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In addition: * SmartObjectCollection got deprecated and there's a auto-update path triggered in SmartObjectCollection::PostLoad * SmartObjectComponent component can opt out of being a part of a collection with `bCanBePartOfCollection` * Right now we limit SmartObjects to be registered with at most a single Collection. This might change in the future if required. Note that this is the first change in a series, we're going to support miltiple collections per level with convenient ways of assigning SmartObjects to individual collections. #jira UE-168977 #preflight 637f8faa4004f73f627ecaca #preflight 637fa5378b12eb83a77ad7d9 [CL 23262132 by mieszko zielinski in ue5-main branch]
324 lines
10 KiB
C++
324 lines
10 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectComponent.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystemGlobals.h"
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#include "GameFramework/Actor.h"
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#include "SmartObjectSubsystem.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectComponent)
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#if WITH_EDITOR
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#include "Engine/World.h"
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#endif
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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::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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if (AActor* Actor = GetOwner())
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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::SmartObjects::WithSmartObjectTag) == false)
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{
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Actor->Tags.AddUnique(UE::SmartObjects::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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void USmartObjectComponent::OnRegister()
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{
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Super::OnRegister();
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RegisterToSubsystem();
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}
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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
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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return;
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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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void USmartObjectComponent::OnUnregister()
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{
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Super::OnUnregister();
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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
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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return;
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}
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/** Do not register components that don't have a valid definition */
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if (!IsValid(DefinitionAsset))
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{
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return;
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}
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if (GetRegisteredHandle().IsValid())
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{
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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// If a given smart object has been registered with the system as a part of SmartObject collection we
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// keep the runtime data alive and active - that data will only be removed along with the whole collection.
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// If this smart object is not a part of a collection its runtime data will be removed.
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Subsystem->UnregisterSmartObjectInternal(*this, ESmartObjectUnregistrationMode::KeepRuntimeInstanceActiveIfPartOfCollection);
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}
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}
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ensureMsgf(!OnComponentTagsModifiedHandle.IsValid(), TEXT("AbilitySystemComponent delegate is expected to be unbound after unregistration"));
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ensureMsgf(!bInstanceTagsDelegateBound, TEXT("SmartObject runtime instance delegate is expected to be unbound after unregistration"));
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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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/*
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* Ability system components can be sometimes added after the call to OnRuntimeInstanceCreated() or OnRuntimeInstanceBound().
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* This code attempts handle the case that the ability component was not read at the right time.
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* @todo: validate that this logic is correct.
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*/
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if (!bInstanceTagsDelegateBound)
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{
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld()))
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{
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if (FSmartObjectRuntime* RuntimeInstance = Subsystem->GetRuntimeInstance(RegisteredHandle))
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{
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OnRuntimeInstanceBound(*RuntimeInstance);
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}
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}
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}
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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::OnRuntimeInstanceCreated(FSmartObjectRuntime& RuntimeInstance)
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{
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// A new runtime instance is always created from a collection entry which was initialized with
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// the list of tags provided by the IGameplayTagAssetInterface of the SmartObjectComponent owning actor.
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// This means that at this point both are already in sync and we simply need to register our delegates
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// to synchronize changes coming from either the AbilitySystemComponent or the SmartObjectRuntime.
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if (UAbilitySystemComponent* AbilityComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetOwner()))
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{
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BindTagsDelegates(RuntimeInstance, *AbilityComponent);
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}
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}
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void USmartObjectComponent::OnRuntimeInstanceBound(FSmartObjectRuntime& RuntimeInstance)
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{
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if (UAbilitySystemComponent* AbilityComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetOwner()))
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{
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BindTagsDelegates(RuntimeInstance, *AbilityComponent);
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// Update component using the tags from the instance since the component might get reloaded while the instance
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// was still part of the simulation (i.e. persistent). In this case we need to apply the most up to date
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// tag counts to the component. Unfortunately there is no way at the moment to replace all tags in one go
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// so update each tag count individually.
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const FGameplayTagContainer& InstanceTags = RuntimeInstance.GetTags();
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FGameplayTagContainer AbilityComponentTags;
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AbilityComponent->GetOwnedGameplayTags(AbilityComponentTags);
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// Adjust count of any existing and add the missing ones
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for (auto It(InstanceTags.CreateConstIterator()); It; ++It)
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{
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AbilityComponentTags.RemoveTag(*It);
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AbilityComponent->SetTagMapCount(*It, 1);
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}
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// Remove all remaining tags that are no longer valid
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for (auto It(AbilityComponentTags.CreateConstIterator()); It; ++It)
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{
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AbilityComponent->SetTagMapCount(*It, 0);
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}
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}
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}
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void USmartObjectComponent::OnRuntimeInstanceUnbound(FSmartObjectRuntime& RuntimeInstance)
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{
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UnbindComponentTagsDelegate();
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UnbindRuntimeInstanceTagsDelegate(RuntimeInstance);
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}
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void USmartObjectComponent::OnRuntimeInstanceDestroyed()
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{
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UnbindComponentTagsDelegate();
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// No need to try to unbind the Runtime instance delegate since it was destroyed.
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// Simply invalidate our handle.
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bInstanceTagsDelegateBound = false;
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}
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void USmartObjectComponent::BindTagsDelegates(FSmartObjectRuntime& RuntimeInstance, UAbilitySystemComponent& AbilitySystemComponent)
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{
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USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(GetWorld());
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if (Subsystem != nullptr)
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{
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// Register callback when Tags in the component are modified to mirror the change in the Runtime instance
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OnComponentTagsModifiedHandle = AbilitySystemComponent.RegisterGenericGameplayTagEvent().AddLambda
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([Subsystem, Handle = RuntimeInstance.GetRegisteredHandle()](const FGameplayTag Tag, const int32 NewCount)
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{
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// This specific delegate is only invoked whenever a tag is added or removed (but not if just count is increased)
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// so we can add or remove the tag on the instance (no reference counting)
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if (NewCount)
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{
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Subsystem->AddTagToInstance(Handle, Tag);
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}
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else
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{
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Subsystem->RemoveTagFromInstance(Handle, Tag);
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}
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});
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// Register callback when Tags in the Runtime instance are modified to mirror the change in the component
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// The lambda capture assumes that the AbilitySystemComponent has the same lifetime as the current SmartObjectComponent
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RuntimeInstance.GetTagChangedDelegate().BindLambda
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([&AbilitySystemComponent](const FGameplayTag Tag, const int32 NewCount)
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{
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AbilitySystemComponent.SetTagMapCount(Tag, NewCount);
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});
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bInstanceTagsDelegateBound = true;
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}
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}
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void USmartObjectComponent::UnbindComponentTagsDelegate()
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{
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if (OnComponentTagsModifiedHandle.IsValid())
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{
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if (UAbilitySystemComponent* AbilityComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetOwner()))
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{
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AbilityComponent->RegisterGenericGameplayTagEvent().Remove(OnComponentTagsModifiedHandle);
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}
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OnComponentTagsModifiedHandle.Reset();
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}
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}
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void USmartObjectComponent::UnbindRuntimeInstanceTagsDelegate(FSmartObjectRuntime& RuntimeInstance)
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{
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if (bInstanceTagsDelegateBound)
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{
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RuntimeInstance.GetTagChangedDelegate().Unbind();
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bInstanceTagsDelegateBound = false;
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}
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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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// 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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Super::ApplyToComponent(Component, CacheApplyPhase);
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}
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