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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectComponent.h"
#include "Engine/World.h"
#include "SmartObjectSubsystem.h"
#include "VisualLogger/VisualLogger.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectComponent)
#if WITH_EDITORONLY_DATA
USmartObjectComponent::FOnSmartObjectChanged USmartObjectComponent::OnSmartObjectChanged;
#endif // WITH_EDITORONLY_DATA
USmartObjectComponent::USmartObjectComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void USmartObjectComponent::PostInitProperties()
{
Super::PostInitProperties();
#if WITH_EDITORONLY_DATA
if (HasAnyFlags(RF_ClassDefaultObject) == false)
{
AActor* Actor = GetOwner();
if (Actor != nullptr && Actor->HasAnyFlags(RF_ClassDefaultObject) == false)
{
// tagging owner actors since the tags get included in FWorldPartitionActorDesc
// and that's the only way we can tell a given actor has a SmartObjectComponent
// until it's fully loaded
if (Actor->Tags.Contains(UE::SmartObjects::WithSmartObjectTag) == false)
{
Actor->Tags.AddUnique(UE::SmartObjects::WithSmartObjectTag);
Actor->MarkPackageDirty();
}
}
}
#endif // WITH_EDITORONLY_DATA
}
#if WITH_EDITOR
void USmartObjectComponent::OnRegister()
{
Super::OnRegister();
// Component gets registered on BeginPlay for game worlds
const UWorld* World = GetWorld();
if (World != nullptr && !World->IsGameWorld())
{
RegisterToSubsystem();
}
}
void USmartObjectComponent::OnUnregister()
{
// Component gets unregistered on EndPlay for game worlds
const UWorld* World = GetWorld();
if (World != nullptr && World->IsGameWorld() == false)
{
UnregisterFromSubsystem(ESmartObjectUnregistrationType::RegularProcess);
}
Super::OnUnregister();
}
#endif // WITH_EDITOR
void USmartObjectComponent::RegisterToSubsystem()
{
const UWorld* World = GetWorld();
if (World == nullptr)
{
return;
}
#if WITH_EDITOR
// Do not process any component registered to preview world
if (World->WorldType == EWorldType::EditorPreview)
{
return;
}
#endif // WITH_EDITOR
// Note: we don't report error or ensure on missing subsystem since it might happen
// in various scenarios (e.g. inactive world)
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
Subsystem->RegisterSmartObject(*this);
}
}
void USmartObjectComponent::UnregisterFromSubsystem(const ESmartObjectUnregistrationType UnregistrationType)
{
const UWorld* World = GetWorld();
if (World == nullptr)
{
return;
}
#if WITH_EDITOR
// Do not process any component registered to preview world
if (World->WorldType == EWorldType::EditorPreview)
{
return;
}
#endif // WITH_EDITOR
if (GetRegisteredHandle().IsValid())
{
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
if (UnregistrationType == ESmartObjectUnregistrationType::ForceRemove
|| IsBeingDestroyed()
|| (GetOwner() && GetOwner()->IsActorBeingDestroyed()))
{
// note that this case is really only expected in the editor when the component is being unregistered
// as part of DestroyComponent (or from its owner destruction).
// In default game flow EndPlay will get called first and once we make it here the RegisteredHandle should already be Invalid
Subsystem->RemoveSmartObject(*this);
}
else
{
Subsystem->UnregisterSmartObject(*this);
}
}
}
}
void USmartObjectComponent::BeginPlay()
{
Super::BeginPlay();
// Register only for game worlds only since component is registered by OnRegister for the other scenarios.
// Can't enforce a check here in case BeginPlay is manually dispatched on worlds of other type (e.g. Editor, Preview).
const UWorld* World = GetWorld();
if (World != nullptr && World->IsGameWorld())
{
RegisterToSubsystem();
}
}
void USmartObjectComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
// Unregister only for game worlds (see details in BeginPlay)
const UWorld* World = GetWorld();
if (World != nullptr && World->IsGameWorld())
{
// When the object gets streamed out we unregister the component according to its registration type to preserve runtime data for persistent objects.
// In all other scenarios (e.g. Destroyed, EndPIE, Quit, etc.) we always remove the runtime data
const ESmartObjectUnregistrationType UnregistrationType =
(EndPlayReason == EEndPlayReason::RemovedFromWorld) ? ESmartObjectUnregistrationType::RegularProcess : ESmartObjectUnregistrationType::ForceRemove;
UnregisterFromSubsystem(UnregistrationType);
}
Super::EndPlay(EndPlayReason);
}
FBox USmartObjectComponent::GetSmartObjectBounds() const
{
FBox BoundingBox(ForceInitToZero);
const AActor* Owner = GetOwner();
if (Owner != nullptr && DefinitionAsset != nullptr)
{
BoundingBox = DefinitionAsset->GetBounds().TransformBy(Owner->GetTransform());
}
return BoundingBox;
}
void USmartObjectComponent::SetRegisteredHandle(const FSmartObjectHandle Value, const ESmartObjectRegistrationType InRegistrationType)
{
ensure(Value.IsValid());
ensure(RegisteredHandle.IsValid() == false || RegisteredHandle == Value);
RegisteredHandle = Value;
ensure(RegistrationType == ESmartObjectRegistrationType::None && InRegistrationType != ESmartObjectRegistrationType::None);
RegistrationType = InRegistrationType;
}
void USmartObjectComponent::InvalidateRegisteredHandle()
{
RegisteredHandle = FSmartObjectHandle::Invalid;
RegistrationType = ESmartObjectRegistrationType::None;
}
void USmartObjectComponent::OnRuntimeInstanceBound(FSmartObjectRuntime& RuntimeInstance)
{
EventDelegateHandle = RuntimeInstance.GetMutableEventDelegate().AddUObject(this, &USmartObjectComponent::OnRuntimeEventReceived);
}
void USmartObjectComponent::OnRuntimeInstanceUnbound(FSmartObjectRuntime& RuntimeInstance)
{
if (EventDelegateHandle.IsValid())
{
RuntimeInstance.GetMutableEventDelegate().Remove(EventDelegateHandle);
EventDelegateHandle.Reset();
}
}
TStructOnScope<FActorComponentInstanceData> USmartObjectComponent::GetComponentInstanceData() const
{
return MakeStructOnScope<FActorComponentInstanceData, FSmartObjectComponentInstanceData>(this, DefinitionAsset);
}
#if WITH_EDITOR
void USmartObjectComponent::PostEditUndo()
{
Super::PostEditUndo();
OnSmartObjectChanged.Broadcast(*this);
}
void USmartObjectComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
OnSmartObjectChanged.Broadcast(*this);
}
#endif // WITH_EDITOR
//-----------------------------------------------------------------------------
// FSmartObjectComponentInstanceData
//-----------------------------------------------------------------------------
bool FSmartObjectComponentInstanceData::ContainsData() const
{
return true;
}
void FSmartObjectComponentInstanceData::ApplyToComponent(UActorComponent* Component, const ECacheApplyPhase CacheApplyPhase)
{
// Apply data first since we might need to register to the subsystem
// before the component gets re-registered by the base class.
if (CacheApplyPhase == ECacheApplyPhase::PostUserConstructionScript)
{
USmartObjectComponent* SmartObjectComponent = CastChecked<USmartObjectComponent>(Component);
// We only need to force a register if DefinitionAsset is currently null and a valid one was backed up.
// Reason is that our registration to the Subsystem depends on a valid definition so it can be skipped.
if (SmartObjectComponent->DefinitionAsset != DefinitionAsset && SmartObjectComponent->DefinitionAsset == nullptr)
{
SmartObjectComponent->DefinitionAsset = DefinitionAsset;
const UWorld* World = SmartObjectComponent->GetWorld();
if (World != nullptr && !World->IsGameWorld())
{
// Registering to the subsystem should only be attempted on registered component
// otherwise the OnRegister callback will take care of it.
if (SmartObjectComponent->IsRegistered())
{
SmartObjectComponent->RegisterToSubsystem();
}
}
}
}
Super::ApplyToComponent(Component, CacheApplyPhase);
}
void USmartObjectComponent::OnRuntimeEventReceived(const FSmartObjectEventData& Event)
{
const AActor* Interactor = nullptr;
if (const FSmartObjectActorUserData* ActorUser = Event.EventPayload.GetPtr<const FSmartObjectActorUserData>())
{
Interactor = ActorUser->UserActor.Get();
}
UE_CVLOG_LOCATION(Interactor != nullptr, USmartObjectSubsystem::GetCurrent(GetWorld()), LogSmartObject, Display,
Interactor->GetActorLocation(), /*Radius*/25.f, FColor::Green, TEXT("%s: %s. Interactor: %s"),
*GetNameSafe(GetOwner()), *UEnum::GetValueAsString(Event.Reason), *GetNameSafe(Interactor));
ReceiveOnEvent(Event, Interactor);
OnSmartObjectEvent.Broadcast(Event, Interactor);
OnSmartObjectEventNative.Broadcast(Event, Interactor);
}