204 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			204 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
## 前言
 | 
						||
使用GAS实现Combo技能,本人所知道的有两种思路:<br>
 | 
						||
**第一种:为每一段Combo创建一个单独的Ability;定制自定义Asset与编辑器,之后再通过自定义编辑器进行编辑。**
 | 
						||
 | 
						||
- 优点:最高的自由度,不容易出问题。
 | 
						||
- 缺点:如果有大量多段或者派生复杂的Combo,那工作量将会相当爆炸。可以说除了工程量大,管理麻烦没有别的缺点。
 | 
						||
 | 
						||
**第二种:根据GameplayEvent直接在Ability里直接实现Combo切换逻辑**
 | 
						||
 | 
						||
https://zhuanlan.zhihu.com/p/131381892
 | 
						||
 | 
						||
在此文中,我分析了ActionRPG的攻击逻辑的同时自己也提出一种通过GameplayEvent实现Combat的方法。这个方法理论上没问题,但实际落地的时候发现存在一个问题:里面使用的PlayMontageAndWaitEvent是GameplayTasks是异步运行的,而通过AnimNotify发送的SendGameplayEvent的函数确是同步函数。所以会导致PlayMontageAndWaitEvent节点接收不到任何事件的问题。经过一段事件的探索,本人摸索到了另一种方案:
 | 
						||
 | 
						||
- 优点:一个起点(这个Combo树)一个Ability,方便管理。可以尽可能地把Combo相关的逻辑都整合到一个Ability里。
 | 
						||
- 缺点:自由度会有一定的限制;因为采用异步函数来管理事件,会导致一定的延迟。不适于格斗游戏这种对低延迟要求比较高项目。
 | 
						||
 | 
						||
## 2021.7.30更新
 | 
						||
如果你使用GAS的输入绑定系统,即在GiveAbility()注册时进行输入绑定(参考GASDocument的4.6.2章节)。可将后面介绍的ListenPlayerInputAction节点换成GAS自带的WaitInputPress或WaitInputRelease。
 | 
						||
 | 
						||
## 具体实现
 | 
						||

 | 
						||
 | 
						||
还需要设置AbilityTag与AbilityBlockTag,解决狂按而导致的技能鬼畜问题。
 | 
						||
 | 
						||
### URPGAbilityTask_ListenPlayerInputAction
 | 
						||
构建一个GameplayTasks来监听玩家输入,使用Character类获取InputComponent,之后再进行对应Action的动态函数绑定/解绑。执行前需要判断是否是本地Controller。具体代码如下:
 | 
						||
```
 | 
						||
#pragma once
 | 
						||
 | 
						||
#include "CoreMinimal.h"
 | 
						||
#include "UObject/ObjectMacros.h"
 | 
						||
#include "Abilities/Tasks/AbilityTask.h"
 | 
						||
#include "RPGAbilityTask_ListenPlayerInputAction.generated.h"
 | 
						||
 | 
						||
DECLARE_DYNAMIC_MULTICAST_DELEGATE( FOnInputActionMulticast );
 | 
						||
 | 
						||
UCLASS()
 | 
						||
class RPGGAMEPLAYABILITY_API URPGAbilityTask_ListenPlayerInputAction : public UAbilityTask
 | 
						||
{
 | 
						||
	GENERATED_UCLASS_BODY()
 | 
						||
 | 
						||
	UPROPERTY(BlueprintAssignable)
 | 
						||
	FOnInputActionMulticast OnInputAction;
 | 
						||
 | 
						||
	virtual void Activate() override;
 | 
						||
 | 
						||
	UFUNCTION(BlueprintCallable, Category="Ability|Tasks", meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE"))
 | 
						||
	static URPGAbilityTask_ListenPlayerInputAction* ListenPlayerInputAction(UGameplayAbility* OwningAbility,FName ActionName, TEnumAsByte< EInputEvent > EventType, bool bConsume);
 | 
						||
 | 
						||
protected:
 | 
						||
 | 
						||
	virtual void OnDestroy(bool AbilityEnded) override;
 | 
						||
 | 
						||
	UPROPERTY()
 | 
						||
	FName ActionName;
 | 
						||
 | 
						||
	UPROPERTY()
 | 
						||
	TEnumAsByte<EInputEvent> EventType;
 | 
						||
 | 
						||
	/** 是否消耗输入消息,不再传递到下一个InputComponent */
 | 
						||
	UPROPERTY()
 | 
						||
	bool bConsume;
 | 
						||
 | 
						||
	int32 ActionBindingHandle;
 | 
						||
};
 | 
						||
```
 | 
						||
```
 | 
						||
#include "Abilities/AsyncTasks/RPGAbilityTask_ListenPlayerInputAction.h"
 | 
						||
#include "Components/InputComponent.h"
 | 
						||
 | 
						||
URPGAbilityTask_ListenPlayerInputAction::URPGAbilityTask_ListenPlayerInputAction(const FObjectInitializer& ObjectInitializer)
 | 
						||
	: Super(ObjectInitializer)
 | 
						||
{}
 | 
						||
 | 
						||
URPGAbilityTask_ListenPlayerInputAction* URPGAbilityTask_ListenPlayerInputAction::ListenPlayerInputAction(UGameplayAbility* OwningAbility,FName ActionName, TEnumAsByte< EInputEvent > EventType, bool bConsume)
 | 
						||
{
 | 
						||
	URPGAbilityTask_ListenPlayerInputAction* Task=NewAbilityTask<URPGAbilityTask_ListenPlayerInputAction>(OwningAbility);
 | 
						||
	Task->ActionName = ActionName;
 | 
						||
	Task->EventType = EventType;
 | 
						||
	Task->bConsume = bConsume;
 | 
						||
	return Task;
 | 
						||
}
 | 
						||
 | 
						||
void URPGAbilityTask_ListenPlayerInputAction::Activate()
 | 
						||
{
 | 
						||
	AActor* Owner=GetOwnerActor();
 | 
						||
	UInputComponent* InputComponent=Owner->InputComponent;
 | 
						||
 | 
						||
	FInputActionBinding NewBinding(ActionName, EventType.GetValue());
 | 
						||
	NewBinding.bConsumeInput = bConsume;
 | 
						||
	NewBinding.ActionDelegate.GetDelegateForManualSet().BindLambda([this]()
 | 
						||
		{
 | 
						||
			if(OnInputAction.IsBound())
 | 
						||
				OnInputAction.Broadcast();
 | 
						||
		});
 | 
						||
 | 
						||
	ActionBindingHandle=InputComponent->AddActionBinding(NewBinding).GetHandle();
 | 
						||
}
 | 
						||
 | 
						||
void URPGAbilityTask_ListenPlayerInputAction::OnDestroy(bool AbilityEnded)
 | 
						||
{
 | 
						||
	AActor* Owner = GetOwnerActor();
 | 
						||
	UInputComponent* InputComponent = Owner->InputComponent;
 | 
						||
	if (InputComponent)
 | 
						||
	{
 | 
						||
		InputComponent->RemoveActionBindingForHandle(ActionBindingHandle);
 | 
						||
	}
 | 
						||
 | 
						||
	Super::OnDestroy(AbilityEnded);
 | 
						||
}
 | 
						||
```
 | 
						||
### 控制MontageSection跳转
 | 
						||
这里我创建一个控制跳转用Map:
 | 
						||
 | 
						||

 | 
						||
 | 
						||
其中Key为当前Combo名称_攻击类型。之后根据Value值进行MontageSection跳转。
 | 
						||
 | 
						||
### Montage偏移
 | 
						||
为了Combo之间有更好的过渡,可以通过计算进入招式派生状态的经过时间,最后在Section跳转时进行偏移以实现最佳的连贯性(Combo动画中需要有对应的过渡区域设计)。以下是我实现的MontageSection跳转+偏移函数:
 | 
						||
```
 | 
						||
void URPGAbilitySystemComponent::CurrentMontageJumpToSectionWithOffset(FName SectionName,float PositionOffset)
 | 
						||
{
 | 
						||
	UAnimInstance* AnimInstance = AbilityActorInfo.IsValid() ? AbilityActorInfo->GetAnimInstance() : nullptr;
 | 
						||
	if ((SectionName != NAME_None) && AnimInstance && LocalAnimMontageInfo.AnimMontage)
 | 
						||
	{
 | 
						||
		// AnimInstance->Montage_JumpToSection(SectionName, LocalAnimMontageInfo.AnimMontage);
 | 
						||
		FAnimMontageInstance* MontageInstance = AnimInstance->GetActiveInstanceForMontage(LocalAnimMontageInfo.AnimMontage);
 | 
						||
		if (MontageInstance)
 | 
						||
		{		
 | 
						||
			UAnimMontage* Montage=LocalAnimMontageInfo.AnimMontage;
 | 
						||
			const int32 SectionID = Montage->GetSectionIndex(SectionName);
 | 
						||
			if (Montage->IsValidSectionIndex(SectionID))
 | 
						||
			{
 | 
						||
				FCompositeSection & CurSection = Montage->GetAnimCompositeSection(SectionID);
 | 
						||
				const float NewPosition = CurSection.GetTime()+PositionOffset;
 | 
						||
				MontageInstance->SetPosition(NewPosition);
 | 
						||
				MontageInstance->Play(MontageInstance->GetPlayRate());
 | 
						||
			}
 | 
						||
		}
 | 
						||
 | 
						||
		if (IsOwnerActorAuthoritative())
 | 
						||
		{
 | 
						||
			FGameplayAbilityRepAnimMontage& MutableRepAnimMontageInfo = GetRepAnimMontageInfo_Mutable();
 | 
						||
 | 
						||
			MutableRepAnimMontageInfo.SectionIdToPlay = 0;
 | 
						||
			if (MutableRepAnimMontageInfo.AnimMontage)
 | 
						||
			{
 | 
						||
				// we add one so INDEX_NONE can be used in the on rep
 | 
						||
				MutableRepAnimMontageInfo.SectionIdToPlay = MutableRepAnimMontageInfo.AnimMontage->GetSectionIndex(SectionName) + 1;
 | 
						||
			}
 | 
						||
 | 
						||
			AnimMontage_UpdateReplicatedData();
 | 
						||
		}
 | 
						||
		else
 | 
						||
		{
 | 
						||
			ServerCurrentMontageJumpToSectionName(LocalAnimMontageInfo.AnimMontage, SectionName);
 | 
						||
		}
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
float URPGAbilitySystemComponent::GetCurrentMontagePlaybackPosition() const
 | 
						||
{
 | 
						||
	UAnimInstance* AnimInstance = AbilityActorInfo.IsValid() ? AbilityActorInfo->GetAnimInstance() : nullptr;
 | 
						||
	if (AnimInstance && LocalAnimMontageInfo.AnimMontage)
 | 
						||
	{
 | 
						||
		FAnimMontageInstance* MontageInstance = AnimInstance->GetActiveInstanceForMontage(LocalAnimMontageInfo.AnimMontage);
 | 
						||
		return MontageInstance->GetPosition();
 | 
						||
	}
 | 
						||
	return 0.f;
 | 
						||
}
 | 
						||
```
 | 
						||
```
 | 
						||
void URPGGameplayAbility::MontageJumpToSectionWithOffset(FName SectionName,float PositionOffset)
 | 
						||
{
 | 
						||
	check(CurrentActorInfo);
 | 
						||
 | 
						||
	URPGAbilitySystemComponent* AbilitySystemComponent = Cast<URPGAbilitySystemComponent>(GetAbilitySystemComponentFromActorInfo_Checked());
 | 
						||
	if (AbilitySystemComponent->IsAnimatingAbility(this))
 | 
						||
	{
 | 
						||
        //调用对应函数
 | 
						||
		AbilitySystemComponent->XXXXXX();
 | 
						||
	}
 | 
						||
}
 | 
						||
```
 | 
						||
### 解决因狂按而导致的技能鬼畜问题
 | 
						||
在保证可以实现其他技能强制取消当前技能后摇的情况下,我尝试过以下方法,结果都不太理想:
 | 
						||
- 使用带有AbilityBlockTag的GE,来控制指定时间段里无法重复使用当前技能。
 | 
						||
- 使用Ability的CoolDown功能,配合GE制作公共CD效果。(时间短了,依然会鬼畜)
 | 
						||
 | 
						||
最后采用给当前Ability设置标签,并且把这个标签作为AbilityBlockTag来实现。取消技能后摇的效果可以通过AnimNotify调用EndAbility来实现。
 | 
						||
 | 
						||
### 事件处理
 | 
						||
#### Default
 | 
						||
处理其他没有指定的事件,一般都是应用GE的。与ActionRPG不同的地方在于:
 | 
						||
1. 同一个事件第二次接收,Ability会移除第一次应用的GE,这是为了实现类似攻击动作霸体的效果。
 | 
						||
2. 因为数值计算只在服务端处理,所以执行前需要使用HasAuthority判断一下。
 | 
						||
 | 
						||
#### WeaponHit
 | 
						||
武器其中可攻击对象时的逻辑。除此之外可以使用自定义的UObject作为EventPayload(OptionalObject)传递更多的数据,以此可以实现命中弱点增加伤害等效果。
 | 
						||
 | 
						||
#### DerivationCombat
 | 
						||
这里其实应该是Combo,但之前打错,懒得改了。这里主要是设置控制Combo是否可以派生的变量。
 |