You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch #preflight 63635997876630122adeab9f #rb none [CL 22958990 by henrik karlsson in ue5-main branch]
182 lines
7.1 KiB
C++
182 lines
7.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "GameplayTask_MoveToStandTransition.h"
|
|
#include "AISystem.h"
|
|
#include "GameFramework/Pawn.h"
|
|
#include "VisualLogger/VisualLogger.h"
|
|
#include "AIResources.h"
|
|
#include "GameplayTasksComponent.h"
|
|
#include "NavigationData.h"
|
|
#include "NavigationSystem.h"
|
|
#include "GameplayActuationComponent.h"
|
|
#include "NavCorridor.h"
|
|
#include "GameFramework/CharacterMovementComponent.h"
|
|
#include "GameplayInteractionsTypes.h"
|
|
|
|
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayTask_MoveToStandTransition)
|
|
|
|
//-----------------------------------------------------
|
|
// FGameplayTransitionDesc_MoveToStand
|
|
//-----------------------------------------------------
|
|
UGameplayTask* FGameplayTransitionDesc_MoveToStand::MakeTransitionTask(const FMakeGameplayTransitionTaskContext& Context) const
|
|
{
|
|
check(Context.MovementComponent);
|
|
|
|
const FGameplayActuationState_Moving* CurrentState = Context.CurrentActuationState.GetPtr<FGameplayActuationState_Moving>();
|
|
const FGameplayActuationState_Standing* NextState = Context.NextActuationState.GetPtr<FGameplayActuationState_Standing>();
|
|
|
|
if (CurrentState == nullptr || NextState == nullptr)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
constexpr double BreakingDistance = 250.0;
|
|
|
|
// Match, create transitions.
|
|
UGameplayTask_MoveToStandTransition* NewTransitionTask = UGameplayTask::NewTask<UGameplayTask_MoveToStandTransition>(Context.TasksComponent);
|
|
|
|
const int32 LastIndex = CurrentState->Corridor->Portals.Num() - 2;
|
|
const FVector PathDir = LastIndex >= 0 ? (CurrentState->Corridor->Portals[LastIndex + 1].Location - CurrentState->Corridor->Portals[LastIndex].Location).GetSafeNormal2D() : FVector::ForwardVector;
|
|
|
|
NewTransitionTask->BreakingDistance = BreakingDistance;
|
|
NewTransitionTask->StartHeadingDirection = FVector(CurrentState->HeadingDirection);
|
|
|
|
NewTransitionTask->ActuationState.ActuationName = FName(TEXT("MoveToStand"));
|
|
NewTransitionTask->ActuationState.HeadingDirection = CurrentState->HeadingDirection;
|
|
NewTransitionTask->ActuationState.Prediction.Location = CurrentState->Path->GetEndLocation();
|
|
NewTransitionTask->ActuationState.Prediction.Direction = FVector3f(PathDir);
|
|
NewTransitionTask->ActuationState.Prediction.Speed = 0.0f;
|
|
NewTransitionTask->ActuationState.Prediction.Time = 0.0f; // @todo
|
|
NewTransitionTask->ActuationState.Path = CurrentState->Path;
|
|
NewTransitionTask->ActuationState.Corridor = CurrentState->Corridor;
|
|
|
|
// Transition task setup
|
|
NewTransitionTask->ResourceOverlapPolicy = ETaskResourceOverlapPolicy::StartOnTop;
|
|
NewTransitionTask->Priority = 128;
|
|
|
|
return NewTransitionTask;
|
|
}
|
|
|
|
//-----------------------------------------------------
|
|
// UGameplayTask_MoveToStandTransition
|
|
//-----------------------------------------------------
|
|
UGameplayTask_MoveToStandTransition::UGameplayTask_MoveToStandTransition(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
bTickingTask = true;
|
|
|
|
AddRequiredResource(UAIResource_Movement::StaticClass());
|
|
AddClaimedResource(UAIResource_Movement::StaticClass());
|
|
}
|
|
|
|
bool UGameplayTask_MoveToStandTransition::ShouldActivate(const FMakeGameplayTransitionTaskContext& Context) const
|
|
{
|
|
const FGameplayActuationState_Moving* CurrentState = Context.CurrentActuationState.GetPtr<FGameplayActuationState_Moving>();
|
|
const FGameplayActuationState_Standing* NextState = Context.NextActuationState.GetPtr<FGameplayActuationState_Standing>();
|
|
|
|
if (CurrentState == nullptr || NextState == nullptr)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const FVector CurrentLocation = Context.MovementComponent->GetActorFeetLocation();
|
|
const double DistanceToStand = FVector::Dist2D(CurrentLocation, NextState->Prediction.Location);
|
|
|
|
return DistanceToStand < BreakingDistance;
|
|
}
|
|
|
|
|
|
void UGameplayTask_MoveToStandTransition::ExternalCancel()
|
|
{
|
|
EndTask();
|
|
}
|
|
|
|
void UGameplayTask_MoveToStandTransition::Activate()
|
|
{
|
|
Super::Activate();
|
|
|
|
APawn* Pawn = Cast<APawn>(GetAvatarActor());
|
|
check(Pawn);
|
|
|
|
MovementComponent = Pawn->FindComponentByClass<UCharacterMovementComponent>();
|
|
if (MovementComponent == nullptr)
|
|
{
|
|
UE_VLOG(GetGameplayTasksComponent(), LogGameplayTasks, Error, TEXT("Failed to find movement component"));
|
|
bCompleted = true;
|
|
return;
|
|
}
|
|
|
|
bCompleted = false;
|
|
}
|
|
|
|
void UGameplayTask_MoveToStandTransition::TickTask(float DeltaTime)
|
|
{
|
|
UWorld* World = GetWorld();
|
|
check(World);
|
|
checkf(MovementComponent, TEXT("Expecting valid Movement Component."));
|
|
|
|
const FVector CurrentLocation = MovementComponent->GetActorFeetLocation();
|
|
const FVector CurrentVelocity = MovementComponent->Velocity;
|
|
double CurrentSpeed = CurrentVelocity.Length();
|
|
|
|
const float MaxSpeed = MovementComponent->GetMaxSpeed();
|
|
constexpr float MaxAcceleration = 350.0f;
|
|
|
|
const FVector EndLocation = ActuationState.Prediction.Location;
|
|
const FVector EndDirection = FVector(ActuationState.Prediction.Direction);
|
|
|
|
const float DistanceToEnd = FVector::DistSquared2D(CurrentLocation, EndLocation);
|
|
|
|
const float Speed = MaxSpeed;
|
|
const float DeltaSpeed = FMath::Clamp(Speed - CurrentSpeed, -MaxAcceleration * DeltaTime, MaxAcceleration * DeltaTime);
|
|
CurrentSpeed += DeltaSpeed;
|
|
|
|
const float Fade = FMath::Clamp(FMath::Sqrt(DistanceToEnd) / BreakingDistance, 0.0f, 1.0f);
|
|
const float FadeMaxSpeed = MaxSpeed * FMath::Sqrt(Fade);
|
|
CurrentSpeed = FMath::Clamp(CurrentSpeed, 1.0, FadeMaxSpeed);
|
|
|
|
const double DistanceToGoal = FVector::DotProduct(EndDirection, CurrentLocation - EndLocation);
|
|
|
|
const FVector DirToEnd = DistanceToGoal > -10.0f ? EndDirection : (EndLocation - CurrentLocation).GetSafeNormal();
|
|
const FVector HeadingDir = FMath::Lerp(StartHeadingDirection, EndDirection, FMath::Square(Fade)).GetSafeNormal();
|
|
|
|
ActuationState.HeadingDirection = FVector3f(HeadingDir);
|
|
|
|
const FVector ClampedVelocity = DirToEnd * CurrentSpeed;
|
|
MovementComponent->RequestDirectMove(ClampedVelocity, /*bForceMaxSpeed*/false);
|
|
|
|
if (!bCompleted && DistanceToGoal > 0.0f)
|
|
{
|
|
if (OnTransitionCompleted.IsBound())
|
|
{
|
|
OnTransitionCompleted.Broadcast(EGameplayTransitionResult::Succeeded, this);
|
|
}
|
|
bCompleted = true;
|
|
}
|
|
|
|
#if ENABLE_VISUAL_LOG
|
|
if (FVisualLogger::IsRecording())
|
|
{
|
|
UE_VLOG_LOCATION(GetGameplayTasksComponent(), LogGameplayTasks, Log, CurrentLocation, 30, FColor::White, TEXT("Move -> Stand"));
|
|
|
|
const FVector Offset(0,0,10);
|
|
|
|
UE_VLOG_SEGMENT_THICK(GetGameplayTasksComponent(), LogGameplayTasks, Log, CurrentLocation + Offset, ActuationState.Prediction.Location + Offset, FColor::Red, 2, TEXT("Fade:%.2f"), Fade);
|
|
UE_VLOG_CIRCLE_THICK(GetGameplayTasksComponent(), LogGameplayTasks, Log, ActuationState.Prediction.Location + Offset, FVector::UpVector, 30.0f, FColor::Red, 2, TEXT_EMPTY);
|
|
UE_VLOG_SEGMENT_THICK(GetGameplayTasksComponent(), LogGameplayTasks, Log, ActuationState.Prediction.Location + Offset, ActuationState.Prediction.Location + FVector(ActuationState.Prediction.Direction) * 100.0 + Offset, FColor::Red, 4, TEXT_EMPTY);
|
|
|
|
// Debug draw
|
|
if (ActuationState.Path.IsValid())
|
|
{
|
|
UE::GameplayInteraction::Debug::VLogPath(GetGameplayTasksComponent(), *ActuationState.Path.Get());
|
|
}
|
|
|
|
if (ActuationState.Corridor.IsValid())
|
|
{
|
|
UE::GameplayInteraction::Debug::VLogCorridor(GetGameplayTasksComponent(), *ActuationState.Corridor.Get());
|
|
}
|
|
}
|
|
#endif // ENABLE_VISUAL_LOG
|
|
}
|
|
|