68 lines
2.9 KiB
Markdown
68 lines
2.9 KiB
Markdown
## InputBufferConponent
|
||
绑定输入。输入命令队列。
|
||
IsTransitimtCache,如果有Pool里有对应命令就会切换到下一个State。
|
||
|
||
### SDHInputCommandActionMap
|
||
- Has Order:解析Command是否按键顺序。
|
||
- InputActionCommandType:在LCMDates.h定义。
|
||
- ButtonAction:在LCMDates.h定义。
|
||
|
||
## StateMachine
|
||
Transition每帧都会检测。
|
||
|
||
- EnableButtonActionBufferBlockMap:该状态可以启用的命令
|
||
- ResetButtonActionBufferBlockMapState:将所有命令都设置为禁止。
|
||
- CacheCommandTransmitter:将命令加到Pool中。
|
||
|
||
## 我的想法
|
||
因为大部分StateMachine都和GAS会有关联(GASTag与GAS属性判断),所以我希望:
|
||
1. 在OnStartStateMachine中先获取GAS组件。
|
||
2. 在编辑器模式下,检测StateGraph中的StateABility是否都已经想GAS组件注册。(有的时候会忘记)
|
||
3. 监控Ability是否结束,以及控制Ability结束。BP_SDHSkillStateIns
|
||
4.
|
||
5.
|
||
6. 之后使用 FGameplayAbilityEndedDelegate OnAbilityEnded;。
|
||
|
||
|
||
```c++
|
||
/** Allow events to be registered for specific gameplay tags being added or removed */
|
||
FOnGameplayEffectTagCountChanged& RegisterGameplayTagEvent(FGameplayTag Tag, EGameplayTagEventType::Type EventType=EGameplayTagEventType::NewOrRemoved);
|
||
|
||
/** Unregister previously added events */
|
||
void UnregisterGameplayTagEvent(FDelegateHandle DelegateHandle, FGameplayTag Tag, EGameplayTagEventType::Type EventType=EGameplayTagEventType::NewOrRemoved);
|
||
|
||
/** Register a tag event and immediately call it */
|
||
FDelegateHandle RegisterAndCallGameplayTagEvent(FGameplayTag Tag, FOnGameplayEffectTagCountChanged::FDelegate Delegate, EGameplayTagEventType::Type EventType=EGameplayTagEventType::NewOrRemoved);
|
||
|
||
/** Returns multicast delegate that is invoked whenever a tag is added or removed (but not if just count is increased. Only for 'new' and 'removed' events) */
|
||
FOnGameplayEffectTagCountChanged& RegisterGenericGameplayTagEvent();
|
||
|
||
/** Executes a gameplay event. Returns the number of successful ability activations triggered by the event */
|
||
virtual int32 HandleGameplayEvent(FGameplayTag EventTag, const FGameplayEventData* Payload);
|
||
```
|
||
1. 监听StateAbility的Ability结束。方法有2:1、绑定GAS组件的OnAbilityEnded委托。2、重写EndAbility函数。
|
||
|
||
```c++
|
||
bool UAbilitySystemComponent::TryActivateAbilityByClass(TSubclassOf<UGameplayAbility> InAbilityToActivate, bool bAllowRemoteActivation)
|
||
{
|
||
bool bSuccess = false;
|
||
|
||
const UGameplayAbility* const InAbilityCDO = InAbilityToActivate.GetDefaultObject();
|
||
|
||
for (const FGameplayAbilitySpec& Spec : ActivatableAbilities.Items)
|
||
{
|
||
if (Spec.Ability == InAbilityCDO)
|
||
{
|
||
bSuccess |= TryActivateAbility(Spec.Handle, bAllowRemoteActivation);
|
||
break;
|
||
}
|
||
}
|
||
|
||
return bSuccess;
|
||
}
|
||
|
||
bool UAbilitySystemComponent::TryActivateAbility(FGameplayAbilitySpecHandle AbilityToActivate, bool bAllowRemoteActivation)
|
||
```
|
||
```
|
||
void UAbilitySystemComponent::NotifyAbilityEnded(FGameplayAbilitySpecHandle Handle, UGameplayAbility* Ability, bool bWasCancelled)
|
||
``` |