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# 前言
继承关系BP_XXX_Base -> BP_Idol_Base -> TsIdolActor -> AVCharacter -> ACharacter 。
主要逻辑位于TsIdolActor中文件路径为`Script/LiveDirector/Character/TsIdolActor.ts`
# AVCharacter
主要实现了`virtual void OnRep_AttachmentReplication() override;`声明了若干BlueprintNativeEvent
- bool CanSyncRelativeTransform();
- void BeforeAttachToNewParent();
- void AfterAttachToNewParent();
## OnRep_AttachmentReplication()
注释:
>// 动捕模式下CanSync=false. 各端自行计算Actor Location, client无需使用Server计算结果
// 自由行走模式下, CanSync=trueclient需要同步server的transform信息。
同步Attachment行为。在AActor::OnRep_AttachmentReplication()的基础上添加:
```c++
auto CanSync = CanSyncRelativeTransform(); //获取Sync标记具体的逻辑位于TsIdolActor.ts中
if (attachmentReplication.AttachParent)
{
if (RootComponent)
{
USceneComponent* AttachParentComponent = (attachmentReplication.AttachComponent ? attachmentReplication.AttachComponent : attachmentReplication.AttachParent->GetRootComponent());
if (AttachParentComponent)
{
if(CanSync)//增加判断Sync判断只有在自由行走模式下才会同步Transform。
{
RootComponent->SetRelativeLocation_Direct(attachmentReplication.LocationOffset);
RootComponent->SetRelativeRotation_Direct(attachmentReplication.RotationOffset);
RootComponent->SetRelativeScale3D_Direct(attachmentReplication.RelativeScale3D);
}
// If we're already attached to the correct Parent and Socket, then the update must be position only.
// AttachToComponent would early out in this case.
// Note, we ignore the special case for simulated bodies in AttachToComponent as AttachmentReplication shouldn't get updated
// if the body is simulated (see AActor::GatherMovement).
const bool bAlreadyAttached = (AttachParentComponent == RootComponent->GetAttachParent() && attachmentReplication.AttachSocket == RootComponent->GetAttachSocketName() && AttachParentComponent->GetAttachChildren().Contains(RootComponent));
if (bAlreadyAttached)
{
// Note, this doesn't match AttachToComponent, but we're assuming it's safe to skip physics (see comment above).
if(CanSync)
{
RootComponent->UpdateComponentToWorld(EUpdateTransformFlags::SkipPhysicsUpdate, ETeleportType::None);
}
}
else
{
BeforeAttachToNewParent();//增加BlueprintNativeEvent
RootComponent->AttachToComponent(AttachParentComponent, FAttachmentTransformRules::KeepRelativeTransform, attachmentReplication.AttachSocket);
AfterAttachToNewParent();//增加BlueprintNativeEvent
}
}
}
}
```
# TsIdolActor.ts
## VirtualOverrider
```typescript
CanSyncRelativeTransform(): boolean {
if (Utils.HasTag(this.PropTags, new UE.GameplayTag("Idol.AIACao"))) {
return false;
}
if(this.MovementComp && this.MovementComp.ManulMovement){
return false
}
var animInstance = this.Mesh.GetAnimInstance() as UE.IdolAnimInstance
let fullbodyNode = Reflect.get(animInstance, 'AnimGraphNode_Fullbody') as UE.AnimNode_FullBody
return !(fullbodyNode && fullbodyNode.bGetMotionData)
}
```