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---
title: Untitled
date: 2024-01-29 13:23:24
excerpt:
tags:
rating: ⭐
---
# 前言
相关函数主要为:
- AbilitySystemComponent->BindToInputComponent()只绑定名称为AbilityConfirm与AbilityCancel的InputAction。
- AbilitySystemComponent->BindAbilityActivationToInputComponent()输入InputComponent、FGameplayAbilityInputBinds、FTopLevelAssetPath枚举类路径、枚举ID之后绑定GA与Input。
- AbilitySystemComponent->SetBlockAbilityBindingsArray()设置Block列表。
# GAS
BindAbilityActivationToInputComponent()的绑定方式如果ASC在Character中可以在SetupPlayerInputComponent()中进行绑定:
```c
// Bind to AbilitySystemComponent
FTopLevelAssetPath AbilityEnumAssetPath = FTopLevelAssetPath(FName("/Script/GASDocumentation"), FName("EGDAbilityInputID"));
AbilitySystemComponent->BindAbilityActivationToInputComponent(PlayerInputComponent, FGameplayAbilityInputBinds(FString("ConfirmTarget"),
FString("CancelTarget"), AbilityEnumAssetPath, static_cast<int32>(EGDAbilityInputID::Confirm), static_cast<int32>(EGDAbilityInputID::Cancel)));
```
其内部主要是类似这样的方式进行绑定:
```c++
// Pressed event
{
FInputActionBinding AB(FName(*FullStr), IE_Pressed);
AB.ActionDelegate.GetDelegateForManualSet().BindUObject(this, &UAbilitySystemComponent::AbilityLocalInputPressed, idx);
InputComponent->AddActionBinding(AB);
}
// Released event
{
FInputActionBinding AB(FName(*FullStr), IE_Released);
AB.ActionDelegate.GetDelegateForManualSet().BindUObject(this, &UAbilitySystemComponent::AbilityLocalInputReleased, idx);
InputComponent->AddActionBinding(AB);
}
```
AbilityLocalInputPressed()与AbilityLocalInputReleased()会执行:
1. 触发多播委托
2. TryActivateAbility() 或者 AbilitySpecInputPressed()。
感觉可以自己实现一个BindAbilityActivationToInputComponent()的绑定逻辑ASC自带的逻辑有点2。
GAS使用的是**InputComponent->AddActionBinding**,而增强输入使用**PlayerEnhancedInputComponent->BindAction**。本质是一样的。
```c++
FInputActionBinding& BindAction( const FName ActionName, const EInputEvent KeyEvent, UserClass* Object, typename FInputActionHandlerSignature::TMethodPtr< UserClass > Func )
{
FInputActionBinding AB( ActionName, KeyEvent );
AB.ActionDelegate.BindDelegate(Object, Func);
return AddActionBinding(MoveTemp(AB));
}
```
## 绑定输入而不激活能力
如果您不希望`GameplayAbilities`在按下输入时自动激活,但仍将它们绑定到输入以与 一起使用`AbilityTasks`,则可以向您的`UGameplayAbility`子类添加一个新的 bool 变量`bActivateOnInput`,该变量默认为`true`并覆盖`UAbilitySystemComponent::AbilityLocalInputPressed()`
```c
void UGSAbilitySystemComponent::AbilityLocalInputPressed(int32 InputID)
{
// Consume the input if this InputID is overloaded with GenericConfirm/Cancel and the GenericConfim/Cancel callback is bound
if (IsGenericConfirmInputBound(InputID))
{
LocalInputConfirm();
return;
}
if (IsGenericCancelInputBound(InputID))
{
LocalInputCancel();
return;
}
// ---------------------------------------------------------
ABILITYLIST_SCOPE_LOCK();
for (FGameplayAbilitySpec& Spec : ActivatableAbilities.Items)
{
if (Spec.InputID == InputID)
{
if (Spec.Ability)
{
Spec.InputPressed = true;
if (Spec.IsActive())
{
if (Spec.Ability->bReplicateInputDirectly && IsOwnerActorAuthoritative() == false)
{
ServerSetInputPressed(Spec.Handle);
}
AbilitySpecInputPressed(Spec);
// Invoke the InputPressed event. This is not replicated here. If someone is listening, they may replicate the InputPressed event to the server.
InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputPressed, Spec.Handle, Spec.ActivationInfo.GetActivationPredictionKey());
}
else
{
UGSGameplayAbility* GA = Cast<UGSGameplayAbility>(Spec.Ability);
if (GA && GA->bActivateOnInput)
{
// Ability is not active, so try to activate it
TryActivateAbility(Spec.Handle);
}
}
}
}
}
}
```
# SDHGame
李兄是在状态机每个节点的StateBegin()中调用CreateDynamicSkillInputActionMappingContext()进行动态绑定的。