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03-UnrealEngine/Gameplay/GAS/GAS Ability输入绑定.md
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03-UnrealEngine/Gameplay/GAS/GAS Ability输入绑定.md
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---
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title: Untitled
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date: 2024-01-29 13:23:24
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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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相关函数主要为:
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- AbilitySystemComponent->BindToInputComponent():只绑定名称为AbilityConfirm与AbilityCancel的InputAction。
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- AbilitySystemComponent->BindAbilityActivationToInputComponent():输入InputComponent、FGameplayAbilityInputBinds、FTopLevelAssetPath(枚举类路径)、枚举ID,之后绑定GA与Input。
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- AbilitySystemComponent->SetBlockAbilityBindingsArray():设置Block列表。
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# GAS
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BindAbilityActivationToInputComponent()的绑定方式如果ASC在Character中,可以在SetupPlayerInputComponent()中进行绑定:
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```c
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// Bind to AbilitySystemComponent
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FTopLevelAssetPath AbilityEnumAssetPath = FTopLevelAssetPath(FName("/Script/GASDocumentation"), FName("EGDAbilityInputID"));
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AbilitySystemComponent->BindAbilityActivationToInputComponent(PlayerInputComponent, FGameplayAbilityInputBinds(FString("ConfirmTarget"),
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FString("CancelTarget"), AbilityEnumAssetPath, static_cast<int32>(EGDAbilityInputID::Confirm), static_cast<int32>(EGDAbilityInputID::Cancel)));
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```
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其内部主要是类似这样的方式进行绑定:
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```c++
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// Pressed event
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{
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FInputActionBinding AB(FName(*FullStr), IE_Pressed);
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AB.ActionDelegate.GetDelegateForManualSet().BindUObject(this, &UAbilitySystemComponent::AbilityLocalInputPressed, idx);
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InputComponent->AddActionBinding(AB);
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}
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// Released event
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{
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FInputActionBinding AB(FName(*FullStr), IE_Released);
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AB.ActionDelegate.GetDelegateForManualSet().BindUObject(this, &UAbilitySystemComponent::AbilityLocalInputReleased, idx);
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InputComponent->AddActionBinding(AB);
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}
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```
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AbilityLocalInputPressed()与AbilityLocalInputReleased()会执行:
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1. 触发多播委托
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2. TryActivateAbility() 或者 AbilitySpecInputPressed()。
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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。
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GAS使用的是**InputComponent->AddActionBinding**,而增强输入使用**PlayerEnhancedInputComponent->BindAction**。本质是一样的。
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```c++
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FInputActionBinding& BindAction( const FName ActionName, const EInputEvent KeyEvent, UserClass* Object, typename FInputActionHandlerSignature::TMethodPtr< UserClass > Func )
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{
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FInputActionBinding AB( ActionName, KeyEvent );
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AB.ActionDelegate.BindDelegate(Object, Func);
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return AddActionBinding(MoveTemp(AB));
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}
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```
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## 绑定输入而不激活能力
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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()`。
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```c
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void UGSAbilitySystemComponent::AbilityLocalInputPressed(int32 InputID)
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{
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// Consume the input if this InputID is overloaded with GenericConfirm/Cancel and the GenericConfim/Cancel callback is bound
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if (IsGenericConfirmInputBound(InputID))
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{
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LocalInputConfirm();
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return;
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}
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if (IsGenericCancelInputBound(InputID))
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{
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LocalInputCancel();
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return;
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}
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// ---------------------------------------------------------
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ABILITYLIST_SCOPE_LOCK();
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for (FGameplayAbilitySpec& Spec : ActivatableAbilities.Items)
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{
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if (Spec.InputID == InputID)
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{
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if (Spec.Ability)
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{
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Spec.InputPressed = true;
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if (Spec.IsActive())
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{
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if (Spec.Ability->bReplicateInputDirectly && IsOwnerActorAuthoritative() == false)
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{
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ServerSetInputPressed(Spec.Handle);
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}
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AbilitySpecInputPressed(Spec);
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// Invoke the InputPressed event. This is not replicated here. If someone is listening, they may replicate the InputPressed event to the server.
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InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputPressed, Spec.Handle, Spec.ActivationInfo.GetActivationPredictionKey());
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}
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else
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{
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UGSGameplayAbility* GA = Cast<UGSGameplayAbility>(Spec.Ability);
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if (GA && GA->bActivateOnInput)
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{
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// Ability is not active, so try to activate it
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TryActivateAbility(Spec.Handle);
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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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# 暂时需要使用GAS默认的枚举绑定Input的理由
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GameplayAbilitySpec.h的InputPressed:
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```c++
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UPROPERTY(NotReplicated)
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uint8 InputPressed:1;
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```
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该变量用于本地输入判断,可以使用自己的代码代替,但涉及到以下几个函数,工作量比较大。
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- UAbilitySystemComponent
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- AbilityLocalInputReleased
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- AbilitySpecInputPressed
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- InternalServerTryActivateAbility
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- InternalTryActivateAbility
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- TryActivateAbility
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- 间接关系
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- BindAbilityActivationToInputComponent
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- SetBlockAbilityBindingsArray
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- PressInputID
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- ReleaseInputID
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- UAbilityTask_WaitInputPress
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- UAbilityTask_WaitInputRelease
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理论上是可以将其修改成增强输入的版本,只需要将枚举循环改成InputActionContext循环即可,具体逻辑在角色类中
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```c++
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void AGSHeroCharacter::BindASCInput()
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{
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if (!bASCInputBound && IsValid(AbilitySystemComponent) && IsValid(InputComponent))
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{
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AbilitySystemComponent->BindAbilityActivationToInputComponent(InputComponent, FGameplayAbilityInputBinds(FString("ConfirmTarget"),
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FString("CancelTarget"), FString("EGSAbilityInputID"), static_cast<int32>(EGSAbilityInputID::Confirm), static_cast<int32>(EGSAbilityInputID::Cancel)));
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bASCInputBound = true;
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}
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}
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FGameplayAbilityInputBinds(FString InConfirmTargetCommand, FString InCancelTargetCommand, FTopLevelAssetPath InEnumPathName, int32 InConfirmTargetInputID = INDEX_NONE, int32 InCancelTargetInputID = INDEX_NONE)
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: ConfirmTargetCommand(InConfirmTargetCommand)
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, CancelTargetCommand(InCancelTargetCommand)
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, EnumPathName(InEnumPathName)
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, ConfirmTargetInputID(InConfirmTargetInputID)
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, CancelTargetInputID(InCancelTargetInputID)
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{
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}
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```
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**ConfirmTarget**、**CancelTarget**需要在DefaultInput.ini中添加对应的配置(名字需要对应)。
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**EGSAbilityInputID**为枚举类名称,**EGSAbilityInputID::Confirm**与**EGSAbilityInputID::Cancel**为枚举的index需要与GameplayAbilitySpec中的AbilityInputID对应。具体是在GiveAbility中进行,参考[[#GASShooter中给Ability注册按键ID]]。
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之后还需要在URPGGameplayAbility中将枚举**ERPGAbilityInputID**修改成
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```c++
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "RPGGameplayAbility|Input")
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ERPGAbilityInputID AbilityInputID = ERPGAbilityInputID::None;
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```
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## GASShooter中给Ability注册按键ID
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```c++
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void AGSCharacterBase::AddCharacterAbilities()
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{
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// Grant abilities, but only on the server
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if (GetLocalRole() != ROLE_Authority || !IsValid(AbilitySystemComponent) || AbilitySystemComponent->bCharacterAbilitiesGiven)
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{
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return;
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}
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for (TSubclassOf<UGSGameplayAbility>& StartupAbility : CharacterAbilities)
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{
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AbilitySystemComponent->GiveAbility(
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FGameplayAbilitySpec(StartupAbility, GetAbilityLevel(StartupAbility.GetDefaultObject()->AbilityID), static_cast<int32>(StartupAbility.GetDefaultObject()->AbilityInputID), this));
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}
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AbilitySystemComponent->bCharacterAbilitiesGiven = true;
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}
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```
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# SDHGame
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李兄是在状态机每个节点的StateBegin()中调用CreateDynamicSkillInputActionMappingContext()进行动态绑定的。FSDHSkillInputActionBinding里包含FEnhancedActionKeyMapping相关数据。
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```c++
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void USDHSMStateIns::OutputActionKeyMapping(TArray<FEnhancedActionKeyMapping>& OutBindings, const TArray<FSDHSkillInputActionBinding>& InputSkillBinding)
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{
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for (int32 i = 0; i < InputSkillBinding.Num(); i++)
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{
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FEnhancedActionKeyMapping NewMapping;
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NewMapping.Key = InputSkillBinding[i].Key;
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NewMapping.Action = InputSkillBinding[i].Action;
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OutBindings.Add(MoveTemp(NewMapping));
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}
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}
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```
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