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- Gameplay tags are used to identify a reason - Default reason "SmartObject.EnabledReason.Gameplay" is a tag (UE::SmartObject::EnabledReason::Gameplay) provided by the plugin and used by default if no other reason is specified - Tags are converted to bit masks and stored as disable flags in runtime instance - External systems can declare new Gameplay Tags for the specific needs. System currently allows 16 different reasons (1 default + 15 custom) - A Smart Object instance is considered disabled as soon as at least one reason is set #rb Luciano.Ferraro, mikko.mononen [CL 29989734 by yoan stamant in ue5-main branch]
336 lines
10 KiB
C++
336 lines
10 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectComponent.h"
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#include "Engine/World.h"
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#include "SmartObjectSubsystem.h"
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#include "VisualLogger/VisualLogger.h"
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#include "Net/UnrealNetwork.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectComponent)
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#if WITH_EDITORONLY_DATA
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USmartObjectComponent::FOnSmartObjectChanged USmartObjectComponent::OnSmartObjectChanged;
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#endif // WITH_EDITORONLY_DATA
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USmartObjectComponent::USmartObjectComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void USmartObjectComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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// Required to allow for sub classes to replicate the state of this smart object.
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DISABLE_REPLICATED_PROPERTY(USmartObjectComponent, DefinitionAsset);
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DISABLE_REPLICATED_PROPERTY(USmartObjectComponent, RegisteredHandle);
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}
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void USmartObjectComponent::PostInitProperties()
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{
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Super::PostInitProperties();
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#if WITH_EDITORONLY_DATA
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if (HasAnyFlags(RF_ClassDefaultObject) == false)
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{
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AActor* Actor = GetOwner();
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if (Actor != nullptr && Actor->HasAnyFlags(RF_ClassDefaultObject) == false)
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{
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// tagging owner actors since the tags get included in FWorldPartitionActorDesc
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// and that's the only way we can tell a given actor has a SmartObjectComponent
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// until it's fully loaded
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if (Actor->Tags.Contains(UE::SmartObject::WithSmartObjectTag) == false)
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{
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Actor->Tags.AddUnique(UE::SmartObject::WithSmartObjectTag);
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Actor->MarkPackageDirty();
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}
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}
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}
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#endif // WITH_EDITORONLY_DATA
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}
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#if WITH_EDITOR
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void USmartObjectComponent::OnRegister()
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{
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Super::OnRegister();
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// Component gets registered on BeginPlay for game worlds
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const UWorld* World = GetWorld();
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if (World != nullptr && !World->IsGameWorld())
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{
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RegisterToSubsystem();
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}
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}
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void USmartObjectComponent::OnUnregister()
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{
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// Component gets unregistered on EndPlay for game worlds
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const UWorld* World = GetWorld();
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if (World != nullptr && World->IsGameWorld() == false)
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{
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UnregisterFromSubsystem(ESmartObjectUnregistrationType::RegularProcess);
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}
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Super::OnUnregister();
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}
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#endif // WITH_EDITOR
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void USmartObjectComponent::RegisterToSubsystem()
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{
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const UWorld* World = GetWorld();
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if (World == nullptr)
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{
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return;
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}
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#if WITH_EDITOR
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// Do not process any component registered to preview world
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if (World->WorldType == EWorldType::EditorPreview)
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{
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return;
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}
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#endif // WITH_EDITOR
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if (GetOwnerRole() == ROLE_Authority)
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{
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// Note: we don't report error or ensure on missing subsystem since it might happen
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// in various scenarios (e.g. inactive world)
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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Subsystem->RegisterSmartObject(*this);
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}
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}
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}
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void USmartObjectComponent::UnregisterFromSubsystem(const ESmartObjectUnregistrationType UnregistrationType)
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{
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const UWorld* World = GetWorld();
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if (World == nullptr)
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{
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return;
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}
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#if WITH_EDITOR
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// Do not process any component registered to preview world
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if (World->WorldType == EWorldType::EditorPreview)
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{
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return;
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}
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#endif // WITH_EDITOR
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// Only attempt to unregister if we are the authoritative role
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if (GetRegisteredHandle().IsValid() && GetOwnerRole() == ENetRole::ROLE_Authority)
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{
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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if (UnregistrationType == ESmartObjectUnregistrationType::ForceRemove
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|| IsBeingDestroyed()
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|| (GetOwner() && GetOwner()->IsActorBeingDestroyed()))
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{
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// note that this case is really only expected in the editor when the component is being unregistered
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// as part of DestroyComponent (or from its owner destruction).
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// In default game flow EndPlay will get called first and once we make it here the RegisteredHandle should already be Invalid
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Subsystem->RemoveSmartObject(*this);
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}
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else
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{
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Subsystem->UnregisterSmartObject(*this);
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}
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}
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}
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}
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void USmartObjectComponent::BeginPlay()
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{
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Super::BeginPlay();
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// Register only for game worlds only since component is registered by OnRegister for the other scenarios.
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// Can't enforce a check here in case BeginPlay is manually dispatched on worlds of other type (e.g. Editor, Preview).
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const UWorld* World = GetWorld();
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if (World != nullptr && World->IsGameWorld())
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{
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RegisterToSubsystem();
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}
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}
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void USmartObjectComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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// Unregister only for game worlds (see details in BeginPlay)
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const UWorld* World = GetWorld();
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if (World != nullptr && World->IsGameWorld())
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{
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// When the object gets streamed out we unregister the component according to its registration type to preserve runtime data for persistent objects.
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// In all other scenarios (e.g. Destroyed, EndPIE, Quit, etc.) we always remove the runtime data
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const ESmartObjectUnregistrationType UnregistrationType =
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(EndPlayReason == EEndPlayReason::RemovedFromWorld) ? ESmartObjectUnregistrationType::RegularProcess : ESmartObjectUnregistrationType::ForceRemove;
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UnregisterFromSubsystem(UnregistrationType);
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}
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Super::EndPlay(EndPlayReason);
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}
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FBox USmartObjectComponent::GetSmartObjectBounds() const
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{
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FBox BoundingBox(ForceInitToZero);
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const AActor* Owner = GetOwner();
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if (Owner != nullptr && DefinitionAsset != nullptr)
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{
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BoundingBox = DefinitionAsset->GetBounds().TransformBy(Owner->GetTransform());
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}
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return BoundingBox;
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}
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void USmartObjectComponent::SetRegisteredHandle(const FSmartObjectHandle Value, const ESmartObjectRegistrationType InRegistrationType)
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{
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ensure(Value.IsValid());
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ensure(RegisteredHandle.IsValid() == false || RegisteredHandle == Value);
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RegisteredHandle = Value;
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ensure(RegistrationType == ESmartObjectRegistrationType::None && InRegistrationType != ESmartObjectRegistrationType::None);
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RegistrationType = InRegistrationType;
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}
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void USmartObjectComponent::InvalidateRegisteredHandle()
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{
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RegisteredHandle = FSmartObjectHandle::Invalid;
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RegistrationType = ESmartObjectRegistrationType::None;
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}
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void USmartObjectComponent::OnRuntimeInstanceBound(FSmartObjectRuntime& RuntimeInstance)
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{
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EventDelegateHandle = RuntimeInstance.GetMutableEventDelegate().AddUObject(this, &USmartObjectComponent::OnRuntimeEventReceived);
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}
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void USmartObjectComponent::OnRuntimeInstanceUnbound(FSmartObjectRuntime& RuntimeInstance)
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{
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if (EventDelegateHandle.IsValid())
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{
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RuntimeInstance.GetMutableEventDelegate().Remove(EventDelegateHandle);
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EventDelegateHandle.Reset();
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}
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}
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bool USmartObjectComponent::SetSmartObjectEnabled(const bool bEnable) const
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{
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return SetSmartObjectEnabledForReason(UE::SmartObject::EnabledReason::Gameplay, bEnable);
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}
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bool USmartObjectComponent::SetSmartObjectEnabledForReason(const FGameplayTag ReasonTag, const bool bEnabled) const
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{
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if (GetRegisteredHandle().IsValid())
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{
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if (USmartObjectSubsystem* const Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld()))
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{
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Subsystem->SetEnabledForReason(GetRegisteredHandle(), ReasonTag, bEnabled);
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return true;
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}
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}
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return false;
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}
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bool USmartObjectComponent::IsSmartObjectEnabled() const
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{
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if (GetRegisteredHandle().IsValid())
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{
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if (const USmartObjectSubsystem* const Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld()))
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{
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return Subsystem->IsEnabled(GetRegisteredHandle());
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}
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}
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return false;
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}
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bool USmartObjectComponent::IsSmartObjectEnabledForReason(const FGameplayTag ReasonTag) const
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{
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if (GetRegisteredHandle().IsValid())
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{
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if (const USmartObjectSubsystem* const Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld()))
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{
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return Subsystem->IsEnabledForReason(GetRegisteredHandle(), ReasonTag);
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}
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}
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return false;
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}
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TStructOnScope<FActorComponentInstanceData> USmartObjectComponent::GetComponentInstanceData() const
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{
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return MakeStructOnScope<FActorComponentInstanceData, FSmartObjectComponentInstanceData>(this, DefinitionAsset);
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}
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#if WITH_EDITOR
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void USmartObjectComponent::PostEditUndo()
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{
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Super::PostEditUndo();
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OnSmartObjectChanged.Broadcast(*this);
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}
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void USmartObjectComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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OnSmartObjectChanged.Broadcast(*this);
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}
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#endif // WITH_EDITOR
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//-----------------------------------------------------------------------------
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// FSmartObjectComponentInstanceData
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//-----------------------------------------------------------------------------
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bool FSmartObjectComponentInstanceData::ContainsData() const
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{
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return true;
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}
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void FSmartObjectComponentInstanceData::ApplyToComponent(UActorComponent* Component, const ECacheApplyPhase CacheApplyPhase)
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{
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// Apply data first since we might need to register to the subsystem
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// before the component gets re-registered by the base class.
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if (CacheApplyPhase == ECacheApplyPhase::PostUserConstructionScript)
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{
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USmartObjectComponent* SmartObjectComponent = CastChecked<USmartObjectComponent>(Component);
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// We only need to force a register if DefinitionAsset is currently null and a valid one was backed up.
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// Reason is that our registration to the Subsystem depends on a valid definition so it can be skipped.
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if (SmartObjectComponent->DefinitionAsset != DefinitionAsset && SmartObjectComponent->DefinitionAsset == nullptr)
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{
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SmartObjectComponent->DefinitionAsset = DefinitionAsset;
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const UWorld* World = SmartObjectComponent->GetWorld();
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if (World != nullptr && !World->IsGameWorld())
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{
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// Registering to the subsystem should only be attempted on registered component
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// otherwise the OnRegister callback will take care of it.
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if (SmartObjectComponent->IsRegistered())
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{
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SmartObjectComponent->RegisterToSubsystem();
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}
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}
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}
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}
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Super::ApplyToComponent(Component, CacheApplyPhase);
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}
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void USmartObjectComponent::OnRuntimeEventReceived(const FSmartObjectEventData& Event)
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{
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const AActor* Interactor = nullptr;
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if (const FSmartObjectActorUserData* ActorUser = Event.EventPayload.GetPtr<const FSmartObjectActorUserData>())
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{
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Interactor = ActorUser->UserActor.Get();
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}
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UE_CVLOG_LOCATION(Interactor != nullptr, USmartObjectSubsystem::GetCurrent(GetWorld()), LogSmartObject, Display,
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Interactor->GetActorLocation(), /*Radius*/25.f, FColor::Green, TEXT("%s: %s. Interactor: %s"),
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*GetNameSafe(GetOwner()), *UEnum::GetValueAsString(Event.Reason), *GetNameSafe(Interactor));
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ReceiveOnEvent(Event, Interactor);
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OnSmartObjectEvent.Broadcast(Event, Interactor);
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OnSmartObjectEventNative.Broadcast(Event, Interactor);
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}
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