Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectComponent.cpp
stephen holmes 97766341ea Refactored FSructView and FConstStructView as per recent meetings. Both are now const correct in the same way TArrayView and TArrayConstView are (ie const FStructView and const FConstStructView) the view can not point at another view.
Also removed the Mutable named functions and replaced with the constness being part of the template.

#preflight 63ea4fbaec50523134d85665

[CL 24197313 by stephen holmes in ue5-main branch]
2023-02-13 20:06:02 -05:00

252 lines
7.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectComponent.h"
#include "SmartObjectSubsystem.h"
#include "VisualLogger/VisualLogger.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectComponent)
#if WITH_EDITOR
#include "Engine/World.h"
#endif
#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)
{
if (AActor* Actor = GetOwner())
{
// 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
}
void USmartObjectComponent::OnRegister()
{
Super::OnRegister();
RegisterToSubsystem();
}
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
if (HasAnyFlags(RF_ClassDefaultObject))
{
return;
}
// 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::OnUnregister()
{
Super::OnUnregister();
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
if (HasAnyFlags(RF_ClassDefaultObject))
{
return;
}
/** Do not register components that don't have a valid definition */
if (!IsValid(DefinitionAsset))
{
return;
}
if (GetRegisteredHandle().IsValid())
{
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
if (!IsBeingDestroyed())
{
Subsystem->UnregisterSmartObject(*this);
}
else
{
// note that this case is really only expected in the editor when the component is being unregistered
// as part of DestroyComponent. In default game flow EndPlay will get called first and once we make
// it here the RegisteredHandle should already be Invalid
Subsystem->RemoveSmartObject(*this);
}
}
}
}
void USmartObjectComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (EndPlayReason == EEndPlayReason::Destroyed && GetRegisteredHandle().IsValid())
{
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld()))
{
Subsystem->RemoveSmartObject(*this);
}
}
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;
// 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);
}