## 前言 本人最近看了GameplayAbility的wiki与官方的ActionRPG案例,大致对此有了一定了解。所以在此分享相关经验顺便作为学习笔记。 wiki采用了第三人称模板来进行讲解。讲解了几个主要类的概念、参数以及用法。 ActionRPG则是一个较为完整的案例:它通过c++ 往几个GameplayAbility的基础类中添加了若干逻辑,使得之更加适合于RPG项目。大部分改动都很不错,甚至直接复制,让它作为你的RPG模板都是没问题。它的主要逻辑以及表现都在于蓝图中(技能与效果),所以它也是一个c++与蓝图结合开发的好例子。(注意:GameAbility无法完全通过蓝图开发) 所以接下来我也会适当讲解actionRPG的结构。
注意:有关网络同步的我都会略过。 ## 相关资料 wiki: https://wiki.unrealengine.com/index.php?title=GameplayAbilities_and_You#Common_Issues GameplayAbility文档: https://docs.unrealengine.com/en-us/Gameplay/GameplayAbilitySystem actionRPG案例文章: https://docs.unrealengine.com/en-US/Resources/SampleGames/ARPG/index.html ## 启用GameAbility插件并且在你的项目中添加该模块 1. 在编辑(Edit)->插件(Plugins)找到Gameplay Ability 并启用。 2. 在你的c++项目(ProjectName).Build.cs文件的PublicDependencyModuleNames变量中添加: "GameplayAbilities", "GameplayTags", "GameplayTasks"。 例如: ``` PublicDependencyModuleNames.AddRange(new string[] { "GameplayAbilities", "GameplayTags", "GameplayTasks", "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" }); ``` ### 注意事项 **在模块文件以及c++中包含GameplayBility前,先需要确定是否在项目中启用GameplayAbility插件(默认是不启用的)。不然你的项目编译时会通过,但运行时会显示无法加载游戏模块。** ## 建议 在模块h文件与cpp中定义这个模块的log标签,这样你可以对log进行过滤显示。 ``` //在h文件中 ACTIONRPG_API DECLARE_LOG_CATEGORY_EXTERN(LogActionRPG, Log, All); ``` ``` //在cpp文件中 DEFINE_LOG_CATEGORY(LogActionRPG); ``` ## 在角色类中挂载自定义的UGameplayAbilityComponent actionRPG中定义了URPGAbilitySystemComponent作为挂载组件类,它实现了以下函数: ``` //通过Tag(可以是多个tag)来获取激活的技能 void GetActiveAbilitiesWithTags(const FGameplayTagContainer& GameplayTagContainer, TArray& ActiveAbilities); //取得角色等级,这个意义不大,因为不是所有的rpg游戏都有等级这一说 int32 GetDefaultAbilityLevel() const; //通过全局的AbilitySystem来获取对应Actor所绑定的组件指针 static URPGAbilitySystemComponent* GetAbilitySystemComponentFromActor(const AActor* Actor, bool LookForComponent = false); ``` ``` void URPGAbilitySystemComponent::GetActiveAbilitiesWithTags(const FGameplayTagContainer& GameplayTagContainer, TArray& ActiveAbilities) { TArray AbilitiesToActivate; GetActivatableGameplayAbilitySpecsByAllMatchingTags(GameplayTagContainer, AbilitiesToActivate, false); for (FGameplayAbilitySpec* Spec : AbilitiesToActivate) { TArray AbilityInstances = Spec->GetAbilityInstances(); for (UGameplayAbility* ActiveAbility : AbilityInstances) { ActiveAbilities.Add(Cast(ActiveAbility)); } } } URPGAbilitySystemComponent* URPGAbilitySystemComponent::GetAbilitySystemComponentFromActor(const AActor* Actor, bool LookForComponent) { return Cast(UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Actor, LookForComponent)); } ``` ## 定义角色类 ARPGCharacterBase继承于ACharacter与接口类IAbilitySystemInterface。 actionRPG中定义了ARPGCharacterBase作为角色类的基础类。因为这个类会适用于主角、友善NPC、敌方NPC,所有我们不应该在这个类中进行输入绑定、以及各种Camera、movementComponent等非共用性组件的绑定与设置。 接下来我会讲解我阅读代码的顺序,具体代码可以就请读者参考actionRPG。 首先 ``` //GameplayAbilityComponent指针 class URPGAbilitySystemComponent* AbilitySystemComponent; //因为继承IAbilitySystemInterface所以需要实现这个接口 virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; //用以判断这个Actor是否初始化了GameplayAbilityComponent bool bAbilitiesInitialized; //用于存储GameplayAbility(角色技能)的容器,并且会在游戏开始时向AbilitySystemComponent进行注册 //读者可以在看了我下一篇文章再添加 TArray> GameplayAbilities; ``` 除此之外,actionRPG还重写了PossessedBy,以此来实现向AbilitySystemComponent注册Ability的功能。Wiki上的教程选择在Beginplay事件中进行注册,之后再PossessedBy中进行刷新(判断技能TArray是否有变化,如果有就进行相应得修改)。在本教程中,我选择actionRPG的方案。 ``` ARPGCharacterBase::ARPGCharacterBase() { AbilitySystemComponent = CreateDefaultSubobject(TEXT("AbilitySystemComponent")); bAbilitiesInitialized = false; } void ARPGCharacterBase::AddStartupGameplayAbilities() { if (!bAbilitiesInitialized) { for (TSubclassOf& StartupAbility : GameplayAbilities) { AbilitySystemComponent->GiveAbility(FGameplayAbilitySpec(StartupAbility,1,INDEX_NONE,this)); } bAbilitiesInitialized = true; UE_LOG(LogActionRPG, Warning, TEXT("%s"), *FString("All Ablities registered")); } } //RemoveStartupGameplayAbilities在actionRPG中的SetCharacterLevel函数中被调用 //但这个函数和GameplayAbility框架关系不大,我就省略了 void ARPGCharacterBase::RemoveStartupGameplayAbilities() { if (bAbilitiesInitialized) { TArray AbilitiesToRemove; for (const FGameplayAbilitySpec& Spec : AbilitySystemComponent->GetActivatableAbilities()) { if ((Spec.SourceObject == this) && GameplayAbilities.Contains(Spec.Ability->GetClass())) { AbilitiesToRemove.Add(Spec.Handle); } } for (int32 i = 0; i < AbilitiesToRemove.Num(); i++) { AbilitySystemComponent->ClearAbility(AbilitiesToRemove[i]); } bAbilitiesInitialized = false; } } void ARPGCharacterBase::PossessedBy(AController* NewController) { Super::PossessedBy(NewController); if (AbilitySystemComponent) { AddStartupGameplayAbilities(); AbilitySystemComponent->InitAbilityActorInfo(this, this); } } ``` ## UAbilitySystemComponent中的委托 ``` /** Used to register callbacks to ability-key input */ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAbilityAbilityKey, /*UGameplayAbility*, Ability, */int32, InputID); /** Used to register callbacks to confirm/cancel input */ DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAbilityConfirmOrCancel); /** Delegate for when an effect is applied */ DECLARE_MULTICAST_DELEGATE_ThreeParams(FOnGameplayEffectAppliedDelegate, UAbilitySystemComponent*, const FGameplayEffectSpec&, FActiveGameplayEffectHandle); /** Called on server whenever a GE is applied to self. This includes instant and duration based GEs. */ FOnGameplayEffectAppliedDelegate OnGameplayEffectAppliedDelegateToSelf; /** Called on server whenever a GE is applied to someone else. This includes instant and duration based GEs. */ FOnGameplayEffectAppliedDelegate OnGameplayEffectAppliedDelegateToTarget; /** Called on both client and server whenever a duraton based GE is added (E.g., instant GEs do not trigger this). */ FOnGameplayEffectAppliedDelegate OnActiveGameplayEffectAddedDelegateToSelf; /** Called on server whenever a periodic GE executes on self */ FOnGameplayEffectAppliedDelegate OnPeriodicGameplayEffectExecuteDelegateOnSelf; /** Called on server whenever a periodic GE executes on target */ FOnGameplayEffectAppliedDelegate OnPeriodicGameplayEffectExecuteDelegateOnTarget; /** Register for when an attribute value changes */ FOnGameplayAttributeValueChange& GetGameplayAttributeValueChangeDelegate(FGameplayAttribute Attribute); /** Callback anytime an ability is ended */ FAbilityEnded AbilityEndedCallbacks; /** Called with a failure reason when an ability fails to execute */ FAbilityFailedDelegate AbilityFailedCallbacks; ```