用流程
|
||||
3. `GameFeatureAction_WorldActionBase.h/cpp` — 基类抽象
|
||||
|
||||
**目标**:理解 GameFeatureAction 的扩展机制——它本质上是一个Observer模式:监听特定ActorClass的创建/销毁,自动注入能力。
|
||||
|
||||
### 第 5 天:理解"初始化顺序"
|
||||
|
||||
不看代码,先画 Lyra 的 InitState 状态机:
|
||||
|
||||
```
|
||||
Spawned → DataAvailable → DataInitialized → GameplayReady
|
||||
```
|
||||
|
||||
每个组件通过 `IGameFrameworkInitStateInterface` 实现自己对这些状态转换的判断。
|
||||
|
||||
然后跟踪 `LyraHeroComponent::CheckDefaultInitialization` 的逻辑。
|
||||
|
||||
### 第 6-7 天:综合阅读 LyraExperience 和 GameFeatureAction_AddInputContextMapping
|
||||
|
||||
完整跟踪从"服务器选择地图"到"玩家按键激活技能"的全链路。
|
||||
|
||||
---
|
||||
|
||||
## 四、Lyra 的分支逻辑 — 哪些是主干、哪些是枝叶
|
||||
|
||||
### 核心主干(必须理解)
|
||||
|
||||
```
|
||||
LyraExperienceDefinition ← 游戏"模式"的定义
|
||||
└── LyraExperienceManagerComponent ← 加载/卸载管理器
|
||||
|
||||
LyraPlayerState ← 数据持有者(ASC + AttributeSet + PawnData)
|
||||
└── LyraAbilitySet ← 技能打包授权
|
||||
└── LyraPawnData ← Pawn 的配置数据
|
||||
|
||||
LyraPawnExtensionComponent ← ASC 桥接层
|
||||
└── LyraCharacter ← 通过 PawnExtComp 间接获取 ASC
|
||||
└── LyraHeroComponent ← 玩家专用的粘合层
|
||||
|
||||
LyraAbilitySystemComponent ← ASC 扩展(输入缓冲/ActivationGroup/ProcessAbilityInput)
|
||||
└── LyraGameplayAbility ← Ability 基类(ActivationPolicy/Group/Cost)
|
||||
|
||||
GameFeatureAction_AddAbilities ← GameFeature 注入能力的关键 Action
|
||||
└── GameFeatureAction_WorldActionBase ← 通用 Action 基类
|
||||
```
|
||||
|
||||
### 枝叶(按需学习)
|
||||
|
||||
```
|
||||
LyraHealthSet / LyraCombatSet ← 战斗属性→先学 HealthSet 的 Meta 属性模式
|
||||
LyraDamageExecution ← 伤害计算→在你需要自定义伤害公式时学
|
||||
LyraAbilityCost_* ← 消耗系统→在你需要特殊消耗(弹药/能量)时学
|
||||
GlobalAbilitySystem ← 全局技能分发→在你需要全局Buff时学
|
||||
LyraGamePhaseSubsystem ← 游戏阶段→在你需要"热身/进行/结束"阶段时学
|
||||
GameplayTagStack ← Tag栈计数→在你需要弹药/消耗品时学
|
||||
LyraEquipmentManagerComponent ← 装备系统→在你需要武器/装备切换时学
|
||||
LyraGameplayCueManager ← Cue加载管理→在你需要大量特效时学
|
||||
|
||||
ShooterCore/* ← 射击游戏示范→在你需要参考 Feature 怎么做时学
|
||||
TopDownArena/* ← 俯视角示范→同上
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 五、如何迭代增加新功能
|
||||
|
||||
### 场景 1:新增一个技能(最简)
|
||||
|
||||
只需要编辑 DataAsset,不需要写 C++:
|
||||
|
||||
1. 创建 `GA_MyAbility` 蓝图,父类选 `LyraGameplayAbility`
|
||||
2. 配置 ActivationPolicy / ActivationGroup
|
||||
3. 创建 `GE_MyDamage`、`GE_MyCooldown`、`GE_MyCost`
|
||||
4. 在 `AbilitySet_ShooterHero` 中新增一条 `GrantedGameplayAbilities`,配好 InputTag
|
||||
5. 如果新增了按键,在 `InputData_ShooterGame_AddOns` 中新增 InputAction→InputTag 映射
|
||||
6. 如果需要阻挡其他技能,在 `TagRelationshipMapping` 中配置
|
||||
|
||||
### 场景 2:新增一个游戏模式(如 FighterGame)
|
||||
|
||||
1. 创建新的 GameFeature 插件 `FighterCore`(参考 ShooterCore 的 .uplugin 结构)
|
||||
2. 创建 `AbilitySet_FighterHero`,放入格斗技能
|
||||
3. 创建 `IMC_FighterGame`(InputMappingContext)
|
||||
4. 创建 `InputData_FighterGame`(InputConfig)
|
||||
5. 创建 `B_FighterGame.uasset`(Experience 定义),配置:
|
||||
- `GameFeaturesToEnable = ["FighterCore"]`
|
||||
- `Actions = [GameFeatureAction_AddAbilities, GameFeatureAction_AddInputBinding...]`
|
||||
6. 如需专用 C++ 组件(连击管理器、输入缓冲),加在 `FighterCore/Source` 中
|
||||
7. 选择地图时指定这个 Experience
|
||||
|
||||
### 场景 3:扩展现有的 GAS 基础设施
|
||||
|
||||
1. **新增属性**:新建 AttributeSet 类(如 `URPGStaminaSet`),在 `LyraPlayerState` 构造函数中 `CreateDefaultSubobject`
|
||||
2. **新增 AbilityTask**:继承 `UAbilityTask`,放在 LyraGame 模块中
|
||||
3. **新增 GameFeatureAction**:继承 `UGameFeatureAction_WorldActionBase`,重写 `AddToWorld`
|
||||
4. **新增 AbilityCost 类型**:继承 `ULyraAbilityCost`(如果是 LyraGame 级别)或在 Feature 中自定义
|
||||
|
||||
### 场景 4:修改初始化顺序
|
||||
|
||||
Lyra 的 InitState 是通过 `IGameFrameworkInitStateInterface` 实现的。不要直接改 BeginPlay 顺序,而是:
|
||||
|
||||
1. 你的组件实现 `IGameFrameworkInitStateInterface`
|
||||
2. 在 `CanChangeInitState` 中声明"我要等到哪些条件才能进入下一个状态"
|
||||
3. 在 `HandleChangeInitState` 中执行状态转换逻辑
|
||||
4. 其他组件通过 `BindOnActorInitStateChanged` 监听你的状态变化
|
||||
|
||||
---
|
||||
|
||||
## 六、最重要的 10 个概念速查
|
||||
|
||||
| 概念 | 一句话解释 | 在哪里 |
|
||||
|------|-----------|--------|
|
||||
| **Experience** | 游戏"模式"的配置清单:启用哪些Feature、用哪个Pawn | `LyraExperienceDefinition` |
|
||||
| **AbilitySet** | 把 Ability + GE + AttributeSet 打包成一个 DataAsset | `LyraAbilitySet` |
|
||||
| **PawnData** | 一个 Pawn 类型的配置:用哪些 AbilitySet、用什么 TagRelationshipMapping | `LyraPawnData` |
|
||||
| **PawnExtensionComponent** | ASC 的"插座",Pawn 通过它连接/断开 ASC | `LyraPawnExtensionComponent` |
|
||||
| **GameFeatureAction** | Observer 模式:监听 Actor 创建→自动注入能力 | `GameFeatureAction_AddAbilities` |
|
||||
| **InputTag** | EnhancedInput 和 Ability 之间的"中间语言" | `LyraInputConfig` + `DynamicSpecSourceTags` |
|
||||
| **ActivationGroup** | 技能激活后的"排他性"规则(Independent / Replaceable / Blocking) | `LyraGameplayAbility` |
|
||||
| **ProcessAbilityInput** | 帧级输入缓冲,批量激活→避免时序竞争 | `LyraAbilitySystemComponent` |
|
||||
| **InitState** | 组件的初始化状态机:Spawned→DataAvailable→DataInitialized→GameplayReady | `IGameFrameworkInitStateInterface` |
|
||||
| **VerbMessage** | 松散耦合的事件广播(谁受到伤害→UI/音频/统计各管各的) | `FLyraVerbMessage` + `UGameplayMessageSubsystem` |
|
||||
|
||||
---
|
||||
|
||||
## 七、调试技巧
|
||||
|
||||
### 跟踪 Experience 加载过程
|
||||
|
||||
在 `ULyraExperienceManagerComponent::OnExperienceFullLoadCompleted` 打断点。这个函数被调用时,所有 Feature 已加载、所有 Action 已执行。
|
||||
|
||||
### 跟踪 ASC 桥接
|
||||
|
||||
在 `ULyraPawnExtensionComponent::InitializeAbilitySystem` 打断点。每次 ASC 被绑定到新 Pawn(重生、重连)都会触发。
|
||||
|
||||
### 跟踪技能授权
|
||||
|
||||
在 `ULyraAbilitySet::GiveToAbilitySystem` 打断点。查看每个 Ability 的 InputTag 和 Level。
|
||||
|
||||
### 跟踪输入
|
||||
|
||||
在 `ULyraAbilitySystemComponent::ProcessAbilityInput` 中的三个数组(Pressed/Held/Released handles)设条件断点,看当前帧哪些能力被收集了。
|
||||
|
||||
### 验证 GameFeature 是否正确注入
|
||||
|
||||
`GameFeatureAction_AddAbilities::AddActorAbilities` 中,检查 `FindOrAddComponentForActor` 返回的 ASC 是不是你期望的那个。
|
||||
|
||||
---
|
||||
|
||||
## 八、常见误解纠正
|
||||
|
||||
1. **"GameFeature 一定会被加载"** → 错。GameFeature 是按需加载的。在 Lyra 中由 Experience 触发加载。没有 Experience 引用它的 Feature 永远不会被加载。
|
||||
|
||||
2. **"每个 GameFeature 需要自己的 C++ 模块"** → 不必要。ShooterMaps 就是纯 Content 的 GameFeature,没有任何 C++。
|
||||
|
||||
3. **"AttributeSet 必须放在 PlayerState 上"** → 不必然。Lyra 的选择是因为 PlayerState 跨地图存活。但也可以放在 Character 上(如 Bot 的 `ALyraCharacterWithAbilities`)。
|
||||
|
||||
4. **"InitAbilityActorInfo 只能调用一次"** → 错。Lyra 在重生时会用新的 Pawn 再次调用,关键的 `UninitializeAbilitySystem` 负责清理旧绑定。
|
||||
|
||||
5. **"EnhancedInput 的 InputAction 直接绑定到 Ability"** → 错。Lyra 中间插入了 InputTag(GameplayTag)作为桥梁。这就是为何策划可以独立修改按键和技能映射。
|
||||
|
||||
6. **"PawnExtensionComponent 拥有 ASC"** → 错。它的 `AbilitySystemComponent` 成员是 `Transient`,只是一个缓存的指针。真正的所有者是 PlayerState。
|
||||
Reference in New Issue
Block a user