181 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			181 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
## 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。<br>
 | 
						||
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<URPGGameplayAbility*>& 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<URPGGameplayAbility*>& ActiveAbilities)
 | 
						||
{
 | 
						||
	TArray<FGameplayAbilitySpec*> AbilitiesToActivate;
 | 
						||
	GetActivatableGameplayAbilitySpecsByAllMatchingTags(GameplayTagContainer, AbilitiesToActivate, false);
 | 
						||
 | 
						||
	for (FGameplayAbilitySpec* Spec : AbilitiesToActivate)
 | 
						||
	{
 | 
						||
		TArray<UGameplayAbility*> AbilityInstances = Spec->GetAbilityInstances();
 | 
						||
 | 
						||
		for (UGameplayAbility* ActiveAbility : AbilityInstances)
 | 
						||
		{
 | 
						||
			ActiveAbilities.Add(Cast<URPGGameplayAbility>(ActiveAbility));
 | 
						||
		}
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
URPGAbilitySystemComponent* URPGAbilitySystemComponent::GetAbilitySystemComponentFromActor(const AActor* Actor, bool LookForComponent)
 | 
						||
{
 | 
						||
	return Cast<URPGAbilitySystemComponent>(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<TSubclassOf<URPGGameplayAbility>> 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<URPGAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
 | 
						||
 | 
						||
	bAbilitiesInitialized = false;
 | 
						||
}
 | 
						||
 | 
						||
void ARPGCharacterBase::AddStartupGameplayAbilities()
 | 
						||
{
 | 
						||
	if (!bAbilitiesInitialized)
 | 
						||
	{
 | 
						||
		for (TSubclassOf<URPGGameplayAbility>& 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<FGameplayAbilitySpecHandle> 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;
 | 
						||
``` |