vault backup: 2024-05-28 11:17:28

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BlueRose 2024-05-28 11:17:28 +08:00
parent cfe9d85eb4
commit 427aa43ffa
2 changed files with 38 additions and 29 deletions

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#

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// 自由行走模式下, CanSync=trueclient需要同步server的transform信息。
同步Attachment行为。在AActor::OnRep_AttachmentReplication()的基础上添加:
- 判断CanSync标记以此来决定是否同步Transform
- 未Attach组件=>Attch组件前后添加BeforeAttachToNewParent()、AfterAttachToNewParent()
```c++
auto CanSync = CanSyncRelativeTransform(); //获取Sync标记具体的逻辑位于TsIdolActor.ts中
if (attachmentReplication.AttachParent)
auto CanSync = CanSyncRelativeTransform(); //获取Sync标记具体的逻辑位于TsIdolActor.ts中
if (attachmentReplication.AttachParent)
{
if (RootComponent)
{
if (RootComponent)
USceneComponent* AttachParentComponent = (attachmentReplication.AttachComponent ? attachmentReplication.AttachComponent : attachmentReplication.AttachParent->GetRootComponent());
if (AttachParentComponent)
{
USceneComponent* AttachParentComponent = (attachmentReplication.AttachComponent ? attachmentReplication.AttachComponent : attachmentReplication.AttachParent->GetRootComponent());
if (AttachParentComponent)
if(CanSync)//增加判断Sync判断只有在自由行走模式下才会同步Transform。
{
if(CanSync)//增加判断Sync判断只有在自由行走模式下才会同步Transform。
RootComponent->SetRelativeLocation_Direct(attachmentReplication.LocationOffset);
RootComponent->SetRelativeRotation_Direct(attachmentReplication.RotationOffset);
RootComponent->SetRelativeScale3D_Direct(attachmentReplication.RelativeScale3D);
}
// If we're already attached to the correct Parent and Socket, then the update must be position only.
// AttachToComponent would early out in this case.
// Note, we ignore the special case for simulated bodies in AttachToComponent as AttachmentReplication shouldn't get updated
// if the body is simulated (see AActor::GatherMovement).
const bool bAlreadyAttached = (AttachParentComponent == RootComponent->GetAttachParent() && attachmentReplication.AttachSocket == RootComponent->GetAttachSocketName() && AttachParentComponent->GetAttachChildren().Contains(RootComponent));
if (bAlreadyAttached)
{
// Note, this doesn't match AttachToComponent, but we're assuming it's safe to skip physics (see comment above).
if(CanSync)
{
RootComponent->SetRelativeLocation_Direct(attachmentReplication.LocationOffset);
RootComponent->SetRelativeRotation_Direct(attachmentReplication.RotationOffset);
RootComponent->SetRelativeScale3D_Direct(attachmentReplication.RelativeScale3D);
}
// If we're already attached to the correct Parent and Socket, then the update must be position only.
// AttachToComponent would early out in this case.
// Note, we ignore the special case for simulated bodies in AttachToComponent as AttachmentReplication shouldn't get updated
// if the body is simulated (see AActor::GatherMovement).
const bool bAlreadyAttached = (AttachParentComponent == RootComponent->GetAttachParent() && attachmentReplication.AttachSocket == RootComponent->GetAttachSocketName() && AttachParentComponent->GetAttachChildren().Contains(RootComponent));
if (bAlreadyAttached)
{
// Note, this doesn't match AttachToComponent, but we're assuming it's safe to skip physics (see comment above).
if(CanSync)
{
RootComponent->UpdateComponentToWorld(EUpdateTransformFlags::SkipPhysicsUpdate, ETeleportType::None);
}
}
else
{
BeforeAttachToNewParent();//增加BlueprintNativeEvent
RootComponent->AttachToComponent(AttachParentComponent, FAttachmentTransformRules::KeepRelativeTransform, attachmentReplication.AttachSocket);
AfterAttachToNewParent();//增加BlueprintNativeEvent
RootComponent->UpdateComponentToWorld(EUpdateTransformFlags::SkipPhysicsUpdate, ETeleportType::None);
}
}
else
{
BeforeAttachToNewParent();//增加BlueprintNativeEvent
RootComponent->AttachToComponent(AttachParentComponent, FAttachmentTransformRules::KeepRelativeTransform, attachmentReplication.AttachSocket);
AfterAttachToNewParent();//增加BlueprintNativeEvent
}
}
}
}
```
# TsIdolActor.ts
## VirtualOverrider
CanSyncRelativeTransform()
- 不需要同步Transform的情况
- AI控制的ACao角色不需要同步。
- 使用TsIdolMovementComponent并且勾选了ManulMovement的情况不需要同步。
- 动画蓝图中使用了**AnimGraphNode_Fullbody**节点并且bGetMotionData为true的情况不需要同步。
具体代码如下:
```typescript
CanSyncRelativeTransform(): boolean {
if (Utils.HasTag(this.PropTags, new UE.GameplayTag("Idol.AIACao"))) {