48 lines
		
	
	
		
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			Markdown
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
---
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title: UE5 Lyra学习笔记(3)—GAS
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date: 2022-08-09 13:55:20
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tags: Lyra Gameplay
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rating: ⭐️⭐️ 
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---
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# LyraGame
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主要逻辑集中在这个模块与插件中,本文先解析GAS相关与GameFeature的逻辑。
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UWorldSubsystem:实现了ULyraAudioMixEffectsSubsystem、
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- LyraGameplayTags:实现单例类 FLyraGameplayTags来管理GAS相关标签。感觉不如使用JSON导入DataTable Asset的方式来管理GameplayTag来得方便。
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- LyraLogChannels:实现LogLyra、LogLyraExperience、LogLyraAbilitySystem、LogLyraTeams日志标签,以及 返回网络Role字符串函数。
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## AbilitySystem
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- Abilities
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- Interaction
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- Inventory
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- Player
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- Weapons
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- UI
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### Abilities
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#### LyraGameplayAbility
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- 实现5个ActorInfo获取函数:GetLyraAbilitySystemComponentFromActorInfo、GetLyraPlayerControllerFromActorInfo、GetControllerFromActorInfo、GetLyraCharacterFromActorInfo、GetHeroComponentFromActorInfo。
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定义ELyraAbilityActivationPolicy与ELyraAbilityActivationGroup枚举,并在类内的定义枚举变量与取值函数。用于,
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c++中实现:
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- ULyraGameplayAbility_Death:执行类型为ServerInitiated,逻辑为能力激活与结束时,调用角色的ULyraHealthComponent的StartDeath()与FinishDeath()。
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- ULyraGameplayAbility_Jump:执行类型为LocalPredicted,调用角色的Jump()、UnCrouch()、StopJumping()。
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- ULyraGameplayAbility_Reset:执行类型为ServerInitiated,角色复活时调用的能力,将各个属性恢复成初始值,调用角色Reset();之后通过UGameplayMessageSubsystem广播FLyraPlayerResetMessage消息。会在GAS组件接收到**GameplayEvent.RequestReset**事件时激活。
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#### Animation
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ULyraAnimInstance:针对GAS进行了定制:定义**FGameplayTagBlueprintPropertyMap**变量。可以在AnimBP中添加**FGameplayTagBlueprintPropertyMapping**,主要作用是:
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- NativeInitializeAnimation:获取Actor的GAS组件,用于给FGameplayTagBlueprintPropertyMap变量进行初始化。
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- NativeUpdateAnimation:获取Actor的Movement组件,通过GetGroundInfo()来获取Actor到地面的距离,来给类的GroundDistance变量赋值。
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- IsDataValid:用判断AnimBP Asset以及GameplayTagPropertyMap变量是否有效。
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### GameFeatures
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Lyra中实现的
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#### GameFeatureAction
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#### GameModes
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#### Input |