7.6 KiB
title, date, excerpt, tags, rating
title | date | excerpt | tags | rating |
---|---|---|---|---|
Untitled | 2024-01-29 13:23:24 | ⭐ |
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:
// 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:
// 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:
- 触发多播委托
- 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。
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()
。
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);
}
}
}
}
}
}
暂时需要使用GAS默认的枚举绑定Input的理由
GameplayAbilitySpec.h的InputPressed:
UPROPERTY(NotReplicated)
uint8 InputPressed:1;
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。
- UAbilitySystemComponent
- AbilityLocalInputReleased
- AbilitySpecInputPressed
- InternalServerTryActivateAbility
- InternalTryActivateAbility
- TryActivateAbility
- 间接关系
- BindAbilityActivationToInputComponent
- SetBlockAbilityBindingsArray
- PressInputID
- ReleaseInputID
- UAbilityTask_WaitInputPress
- UAbilityTask_WaitInputRelease
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
void AGSHeroCharacter::BindASCInput()
{
if (!bASCInputBound && IsValid(AbilitySystemComponent) && IsValid(InputComponent))
{
AbilitySystemComponent->BindAbilityActivationToInputComponent(InputComponent, FGameplayAbilityInputBinds(FString("ConfirmTarget"),
FString("CancelTarget"), FString("EGSAbilityInputID"), static_cast<int32>(EGSAbilityInputID::Confirm), static_cast<int32>(EGSAbilityInputID::Cancel)));
bASCInputBound = true;
}
}
FGameplayAbilityInputBinds(FString InConfirmTargetCommand, FString InCancelTargetCommand, FTopLevelAssetPath InEnumPathName, int32 InConfirmTargetInputID = INDEX_NONE, int32 InCancelTargetInputID = INDEX_NONE)
: ConfirmTargetCommand(InConfirmTargetCommand)
, CancelTargetCommand(InCancelTargetCommand)
, EnumPathName(InEnumPathName)
, ConfirmTargetInputID(InConfirmTargetInputID)
, CancelTargetInputID(InCancelTargetInputID)
{
}
ConfirmTarget、CancelTarget需要在DefaultInput.ini中添加对应的配置(名字需要对应)。 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。
之后还需要在URPGGameplayAbility中将枚举ERPGAbilityInputID修改成
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category = "RPGGameplayAbility|Input")
ERPGAbilityInputID AbilityInputID = ERPGAbilityInputID::None;
GASShooter中给Ability注册按键ID
void AGSCharacterBase::AddCharacterAbilities()
{
// Grant abilities, but only on the server
if (GetLocalRole() != ROLE_Authority || !IsValid(AbilitySystemComponent) || AbilitySystemComponent->bCharacterAbilitiesGiven)
{
return;
}
for (TSubclassOf<UGSGameplayAbility>& StartupAbility : CharacterAbilities)
{
AbilitySystemComponent->GiveAbility(
FGameplayAbilitySpec(StartupAbility, GetAbilityLevel(StartupAbility.GetDefaultObject()->AbilityID), static_cast<int32>(StartupAbility.GetDefaultObject()->AbilityInputID), this));
}
AbilitySystemComponent->bCharacterAbilitiesGiven = true;
}
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。FSDHSkillInputActionBinding里包含FEnhancedActionKeyMapping相关数据。
void USDHSMStateIns::OutputActionKeyMapping(TArray<FEnhancedActionKeyMapping>& OutBindings, const TArray<FSDHSkillInputActionBinding>& InputSkillBinding)
{
for (int32 i = 0; i < InputSkillBinding.Num(); i++)
{
FEnhancedActionKeyMapping NewMapping;
NewMapping.Key = InputSkillBinding[i].Key;
NewMapping.Action = InputSkillBinding[i].Action;
OutBindings.Add(MoveTemp(NewMapping));
}
}