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