starting to add the hud in the sample

This commit is contained in:
Arnaud Jamin
2023-10-06 17:22:23 -04:00
parent 92396410d4
commit b18e62cd02
112 changed files with 707 additions and 333 deletions
+7 -5
View File
@@ -6,12 +6,14 @@
#define USE_COG (ENABLE_DRAW_DEBUG && !NO_LOGGING)
#endif
#if !USE_COG
#if USE_COG
#define COG(expr) (0)
#define IF_COG(expr) { expr; }
#define COG_LOG_CATEGORY FLogCategoryBase
#else //!ENABLE_COG
#else //USE_COG
#define COG(expr) { expr; }
#define IF_COG(expr) (0)
#define COG_LOG_CATEGORY FNoLoggingCategory
#endif //!ENABLE_COG
#endif //USE_COG
+76 -25
View File
@@ -9,6 +9,7 @@
#include "CogSampleFunctionLibrary_Team.h"
#include "CogSampleGameplayAbility.h"
#include "CogSampleLogCategories.h"
#include "CogSamplePlayerController.h"
#include "CogSampleRootMotionParams.h"
#include "CogSampleTagLibrary.h"
#include "Components/CapsuleComponent.h"
@@ -93,6 +94,8 @@ void ACogSampleCharacter::BeginPlay()
Subsystem->AddMappingContext(DefaultMappingContext, 0);
}
}
TryFinishInitialize();
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -132,7 +135,7 @@ ECogInterfacesAllegiance ACogSampleCharacter::GetAllegianceWithOtherActor(const
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::InitializeAbilitySystem()
{
if (bIsInitialized)
if (bIsAbilitySystemInitialized)
{
return;
}
@@ -205,7 +208,32 @@ void ACogSampleCharacter::InitializeAbilitySystem()
GameplayEffectAddedHandle = AbilitySystem->OnActiveGameplayEffectAddedDelegateToSelf.AddUObject(this, &ACogSampleCharacter::OnGameplayEffectAdded);
GameplayEffectRemovedHandle = AbilitySystem->OnAnyGameplayEffectRemovedDelegate().AddUObject(this, &ACogSampleCharacter::OnGameplayEffectRemoved);
bIsAbilitySystemInitialized = true;
TryFinishInitialize();
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::TryFinishInitialize()
{
if (bIsInitialized)
{
return;
}
if (bIsAbilitySystemInitialized == false)
{
return;
}
if (HasActorBegunPlay() == false)
{
return;
}
bIsInitialized = true;
OnInitialized.Broadcast(this);
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -252,9 +280,6 @@ void ACogSampleCharacter::SetupPlayerInputComponent(class UInputComponent* Playe
{
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ACogSampleCharacter::Move);
EnhancedInputComponent->BindAction(MoveZAction, ETriggerEvent::Triggered, this, &ACogSampleCharacter::MoveZ);
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ACogSampleCharacter::Look);
@@ -341,21 +366,37 @@ void ACogSampleCharacter::ActivateItem(const FInputActionValue& Value, int32 Ind
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::Move(const FInputActionValue& Value)
{
const FVector2D MovementVector = Value.Get<FVector2D>();
FVector2D MoveInput2D = Value.Get<FVector2D>();
MoveInput.X = MoveInput2D.X;
MoveInput.Y = MoveInput2D.Y;
MoveInputInWorldSpace = MoveInput;
if (Controller != nullptr)
{
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
AddMovementInput(ForwardDirection, MovementVector.Y);
AddMovementInput(RightDirection, MovementVector.X);
MoveInputInWorldSpace = TransformInputInWorldSpace(MoveInput);
AddMovementInput(MoveInputInWorldSpace);
}
}
//--------------------------------------------------------------------------------------------------------------------------
FVector ACogSampleCharacter::TransformInputInWorldSpace(const FVector& Input) const
{
if (Controller == nullptr)
{
return Input;
}
FRotator ControlRotation = Controller->GetControlRotation();
ControlRotation.Pitch = 0.0f;
ControlRotation.Roll = 0.0f;
FVector WorldInput = ControlRotation.RotateVector(FVector(Input.Y, Input.X, 0.0f));
return WorldInput;
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::MoveZ(const FInputActionValue& Value)
{
@@ -380,18 +421,27 @@ void ACogSampleCharacter::Look(const FInputActionValue& Value)
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnDamageReceived(float MitigatedDamage, float UnmitigatedDamage, AActor* DamageDealer, const FGameplayEffectSpec& EffectSpec)
void ACogSampleCharacter::HandleDamageReceived(const FCogSampleDamageEventParams& Params)
{
OnDamageReceived.Broadcast(Params);
#if USE_COG
FCogDebugMetric::AddMetric(this, "Damage Received", MitigatedDamage, UnmitigatedDamage, false);
FCogDebugMetric::AddMetric(this, "Damage Received", Params.MitigatedDamage, Params.UnmitigatedDamage, false);
#endif //USE_COG
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnDamageDealt(float MitigatedDamage, float UnmitigatedDamage, AActor* DamageReceiver, const FGameplayEffectSpec& EffectSpec)
void ACogSampleCharacter::HandleDamageDealt(const FCogSampleDamageEventParams& Params)
{
OnDamageDealt.Broadcast(Params);
if (ACogSamplePlayerController* PlayerController = Cast<ACogSamplePlayerController>(GetController()))
{
PlayerController->OnPawnDealtDamage.Broadcast(Params);
}
#if USE_COG
FCogDebugMetric::AddMetric(this, "Damage Dealt", MitigatedDamage, UnmitigatedDamage, false);
FCogDebugMetric::AddMetric(this, "Damage Dealt", Params.MitigatedDamage, Params.UnmitigatedDamage, false);
#endif //USE_COG
}
@@ -463,27 +513,27 @@ void ACogSampleCharacter::OnGhostTagNewOrRemoved(const FGameplayTag InTag, int32
check(InTag == Tag_Status_Ghost);
bool bHasGhostTags = NewCount > 0;
if (bIsGhost == bHasGhostTags)
if (bIsInGhostMode == bHasGhostTags)
{
return;
}
bIsGhost = bHasGhostTags;
bIsInGhostMode = bHasGhostTags;
SetActorEnableCollision(bIsGhost == false);
CameraBoom->bDoCollisionTest = bIsGhost == false;
SetActorEnableCollision(bIsInGhostMode == false);
CameraBoom->bDoCollisionTest = bIsInGhostMode == false;
if (UCogSampleCharacterMovementComponent* MovementComponent = Cast<UCogSampleCharacterMovementComponent>(GetMovementComponent()))
{
MovementComponent->bCheatFlying = bIsGhost;
MovementComponent->SetMovementMode(bIsGhost ? MOVE_Flying : MOVE_Falling);
MovementComponent->bCheatFlying = bIsInGhostMode;
MovementComponent->SetMovementMode(bIsInGhostMode ? MOVE_Flying : MOVE_Falling);
}
if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
{
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
{
if (bIsGhost)
if (bIsInGhostMode)
{
Subsystem->AddMappingContext(GhostMappingContext, 0);
}
@@ -619,4 +669,5 @@ FVector ACogSampleCharacter::GetTargetLocation() const
void ACogSampleCharacter::GetTargetCapsules(TArray<const UCapsuleComponent*>& Capsules) const
{
Capsules.Add(GetCapsuleComponent());
}
}
+67 -39
View File
@@ -7,6 +7,7 @@
#include "CogDefines.h"
#include "CogInterfaceAllegianceActor.h"
#include "CogInterfaceDebugFilteredActor.h"
#include "CogSampleDamageEvent.h"
#include "CogSampleTargetableInterface.h"
#include "CogSampleTeamInterface.h"
#include "GameFramework/Character.h"
@@ -57,6 +58,9 @@ public:
bool ActivateWhenGiven = false;
};
//--------------------------------------------------------------------------------------------------------------------------
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCogSampleCharacterEventDelegate, ACogSampleCharacter*, Character);
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(config=Game)
class ACogSampleCharacter : public ACharacter
@@ -74,9 +78,10 @@ public:
//----------------------------------------------------------------------------------------------------------------------
// ACharacter overrides
//----------------------------------------------------------------------------------------------------------------------
virtual void BeginPlay();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason);
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void MarkComponentsAsPendingKill() override;
@@ -84,35 +89,42 @@ public:
virtual void PossessedBy(AController* NewController) override;
void OnAcknowledgePossession(APlayerController* InController);
//----------------------------------------------------------------------------------------------------------------------
// IAbilitySystemInterface overrides
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintPure)
UAbilitySystemComponent* GetAbilitySystemComponent() const override;
//----------------------------------------------------------------------------------------------------------------------
// ICogInterfacesAllegianceActor overrides
//----------------------------------------------------------------------------------------------------------------------
ECogInterfacesAllegiance GetAllegianceWithOtherActor(const AActor* OtherActor) const override;
//----------------------------------------------------------------------------------------------------------------------
// ICogSampleTargetInterface overrides
//----------------------------------------------------------------------------------------------------------------------
virtual FVector GetTargetLocation() const override;
virtual void GetTargetCapsules(TArray<const UCapsuleComponent*>& Capsules) const override;
//----------------------------------------------------------------------------------------------------------------------
void OnAcknowledgePossession(APlayerController* InController);
void OnDamageReceived(float DamageAmount, float UnmitigatedDamageAmount, AActor* DamageDealer, const FGameplayEffectSpec& EffectSpec);
void OnDamageDealt(float DamageAmount, float UnmitigatedDamageAmount, AActor* DamageReceiver, const FGameplayEffectSpec& EffectSpec);
void OnKilled(AActor* InInstigator, AActor* InCauser, const FGameplayEffectSpec& InEffectSpec, float InMagnitude);
void OnRevived(AActor* InInstigator, AActor* InCauser, const FGameplayEffectSpec& InEffectSpec, float InMagnitude);
// Team
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintPure)
virtual int32 GetTeam() const override { return Team; }
UFUNCTION(BlueprintCallable)
void SetTeamID(int32 Value);
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Team, Replicated, meta = (AllowPrivateAccess = "true"))
int32 Team = 0;
//----------------------------------------------------------------------------------------------------------------------
// Camera
//----------------------------------------------------------------------------------------------------------------------
@@ -120,17 +132,21 @@ public:
UCameraComponent* GetFollowCamera() const { return FollowCamera; }
/** Camera boom positioning the camera behind the character */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
USpringArmComponent* CameraBoom;
/** Follow camera */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
UCameraComponent* FollowCamera;
//----------------------------------------------------------------------------------------------------------------------
// Input
//----------------------------------------------------------------------------------------------------------------------
FVector TransformInputInWorldSpace(const FVector& Input) const;
FVector GetMoveInput() const { return MoveInput; }
FVector GetMoveInputInWorldSpace() const { return MoveInputInWorldSpace; }
/** MappingContext */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputMappingContext* DefaultMappingContext;
@@ -139,10 +155,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputMappingContext* GhostMappingContext;
/** Jump Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* JumpAction;
/** Move Input Action */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
UInputAction* MoveAction;
@@ -161,6 +173,17 @@ public:
//----------------------------------------------------------------------------------------------------------------------
// Ability
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintPure)
bool IsInitialized() const { return bIsInitialized; }
void HandleDamageReceived(const FCogSampleDamageEventParams& Params);
void HandleDamageDealt(const FCogSampleDamageEventParams& Params);
void OnKilled(AActor* InInstigator, AActor* InCauser, const FGameplayEffectSpec& InEffectSpec, float InMagnitude);
void OnRevived(AActor* InInstigator, AActor* InCauser, const FGameplayEffectSpec& InEffectSpec, float InMagnitude);
UPROPERTY(BlueprintReadOnly, Category = Ability, meta = (AllowPrivateAccess = "true"))
UAbilitySystemComponent* AbilitySystem = nullptr;
@@ -176,19 +199,15 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Ability)
TArray<TSubclassOf<UGameplayEffect>> Effects;
//----------------------------------------------------------------------------------------------------------------------
// Team
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintPure)
virtual int32 GetTeam() const override { return Team; }
UPROPERTY(BlueprintAssignable)
FCogSampleCharacterEventDelegate OnInitialized;
UFUNCTION(BlueprintCallable)
void SetTeamID(int32 Value);
UPROPERTY(BlueprintAssignable)
FCogSampleDamageEventDelegate OnDamageDealt;
UPROPERTY(BlueprintAssignable)
FCogSampleDamageEventDelegate OnDamageReceived;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Team, Replicated, meta = (AllowPrivateAccess = "true"))
int32 Team = 0;
//----------------------------------------------------------------------------------------------------------------------
// Root Motion
//----------------------------------------------------------------------------------------------------------------------
@@ -200,6 +219,7 @@ private:
//----------------------------------------------------------------------------------------------------------------------
// Inputs
//----------------------------------------------------------------------------------------------------------------------
void Move(const FInputActionValue& Value);
void MoveZ(const FInputActionValue& Value);
@@ -212,9 +232,16 @@ private:
void ActivateItem(const FInputActionValue& Value, int32 Index);
FVector MoveInput;
FVector MoveInputInWorldSpace;
//----------------------------------------------------------------------------------------------------------------------
// Ability system
// Ability
//----------------------------------------------------------------------------------------------------------------------
void TryFinishInitialize();
void InitializeAbilitySystem();
void ShutdownAbilitySystem();
@@ -232,15 +259,6 @@ private:
UFUNCTION()
void OnRep_ActiveAbilityHandles();
//----------------------------------------------------------------------------------------------------------------------
// Root Motion
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(Reliable, Client)
void Client_ApplyRootMotion(const FCogSampleRootMotionParams& Params);
uint16 ApplyRootMotionShared(const FCogSampleRootMotionParams& Params);
//----------------------------------------------------------------------------------------------------------------------
UPROPERTY(ReplicatedUsing=OnRep_ActiveAbilityHandles, Transient)
TArray<FGameplayAbilitySpecHandle> ActiveAbilityHandles;
@@ -252,9 +270,19 @@ private:
FDelegateHandle ScaleAttributeDelegateHandle;
bool bIsGhost = false;
bool bIsAbilitySystemInitialized = false;
bool bIsInitialized = false;
bool bIsInGhostMode = false;
//----------------------------------------------------------------------------------------------------------------------
// Root Motion
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(Reliable, Client)
void Client_ApplyRootMotion(const FCogSampleRootMotionParams& Params);
uint16 ApplyRootMotionShared(const FCogSampleRootMotionParams& Params);
};
+26
View File
@@ -0,0 +1,26 @@
#pragma once
#include "CoreMinimal.h"
#include "CogSampleDamageEvent.generated.h"
//--------------------------------------------------------------------------------------------------------------------------
USTRUCT(BlueprintType)
struct FCogSampleDamageEventParams
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite)
float MitigatedDamage = 0;
UPROPERTY(BlueprintReadWrite)
float UnmitigatedDamage = 0;
UPROPERTY(BlueprintReadWrite)
AActor* DamageDealer = nullptr;
UPROPERTY(BlueprintReadWrite)
AActor* DamageReceiver = nullptr;
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCogSampleDamageEventDelegate, const FCogSampleDamageEventParams&, Params);
@@ -59,39 +59,45 @@ void UCogSampleExecCalculation_Damage::Execute_Implementation(const FGameplayEff
//-----------------------------------------------------------------------------------------------------
// Get flat Damage
//-----------------------------------------------------------------------------------------------------
float IncomingDamage = 0.0f;
ExecutionParams.AttemptCalculateTransientAggregatorMagnitude(Tag_Effect_Data_Damage, EvaluationParameters, IncomingDamage);
float UnmitigatedDamage = 0.0f;
ExecutionParams.AttemptCalculateTransientAggregatorMagnitude(Tag_Effect_Data_Damage, EvaluationParameters, UnmitigatedDamage);
//-----------------------------------------------------------------------------------------------------
// Apply resistances
//-----------------------------------------------------------------------------------------------------
float ReceivedDamage = 0.0f;
float MitigatedDamage = 0.0f;
if (TargetAbilitySystem->HasMatchingGameplayTag(Tag_Status_Immune_Damage) == false)
{
float Resistances = 0.0f;
ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().DamageResistanceDef, EvaluationParameters, Resistances);
Resistances = FMath::Min(Resistances, 1.0f);
ReceivedDamage = IncomingDamage * (1.0f - Resistances);
MitigatedDamage = UnmitigatedDamage * (1.0f - Resistances);
}
if (SpecAssetTags.HasTag(Tag_Effect_Type_Damage_Kill))
{
IncomingDamage = TargetAbilitySystem->GetNumericAttribute(UCogSampleAttributeSet_Health::GetMaxHealthAttribute());
ReceivedDamage = IncomingDamage;
UnmitigatedDamage = TargetAbilitySystem->GetNumericAttribute(UCogSampleAttributeSet_Health::GetMaxHealthAttribute());
MitigatedDamage = UnmitigatedDamage;
}
//-----------------------------------------------------------------------------------------------------
// Apply Damage
//-----------------------------------------------------------------------------------------------------
if (ReceivedDamage > 0.0f)
if (MitigatedDamage > 0.0f)
{
OutExecutionOutput.AddOutputModifier(FGameplayModifierEvaluatedData(UCogSampleAttributeSet_Health::GetHealthAttribute(), EGameplayModOp::Additive, -ReceivedDamage));
OutExecutionOutput.AddOutputModifier(FGameplayModifierEvaluatedData(UCogSampleAttributeSet_Health::GetHealthAttribute(), EGameplayModOp::Additive, -MitigatedDamage));
TargetCharacter->OnDamageReceived(ReceivedDamage, IncomingDamage, SourceCharacter, EffectSpec);
FCogSampleDamageEventParams Params;
Params.DamageDealer = SourceCharacter;
Params.DamageReceiver = TargetCharacter;
Params.MitigatedDamage = MitigatedDamage;
Params.UnmitigatedDamage = UnmitigatedDamage;
TargetCharacter->HandleDamageReceived(Params);
if (SourceCharacter != nullptr)
{
SourceCharacter->OnDamageDealt(ReceivedDamage, IncomingDamage, TargetCharacter, EffectSpec);
SourceCharacter->HandleDamageDealt(Params);
}
}
}
@@ -9,10 +9,16 @@
#include "GameFramework/Character.h"
#include "GameplayCueNotifyTypes.h"
#include "GameplayEffectTypes.h"
#include "GameplayTagContainer.h"
#include "Kismet/KismetMathLibrary.h"
#include "Particles/ParticleSystemComponent.h"
#include "ScalableFloat.h"
#if USE_COG
#include "CogDebugDraw.h"
#include "CogDebugLog.h"
#endif //USE_COG
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleFunctionLibrary_Gameplay::AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty)
{
@@ -250,4 +256,62 @@ FVector2D UCogSampleFunctionLibrary_Gameplay::ScreenToViewport(const FVector2D&
float UCogSampleFunctionLibrary_Gameplay::ScreenToViewport(const float Value, const FVector2D& DisplaySize)
{
return Value * 2.0f / FMath::Min(DisplaySize.X, DisplaySize.Y);
}
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleFunctionLibrary_Gameplay::HasLineOfSight(
const UWorld* World,
const FVector& Start,
const FVector& End,
const FCollisionObjectQueryParams& BlockersParams,
const FCollisionQueryParams& QueryParams,
const COG_LOG_CATEGORY& LogCategory)
{
IF_COG(FCogDebugDraw::Sphere(LogCategory, World, Start, 5.0f, FColor::Black, false, 0));
IF_COG(FCogDebugDraw::Sphere(LogCategory, World, End, 10.0f, FColor::Black, false, 0));
FHitResult BlockerRaycastHit;
if (World->LineTraceSingleByObjectType(BlockerRaycastHit, Start, End, BlockersParams, QueryParams))
{
IF_COG(FCogDebugDraw::Segment(LogCategory, World, Start, End, FColor(0, 0, 0, 10), false, 0));
IF_COG(FCogDebugDraw::Sphere(LogCategory, World, BlockerRaycastHit.ImpactPoint, 5.0f, FColor::Red, false, 0));
}
else
{
IF_COG(FCogDebugDraw::Segment(LogCategory, World, Start, End, FColor(255, 255, 255, 10), false, 0));
//--------------------------------------------------------------------------------------------------------------
// We didn't touch a blocker, we have line of sight.
//--------------------------------------------------------------------------------------------------------------
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleFunctionLibrary_Gameplay::IsActorAbilitySystemMatchingTags(const UAbilitySystemComponent* AbilitySystem, const FGameplayTagContainer& RequiredTags, const FGameplayTagContainer& IgnoredTags)
{
if (AbilitySystem == nullptr)
{
return false;
}
const bool bHasRequiredTags = AbilitySystem->HasAllMatchingGameplayTags(RequiredTags);
const bool bHasIgnoredTags = AbilitySystem->HasAnyMatchingGameplayTags(IgnoredTags);
if (bHasRequiredTags && bHasIgnoredTags == false)
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleFunctionLibrary_Gameplay::IsActorMatchingTags(const AActor* Actor, const FGameplayTagContainer& RequiredTags, const FGameplayTagContainer& IgnoredTags)
{
const UAbilitySystemComponent* AbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Actor);
bool Result = IsActorAbilitySystemMatchingTags(AbilitySystem, RequiredTags, IgnoredTags);
return Result;
}
@@ -1,6 +1,7 @@
#pragma once
#include "CoreMinimal.h"
#include "CogDefines.h"
#include "CogSampleFunctionLibrary_Gameplay.generated.h"
class UAbilitySystemComponent;
@@ -10,6 +11,7 @@ struct FGameplayAttribute;
struct FGameplayAttributeData;
struct FGameplayCueNotify_SpawnResult;
struct FGameplayCueParameters;
struct FGameplayTagContainer;
//--------------------------------------------------------------------------------------------------------------------------
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
@@ -73,4 +75,11 @@ public:
static FVector2D ScreenToViewport(const FVector2D& value, const FVector2D& displaySize);
static float ScreenToViewport(const float value, const FVector2D& displaySize);
static bool HasLineOfSight(const UWorld* World, const FVector& Start, const FVector& End, const FCollisionObjectQueryParams& BlockersParams, const FCollisionQueryParams& QueryParams, const COG_LOG_CATEGORY& LogCategory);
static bool IsActorAbilitySystemMatchingTags(const UAbilitySystemComponent* AbilitySystem, const FGameplayTagContainer& RequiredTags, const FGameplayTagContainer& IgnoredTags);
static bool IsActorMatchingTags(const AActor* Actor, const FGameplayTagContainer& RequiredTags, const FGameplayTagContainer& IgnoredTags);
};
+28 -2
View File
@@ -51,6 +51,32 @@ void ACogSamplePlayerController::Tick(float DeltaSeconds)
TArray<AActor*> TagretToIgnore;
FCogSampleTargetAcquisitionResult Result;
TargetAcquisition->FindBestTarget(this, TagretToIgnore, nullptr, true, FVector2D::ZeroVector, false, Result);
Target = Result.Target;
SetTarget(Result.Target);
}
}
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSamplePlayerController::SetTarget(AActor* Value)
{
if (Value == Target)
{
return;
}
AActor* OldTarget = Target.Get();
Target = Value;
if (GetLocalRole() == ROLE_AutonomousProxy)
{
Server_SetTarget(Value);
}
OnTargetChanged.Broadcast(this, Target.Get(), OldTarget);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSamplePlayerController::Server_SetTarget_Implementation(AActor* Value)
{
Target = Value;
}
+19 -1
View File
@@ -2,11 +2,16 @@
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "CogSampleDamageEvent.h"
#include "GameFramework/PlayerController.h"
#include "CogSamplePlayerController.generated.h"
class UCogSampleTargetAcquisition;
//--------------------------------------------------------------------------------------------------------------------------
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FCogSampleTargetChangedEventDelegate, ACogSamplePlayerController*, Controller, AActor*, NewTarget, AActor*, OldTarget);
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(config=Game)
class ACogSamplePlayerController : public APlayerController
{
@@ -22,12 +27,25 @@ public:
virtual void Tick(float DeltaSeconds);
void SetTarget(AActor* Value);
AActor* GetTarget() const { return Target.Get(); }
UPROPERTY(BlueprintAssignable)
FCogSampleTargetChangedEventDelegate OnTargetChanged;
UPROPERTY(BlueprintAssignable)
FCogSampleDamageEventDelegate OnPawnDealtDamage;
private:
UFUNCTION(Reliable, Server)
void Server_SetTarget(AActor* Value);
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = TargetAcquisition, meta = (AllowPrivateAccess = "true"))
UCogSampleTargetAcquisition* TargetAcquisition = nullptr;
UPROPERTY(BlueprintReadOnly, Category = TargetAcquisition, meta = (AllowPrivateAccess = "true"))
TSoftObjectPtr<AActor> Target = nullptr;
TWeakObjectPtr<AActor> Target = nullptr;
};
+233 -234
View File
@@ -15,9 +15,9 @@
#endif //USE_COG
//--------------------------------------------------------------------------------------------------------------------------
// UCogSampleTargetAcquisition_Generic
// FCogSampleTargetTargetAcquisitionParams
//--------------------------------------------------------------------------------------------------------------------------
struct FCogSampleTargetCandidateEvaluationParameters
struct FCogSampleTargetTargetAcquisitionParams
{
const AActor* Source;
FVector SourceLocation;
@@ -35,18 +35,11 @@ struct FCogSampleTargetCandidateEvaluationParameters
FVector2D SearchDirectionScreenOrigin = FVector2D::ZeroVector;
FVector2D SearchDirectionNormalized = FVector2D::ZeroVector;
bool IsDebugPersistent = false;
bool IsCrosshairInsideAnyCandidate = false;
};
//--------------------------------------------------------------------------------------------------------------------------
struct FCogSampleTargetCandidateEvaluationResult
{
AActor* BestTarget;
float MinScore;
bool bFoundLocationInsideShape;
};
//--------------------------------------------------------------------------------------------------------------------------
// UCogSampleTargetAcquisition_Generic
// UCogSampleTargetAcquisition
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTargetAcquisition::FindBestTargets(
const APlayerController* Controller,
@@ -60,7 +53,7 @@ void UCogSampleTargetAcquisition::FindBestTargets(
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTargets);
COG(FCogDebugDraw::String2D(LogCogTargetAcquisition, Controller, GetName(), FVector2D(20, 20), FColor::White, bIsDebugPersistent));
IF_COG(FCogDebugDraw::String2D(LogCogTargetAcquisition, Controller, GetName(), FVector2D(20, 20), FColor::White, bIsDebugPersistent));
TArray<AActor*> TempTargetsToIgnore(TargetsToIgnore);
@@ -136,7 +129,7 @@ void UCogSampleTargetAcquisition::FindBestTarget(
const FVector2D SearchDirectionNormalized = (TargetSwitchSearchDirection.IsNearlyZero() == false) ? TargetSwitchSearchDirection.GetSafeNormal() : FVector2D::ZeroVector;
if (SearchDirectionNormalized.IsNearlyZero() == false)
{
COG(FCogDebugDraw::Segment2D(LogCogTargetAcquisition, Controller, FVector2D::ZeroVector, FVector2D(SearchDirectionNormalized.X, -SearchDirectionNormalized.Y), FColor(255, 255, 0, 255), bIsDebugPersistent));
IF_COG(FCogDebugDraw::Segment2D(LogCogTargetAcquisition, Controller, FVector2D::ZeroVector, FVector2D(SearchDirectionNormalized.X, -SearchDirectionNormalized.Y), FColor(255, 255, 0, 255), bIsDebugPersistent));
}
#endif //USE_COG
@@ -155,7 +148,7 @@ void UCogSampleTargetAcquisition::FindBestTarget(
const FQuat CapsuleRotation = (CastRotation + FRotator(90, 0, 0)).Quaternion();
const FCollisionShape CapsuleShape = FCollisionShape::MakeCapsule(CapsuleRadius, CapsuleHalfHeight);
COG(FCogDebugDraw::Capsule(LogCogTargetAcquisition, Controller, CapsuleCenter, CapsuleHalfHeight, CapsuleRadius, CapsuleRotation, FColor::Yellow, bIsDebugPersistent, 0));
IF_COG(FCogDebugDraw::Capsule(LogCogTargetAcquisition, Controller, CapsuleCenter, CapsuleHalfHeight, CapsuleRadius, CapsuleRotation, FColor::Yellow, bIsDebugPersistent, 0));
//-------------------------------------------------
// Gather targets asynchronously
@@ -220,7 +213,7 @@ void UCogSampleTargetAcquisition::FindBestTarget(
{
if (CheckIfTargetValid(Controller, Character, Actor) == false)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, "Filter", UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Actor), FColor::Red, bIsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, "Filter", UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Actor), FColor::Red, bIsDebugPersistent));
continue;
}
@@ -255,20 +248,161 @@ bool UCogSampleTargetAcquisition::GetViewInfo(
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTargetAcquisition::FindBestTargetInCandidates(
const APlayerController* Controller,
const TArray<AActor*>& TargetsToIgnore,
const TArray<AActor*>& Candidates,
const FVector2D ScreenSearchDirection,
const FVector2D SearchDirectionScreenOrigin,
const bool bIsDebugPersistent,
FCogSampleTargetAcquisitionResult& Result) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTargetInCandidates);
ACogSampleCharacter* Character = Cast<ACogSampleCharacter>(Controller->GetPawn());
if (Character == nullptr)
{
return;
}
//----------------------------------------------------------------------------------------------------------------------
// Compute view matrix to project each candidate capsules in screen space
//----------------------------------------------------------------------------------------------------------------------
FMatrix ViewProjectionMatrix;
FIntRect ViewRect;
if (GetViewInfo(Controller, ViewProjectionMatrix, ViewRect) == false)
{
return;
}
FVector2D ScreenSize(ViewRect.Width(), ViewRect.Height());
FVector2D ScreenCrosshairPosition = ScreenSize * 0.5f;;
//----------------------------------------------------------------------------------------------------------------------
// Draw screen limits
//----------------------------------------------------------------------------------------------------------------------
#if USE_COG
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, Controller, ScreenCrosshairPosition, 5.0f, FColor(255, 255, 255, 255), bIsDebugPersistent);
if (bUseScreenLimit)
{
if (ScreenLimitType == ECogSampleTargetAcquisitionScreenLimitType::Rectangle)
{
FCogDebugDraw::Rect2D(
LogCogTargetAcquisition,
Controller,
UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(FVector2D(-ScreenMaxX, -ScreenMaxY), ScreenSize),
UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(FVector2D(ScreenMaxX, ScreenMaxY), ScreenSize),
FColor(255, 255, 255, 255),
bIsDebugPersistent);
}
else
{
FCogDebugDraw::Circle2D(
LogCogTargetAcquisition,
Controller,
ScreenCrosshairPosition,
UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(ScreenMaxX, ScreenSize),
FColor(255, 255, 255, 255),
bIsDebugPersistent);
}
}
#endif //USE_COG
const FRotator YawRotation = GetReferentialRotation(Character, YawReferential);
const FVector YawDirection = YawRotation.Vector();
FCogSampleTargetTargetAcquisitionParams Params;
Params.Source = Character;
Params.SourceLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Character);
Params.Controller = Controller;
Params.TargetsToIgnore = TargetsToIgnore;
Params.bWorldDistanceIgnoreZ = WorldDistanceIgnoreZ;
Params.MaxWorldDistance = WorldDistanceMax;
Params.CrosshairPosition = ScreenCrosshairPosition;
Params.YawDirection = YawDirection;
Params.CameraRight = Character->GetFollowCamera()->GetComponentQuat().GetRightVector();
Params.ViewProjectionMatrix = ViewProjectionMatrix;
Params.ViewRect = ViewRect;
Params.BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
Params.bUseSearchDirection = ScreenSearchDirection.IsNearlyZero() == false;
Params.SearchDirectionScreenOrigin = SearchDirectionScreenOrigin;
Params.SearchDirectionNormalized = Params.bUseSearchDirection ? ScreenSearchDirection.GetSafeNormal() : FVector2D::ZeroVector;
Params.IsDebugPersistent = bIsDebugPersistent;
Params.IsCrosshairInsideAnyCandidate = false;
//----------------------------------------------------------------------------------------------------------------------
// Evaluate candidates actors
//----------------------------------------------------------------------------------------------------------------------
float MinScore = FLT_MAX;
AActor* BestTarget = nullptr;
bool bIsCrosshairInsideAnyTarget = false;
for (int32 i = 0; i < Candidates.Num(); ++i)
{
AActor* Candidate = Candidates[i];
if (Candidate == nullptr)
{
continue;
}
float CandidateScore = 0.0f;
bool bIsCrosshairInsideCandidate = false;
if (EvaluateCandidate(Candidate, Params, CandidateScore, bIsCrosshairInsideCandidate) == false)
{
continue;
}
//-----------------------------------------------------------------------------------------
// If the crosshair is inside this candidate, we can discard subsequent candidates
// that are not inside but also the best previous candidate since we were not inside it.
//-----------------------------------------------------------------------------------------
if (bPrioritizeTargetWithCrosshairInsideThem && bIsCrosshairInsideCandidate && bIsCrosshairInsideAnyTarget == false)
{
BestTarget = nullptr;
MinScore = FLT_MAX;
}
Params.IsCrosshairInsideAnyCandidate |= bIsCrosshairInsideCandidate;
if (CandidateScore > MinScore)
{
continue;
}
MinScore = CandidateScore;
BestTarget = Candidate;
}
if (BestTarget != nullptr)
{
Result.Target = BestTarget;
Result.Score = MinScore;
IF_COG(FCogDebugDraw::Point(LogCogTargetAcquisition, Controller, UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Result.Target), 20.0f, FColor::Green, Params.IsDebugPersistent, 100));
}
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::EvaluateCandidate(
AActor* CandidateTarget,
const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
FCogSampleTargetCandidateEvaluationResult& EvalResult) const
AActor* Candidate,
const FCogSampleTargetTargetAcquisitionParams& EvalParams,
float& CandidateScore,
bool& bIsCrosshairInsideCandidate) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::EvaluateCandidate);
if (EvalParams.TargetsToIgnore.Contains(CandidateTarget))
if (EvalParams.TargetsToIgnore.Contains(Candidate))
{
return false;
}
const FVector CandidateTargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(CandidateTarget);
const FVector CandidateTargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Candidate);
FVector CandidateLocationDelta = CandidateTargetLocation - EvalParams.SourceLocation;
if (EvalParams.bWorldDistanceIgnoreZ)
@@ -285,7 +419,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
//--------------------------------------------------------------------------------------------------------------
if (CandidateWorldDistance > EvalParams.MaxWorldDistance)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Dist: %0.2f"), CandidateWorldDistance * 0.01f), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Dist: %0.2f"), CandidateWorldDistance * 0.01f), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
return false;
}
@@ -297,7 +431,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
const float CandidateYaw = FRotator::NormalizeAxis(FMath::RadiansToDegrees(FMath::Acos(CandidateDot)));
if (bUseYawLimit && CandidateYaw > YawMax)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Yaw: %0.2f"), CandidateYaw), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Yaw: %0.2f"), CandidateYaw), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
return false;
}
@@ -309,7 +443,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
FVector2D CandidateClosestScreenLocation;
float CandidateClosestScreenDistance;
const UCapsuleComponent* CandidateBestHitZone = nullptr;
if (!ComputeCandidateScreenLocation(CandidateTarget, EvalParams, CandidateTargetLocation, CandidateScreenLocation, CandidateClosestScreenLocation, CandidateClosestScreenDistance))
if (!ComputeCandidateScreenLocation(Candidate, EvalParams, CandidateTargetLocation, CandidateScreenLocation, CandidateClosestScreenLocation, CandidateClosestScreenDistance))
{
return false;
}
@@ -328,32 +462,22 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
//--------------------------------------------------------------------------------------------------------------
// Raycast to verify this target is not blocked by a collision.
//--------------------------------------------------------------------------------------------------------------
if (!HasLineOfSightToTarget(EvalParams.Source, CandidateTarget, EvalParams.BlockersParams))
if (HasLineOfSightToTarget(EvalParams.Source, EvalParams.SourceLocation, Candidate, CandidateTargetLocation, EvalParams.BlockersParams) == false)
{
return false;
}
const bool bIsInsideCandidate = CandidateClosestScreenDistance < 0.0f;
if (!IsSearchDirectionUsed && bPrioritizeInsideHitZones)
bIsCrosshairInsideCandidate = CandidateClosestScreenDistance < 0.0f;
if (!IsSearchDirectionUsed && bPrioritizeTargetWithCrosshairInsideThem)
{
//--------------------------------------------------------------------------------------------------------------
// We always prioritize the candidates if the crosshair is inside them. Thus if we are inside another candidate
// but not inside this one, we discard it (unless we are switching the lock target)
//--------------------------------------------------------------------------------------------------------------
if (EvalResult.bFoundLocationInsideShape && bIsInsideCandidate == false)
if (EvalParams.IsCrosshairInsideAnyCandidate && bIsCrosshairInsideCandidate == false)
{
return false;
}
//--------------------------------------------------------------------------------------------------------------
// if we are inside the capsule of this candidate, we can discard subsequent candidates that are not inside
// but also the best previous candidate since we were not inside it.
//--------------------------------------------------------------------------------------------------------------
if (bIsInsideCandidate && EvalResult.bFoundLocationInsideShape == false)
{
EvalResult.BestTarget = nullptr;
EvalResult.MinScore = FLT_MAX;
}
}
//--------------------------------------------------------------------------------------------------------------
@@ -403,7 +527,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
if (FMath::Abs(TargetAngleWithSearchDirection) > SearchDirectionMaxAngle)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("MaxAngle: %0.2f"), TargetAngleWithSearchDirection), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("MaxAngle: %0.2f"), TargetAngleWithSearchDirection), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
return false;
}
@@ -416,19 +540,15 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
//--------------------------------------------------------------------------------------------------------------
// Compute final score by summing all the scores. The best score is the smallest one.
//--------------------------------------------------------------------------------------------------------------
const float TargetScore = CandidateWorldDistanceScore + CandidateScreenDistanceScore + CandidateYawScore + SearchDirectionDistanceScore + SearchDirectionAngleScore;
CandidateScore = CandidateWorldDistanceScore + CandidateScreenDistanceScore + CandidateYawScore + SearchDirectionDistanceScore + SearchDirectionAngleScore;
//--------------------------------------------------------------------------------------------------------------
// Draw the score of each candidate
//--------------------------------------------------------------------------------------------------------------
#if USE_COG
/*
if (FCogDebugLog::IsLogCategoryActive(LogCogTargetAcquisition))
{
ImVec2 CandidateClosestViewportLocation = ImGui::ScreenToViewport(ImGui::ToImVec2(CandidateClosestScreenLocation));
FCogDebugDraw::Point(LogCogTargetAcquisition, EvalParams.Controller, CandidateTargetLocation, 8.0f, FColor::Blue, EvalParams.IsDebugPersistent, 0);
FString Text;
@@ -438,11 +558,9 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
{
Text.Append(FString::Printf(TEXT
(
"XY: %.0f %.0f \n"
"SD: %.0f => %.0f => %.0f \n"
),
CandidateClosestViewportLocation.x * 100.0f, CandidateClosestViewportLocation.y * 100.0f,
CandidateClosestScreenDistance, CandidateScreenDistanceRatio * 100, CandidateScreenDistanceScore * 100));
CandidateClosestScreenDistance, CandidateScreenDistanceRatio * 100, CandidateScreenDistanceScore * 100));
}
if (bUseWorldDistanceScore)
@@ -470,146 +588,24 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
SearchDirectionAngleScore * 100));
}
Text.Append(FString::Printf(TEXT("==> %.0f \n"), TargetScore * 100));
Text.Append(FString::Printf(TEXT("==> %.0f \n"), CandidateScore * 100));
}
else
{
Text = FString::Printf(TEXT("%0.f"), TargetScore * 100);
Text = FString::Printf(TEXT("%0.f"), CandidateScore * 100);
}
FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, Text, CandidateTargetLocation, FColor::White, EvalParams.IsDebugPersistent);
}
*/
#endif //USE_COG
if (EvalResult.MinScore < TargetScore)
{
return false;
}
EvalResult.BestTarget = CandidateTarget;
EvalResult.MinScore = TargetScore;
EvalResult.bFoundLocationInsideShape = EvalResult.bFoundLocationInsideShape || bIsInsideCandidate;
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTargetAcquisition::FindBestTargetInCandidates(
const APlayerController* Controller,
const TArray<AActor*>& TargetsToIgnore,
const TArray<AActor*>& Candidates,
const FVector2D ScreenSearchDirection,
const FVector2D SearchDirectionScreenOrigin,
const bool bIsDebugPersistent,
FCogSampleTargetAcquisitionResult& Result) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTargetInCandidates);
ACogSampleCharacter* Character = Cast<ACogSampleCharacter>(Controller->GetPawn());
if (Character == nullptr)
{
return;
}
//----------------------------------------------------------------------------------------------------------------------
// Compute view matrix to project each candidate capsules in screen space
//----------------------------------------------------------------------------------------------------------------------
FMatrix ViewProjectionMatrix;
FIntRect ViewRect;
if (GetViewInfo(Controller, ViewProjectionMatrix, ViewRect) == false)
{
return;
}
//----------------------------------------------------------------------------------------------------------------------
// Draw screen limits
//----------------------------------------------------------------------------------------------------------------------
FVector2D ScreenCrosshairPosition(0.5f * ViewRect.Width(), 0.5f * ViewRect.Height());
COG(FCogDebugDraw::Circle2D(LogCogTargetAcquisition, Controller, ScreenCrosshairPosition, 5.0f, FColor(255, 255, 255, 255), bIsDebugPersistent));
#if USE_COG
//if (bUseScreenLimit)
//{
// if (ScreenLimitType == ECogSampleTargetAcquisitionScreenLimitType::Rectangle)
// {
// COG(FCogDebugDraw::Rect2D(
// LogCogTargetAcquisition,
// Controller,
// FVector2D(-ScreenMaxX, -ScreenMaxY),
// FVector2D(ScreenMaxX, ScreenMaxY),
// FColor(255, 255, 255, 255),
// bIsDebugPersistent));
// }
// else
// {
// COG(FCogDebugDraw::Circle2D(
// LogCogTargetAcquisition,
// Controller,
// ScreenCrosshairPosition,
// ImGui::ViewportToScreen(ScreenMaxX),
// FColor(255, 255, 255, 255),
// bIsDebugPersistent));
// }
//}
#endif //USE_COG
const FRotator YawRotation = GetReferentialRotation(Character, YawReferential);
const FVector YawDirection = YawRotation.Vector();
FCogSampleTargetCandidateEvaluationParameters EvalParams;
EvalParams.Source = Character;
EvalParams.SourceLocation = Character->GetActorLocation();
EvalParams.Controller = Controller;
EvalParams.TargetsToIgnore = TargetsToIgnore;
EvalParams.bWorldDistanceIgnoreZ = WorldDistanceIgnoreZ;
EvalParams.MaxWorldDistance = WorldDistanceMax;
EvalParams.CrosshairPosition = ScreenCrosshairPosition;
EvalParams.YawDirection = YawDirection;
EvalParams.CameraRight = Character->GetFollowCamera()->GetComponentQuat().GetRightVector();
EvalParams.ViewProjectionMatrix = ViewProjectionMatrix;
EvalParams.ViewRect = ViewRect;
EvalParams.BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
EvalParams.bUseSearchDirection = ScreenSearchDirection.IsNearlyZero() == false;
EvalParams.SearchDirectionScreenOrigin = SearchDirectionScreenOrigin;
EvalParams.SearchDirectionNormalized = EvalParams.bUseSearchDirection ? ScreenSearchDirection.GetSafeNormal() : FVector2D::ZeroVector;
EvalParams.IsDebugPersistent = bIsDebugPersistent;
FCogSampleTargetCandidateEvaluationResult EvalResult
{
nullptr,
FLT_MAX,
false
};
//----------------------------------------------------------------------------------------------------------------------
// Evaluate candidates actors
//----------------------------------------------------------------------------------------------------------------------
for (int32 i = 0; i < Candidates.Num(); ++i)
{
AActor* Candidate = Candidates[i];
check(Candidate != nullptr);
if (Candidate == nullptr)
{
continue;
}
EvaluateCandidate(Candidate, EvalParams, EvalResult);
}
if (EvalResult.BestTarget != nullptr)
{
Result.Target = EvalResult.BestTarget;
Result.Score = EvalResult.MinScore;
COG(FCogDebugDraw::Point(LogCogTargetAcquisition, Controller, UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Result.Target), 10.0f, FColor::Green, EvalParams.IsDebugPersistent, 0));
}
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
const AActor* CandidateActor,
const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
const FCogSampleTargetTargetAcquisitionParams& Params,
const FVector& CandidateTargetLocation,
FVector2D& CandidateScreenLocation,
FVector2D& CandidateClosestScreenLocation,
@@ -636,39 +632,34 @@ bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
const FVector CapsuleLocation = Capsule->GetComponentLocation();
const FVector CapsuleTop = CapsuleLocation + FVector::UpVector * (HalfHeight - Radius);
const FVector CapsuleBottom = CapsuleLocation - FVector::UpVector * (HalfHeight - Radius);
const FVector CapsuleRight = CapsuleLocation - EvalParams.CameraRight * Radius;
const FVector CapsuleRight = CapsuleLocation - Params.CameraRight * Radius;
FVector2D CapsuleTop2D;
FVector2D CapsuleBot2D;
FVector2D CapsuleRight2D;
if (FSceneView::ProjectWorldToScreen(CapsuleTop, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleTop2D) == false)
if (FSceneView::ProjectWorldToScreen(CapsuleTop, Params.ViewRect, Params.ViewProjectionMatrix, CapsuleTop2D) == false)
{
continue;
}
if (FSceneView::ProjectWorldToScreen(CapsuleBottom, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleBot2D) == false)
if (FSceneView::ProjectWorldToScreen(CapsuleBottom, Params.ViewRect, Params.ViewProjectionMatrix, CapsuleBot2D) == false)
{
continue;
}
if (FSceneView::ProjectWorldToScreen(CapsuleRight, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleRight2D) == false)
if (FSceneView::ProjectWorldToScreen(CapsuleRight, Params.ViewRect, Params.ViewProjectionMatrix, CapsuleRight2D) == false)
{
continue;
}
//if (Type == ECogSampleTargetAcquisitionType::Melee && CandidateCharacter != nullptr && !UCogFunctionLibrary_Targeting::IsTargetCapsuleReachableByMelee(EvalParams.Source, CandidateCharacter, Capsule))
//{
// continue;
//}
const FVector2D CapsuleCenter2D = CapsuleBot2D + 0.5f * (CapsuleTop2D - CapsuleBot2D);
const float CapsuleRadius2D = FVector2D::Distance(CapsuleCenter2D, CapsuleRight2D);
FVector2D Projection;
float Time;
float ScreenCenterToCapsuleDistance;
UCogSampleFunctionLibrary_Gameplay::FindCapsulePointDistance(CapsuleBot2D, CapsuleTop2D, CapsuleRadius2D, EvalParams.CrosshairPosition, Projection, Time, ScreenCenterToCapsuleDistance);
UCogSampleFunctionLibrary_Gameplay::FindCapsulePointDistance(CapsuleBot2D, CapsuleTop2D, CapsuleRadius2D, Params.CrosshairPosition, Projection, Time, ScreenCenterToCapsuleDistance);
if (ScreenCenterToCapsuleDistance < CandidateClosestScreenDistance)
{
@@ -680,16 +671,16 @@ bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
#if USE_COG
const FColor CapsuleColor = (ScreenCenterToCapsuleDistance > 0.0f) ? FColor(255, 255, 255, 100) : FColor(0, 255, 0, 200);
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D + FVector2D(CapsuleRadius2D, 0), CapsuleTop2D + FVector2D(CapsuleRadius2D, 0), CapsuleColor, EvalParams.IsDebugPersistent);
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D - FVector2D(CapsuleRadius2D, 0), CapsuleTop2D - FVector2D(CapsuleRadius2D, 0), CapsuleColor, EvalParams.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleTop2D, CapsuleRadius2D, CapsuleColor, EvalParams.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D, CapsuleRadius2D, CapsuleColor, EvalParams.IsDebugPersistent);
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D + FVector2D(CapsuleRadius2D, 0), CapsuleTop2D + FVector2D(CapsuleRadius2D, 0), CapsuleColor, Params.IsDebugPersistent);
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D - FVector2D(CapsuleRadius2D, 0), CapsuleTop2D - FVector2D(CapsuleRadius2D, 0), CapsuleColor, Params.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleTop2D, CapsuleRadius2D, CapsuleColor, Params.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D, CapsuleRadius2D, CapsuleColor, Params.IsDebugPersistent);
#endif //USE_COG
}
}
else
{
if (FSceneView::ProjectWorldToScreen(CandidateTargetLocation, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CandidateScreenLocation))
if (FSceneView::ProjectWorldToScreen(CandidateTargetLocation, Params.ViewRect, Params.ViewProjectionMatrix, CandidateScreenLocation))
{
CandidateClosestScreenDistance = CandidateScreenLocation.Length();
CandidateClosestScreenLocation = CandidateScreenLocation;
@@ -700,7 +691,7 @@ bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
#if USE_COG
if (bFoundValidCandidate)
{
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CandidateClosestScreenLocation, 2.0f, FColor(0, 255, 0, 255), EvalParams.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CandidateClosestScreenLocation, 2.0f, FColor(0, 255, 0, 255), Params.IsDebugPersistent);
}
#endif //USE_COG
@@ -729,13 +720,13 @@ bool UCogSampleTargetAcquisition::CheckCandidateWithinScreenDistance(
{
if (FMath::Abs(CandidateViewportLocation.X) > ScreenMaxX)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxX: %0.2f"), CandidateViewportLocation.X), CandidateLocation, FColor::Red, bIsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxX: %0.2f"), CandidateViewportLocation.X), CandidateLocation, FColor::Red, bIsDebugPersistent));
return false;
}
if (FMath::Abs(CandidateViewportLocation.Y) > ScreenMaxY)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxY: %0.2f"), CandidateViewportLocation.Y), CandidateLocation, FColor::Red, bIsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxY: %0.2f"), CandidateViewportLocation.Y), CandidateLocation, FColor::Red, bIsDebugPersistent));
return false;
}
}
@@ -746,7 +737,7 @@ bool UCogSampleTargetAcquisition::CheckCandidateWithinScreenDistance(
{
if (CandidateViewportDistance > ScreenMaxX)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("Max: %0.2f"), CandidateViewportDistance), CandidateLocation, FColor::Red, bIsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("Max: %0.2f"), CandidateViewportDistance), CandidateLocation, FColor::Red, bIsDebugPersistent));
return false;
}
}
@@ -767,25 +758,30 @@ bool UCogSampleTargetAcquisition::CheckIfTargetValid(
return false;
}
if (UCogSampleFunctionLibrary_Gameplay::IsActorMatchingTags(Target, RequiredTags, IgnoredTags) == false)
{
return false;
}
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::HasLineOfSightToTarget(
const AActor* Source,
const FVector& SourceLocation,
const AActor* Target,
const FVector& TargetLocation,
const FCollisionObjectQueryParams& BlockersParams) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::HasLineOfSightToTarget);
const FVector Origin = Source->GetActorLocation();
static const FName BlockerTraceTag(TEXT("FindLockTarget_Blocker"));
FCollisionQueryParams TargetQueryParams(BlockerTraceTag, SCENE_QUERY_STAT_ONLY(CogSampleTargetAcquisition), false);
TargetQueryParams.AddIgnoredActor(Source);
TargetQueryParams.AddIgnoredActor(Target);
return true;
//return FCogHitDetectionHelper::HasLineOfSight(Source->GetWorld(), Origin, Target.GetTargetLocation(), BlockersParams, TargetQueryParams, LogCogTargetAcquisition);
return UCogSampleFunctionLibrary_Gameplay::HasLineOfSight(Source->GetWorld(), SourceLocation, TargetLocation, BlockersParams, TargetQueryParams, LogCogTargetAcquisition);
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -797,8 +793,11 @@ bool UCogSampleTargetAcquisition::HasLineOfSightToTargetBrokenForTooLong(
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::HasLineOfSightToTargetBrokenForTooLong);
const FVector& SourceLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Source);
const FVector& TargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Target);
const FCollisionObjectQueryParams BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
bool HasLineOfSight = HasLineOfSightToTarget(Source, Target, BlockersParams);
const bool HasLineOfSight = HasLineOfSightToTarget(Source, SourceLocation, Target, TargetLocation, BlockersParams);
if (HasLineOfSight)
{
Timer = 0.0f;
@@ -824,18 +823,18 @@ FVector UCogSampleTargetAcquisition::GetReferentialLocation(const ACogSampleChar
switch (Referential)
{
case ECogSampleTargetAcquisitionLocationReferential::Character:
{
Location = UCogSampleFunctionLibrary_Gameplay::GetActorBottomLocation(Character);
break;
}
case ECogSampleTargetAcquisitionLocationReferential::Character:
{
Location = UCogSampleFunctionLibrary_Gameplay::GetActorBottomLocation(Character);
break;
}
case ECogSampleTargetAcquisitionLocationReferential::Camera:
{
Location = Character->GetFollowCamera()->GetComponentLocation();
break;
}
case ECogSampleTargetAcquisitionLocationReferential::Camera:
{
Location = Character->GetFollowCamera()->GetComponentLocation();
break;
}
}
return Location;
@@ -848,38 +847,38 @@ FRotator UCogSampleTargetAcquisition::GetReferentialRotation(const ACogSampleCha
switch (Referential)
{
case ECogSampleTargetAcquisitionRotationReferential::Character:
{
Rotation = Character->GetActorRotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::Character:
{
Rotation = Character->GetActorRotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::MoveInput:
{
//const FVector WorldInput = Character->TransformInputInWorldSpace(Character->GetDesiredMoveInput());
//if (WorldInput.IsNearlyZero())
//{
// Rotation = Character->GetActorRotation();
//}
//else
//{
// Rotation = WorldInput.GetSafeNormal().Rotation();
//}
//break;
}
case ECogSampleTargetAcquisitionRotationReferential::MoveInput:
{
const FVector WorldInput = Character->GetMoveInputInWorldSpace();
if (WorldInput.IsNearlyZero())
{
Rotation = Character->GetActorRotation();
}
else
{
Rotation = WorldInput.GetSafeNormal().Rotation();
}
break;
}
case ECogSampleTargetAcquisitionRotationReferential::Camera:
{
Rotation = Character->GetFollowCamera()->GetComponentRotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::Camera:
{
Rotation = Character->GetFollowCamera()->GetComponentRotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::CameraFlatten:
{
const FVector CameraForwardFlat = Character->GetFollowCamera()->GetComponentQuat().GetForwardVector().GetSafeNormal2D();
Rotation = CameraForwardFlat.Rotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::CameraFlatten:
{
const FVector CameraForwardFlat = Character->GetFollowCamera()->GetComponentQuat().GetForwardVector().GetSafeNormal2D();
Rotation = CameraForwardFlat.Rotation();
break;
}
}
return Rotation;
+13 -11
View File
@@ -4,14 +4,14 @@
#include "CogSampleFunctionLibrary_Team.h"
#include "Engine/DataAsset.h"
#include "Engine/EngineTypes.h"
#include "GameplayTagContainer.h"
#include "WorldCollision.h"
#include "CogSampleTargetAcquisition.generated.h"
class ACogSampleCharacter;
class APlayerController;
class UCurveFloat;
struct FCogSampleTargetCandidateEvaluationResult;
struct FCogSampleTargetCandidateEvaluationParameters;
struct FCogSampleTargetTargetAcquisitionParams;
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType)
@@ -89,7 +89,10 @@ public:
int32 Allegiance = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "General")
bool AcceptDead = false;
FGameplayTagContainer RequiredTags;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "General")
FGameplayTagContainer IgnoredTags;
//--------------------------------------------------------------------------------------------------------------
// Detection
@@ -118,7 +121,7 @@ public:
bool bUseScreenLimit = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
bool bPrioritizeInsideHitZones = true;
bool bPrioritizeTargetWithCrosshairInsideThem = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
bool ScreenTestUseAspectRatio = true;
@@ -237,10 +240,6 @@ public:
const AActor* Source,
const AActor* Target) const;
//--------------------------------------------------------------------------------------------------------------
// Utility
//--------------------------------------------------------------------------------------------------------------
void FindBestTargetInCandidates(
const APlayerController* Controller,
const TArray<AActor*>& TargetsToIgnore,
@@ -261,13 +260,16 @@ public:
bool HasLineOfSightToTarget(
const AActor* Source,
const FVector& SourceLocation,
const AActor* Target,
const FVector& TargetLocation,
const FCollisionObjectQueryParams& BlockersParams) const;
bool EvaluateCandidate(
AActor* CandidateTarget,
const FCogSampleTargetCandidateEvaluationParameters& EvaluationParameters,
FCogSampleTargetCandidateEvaluationResult& EvaluationResult) const;
const FCogSampleTargetTargetAcquisitionParams& EvaluationParameters,
float& CandidateScore,
bool& bIsCrosshairInsideCandidate) const;
bool CheckCandidateWithinScreenDistance(
const APlayerController* Controller,
@@ -279,7 +281,7 @@ public:
bool ComputeCandidateScreenLocation(
const AActor* CandidateTarget,
const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
const FCogSampleTargetTargetAcquisitionParams& EvalParams,
const FVector& CandidateTargetLocation,
FVector2D& CandidateScreenLocation,
FVector2D& CandidateClosestScreenLocation,
@@ -0,0 +1,40 @@
#include "CogSampleTask_WaitAttributeChanged.h"
//--------------------------------------------------------------------------------------------------------------------------
UCogSampleTask_WaitAttributeChanged* UCogSampleTask_WaitAttributeChanged::ListenForAttributeChange(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAttribute Attribute)
{
if (!IsValid(AbilitySystemComponent) || !Attribute.IsValid())
{
return nullptr;
}
UCogSampleTask_WaitAttributeChanged* WaitForAttributeChangedTask = NewObject<UCogSampleTask_WaitAttributeChanged>();
WaitForAttributeChangedTask->AbilitySystemComponent = AbilitySystemComponent;
WaitForAttributeChangedTask->AttributeToListenFor = Attribute;
return WaitForAttributeChangedTask;
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTask_WaitAttributeChanged::Activate()
{
AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeToListenFor).AddUObject(this, &UCogSampleTask_WaitAttributeChanged::AttributeChanged);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTask_WaitAttributeChanged::EndTask()
{
if (IsValid(AbilitySystemComponent))
{
AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeToListenFor).RemoveAll(this);
}
SetReadyToDestroy();
MarkAsGarbage();
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTask_WaitAttributeChanged::AttributeChanged(const FOnAttributeChangeData& Data)
{
OnAttributeChanged.Broadcast(Data.Attribute, Data.NewValue, Data.OldValue);
}
@@ -0,0 +1,40 @@
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemComponent.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "CogSampleTask_WaitAttributeChanged.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnAttributeChangedDelegate, FGameplayAttribute, Attribute, float, NewValue, float, OldValue)
;
/**
* Blueprint node to automatically register a listener for all attribute changes in an AbilitySystemComponent.
*/
UCLASS(BlueprintType, meta = (ExposedAsyncProxy = AsyncTask))
class UCogSampleTask_WaitAttributeChanged : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FOnAttributeChangedDelegate OnAttributeChanged;
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true"))
static UCogSampleTask_WaitAttributeChanged* ListenForAttributeChange(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAttribute Attribute);
virtual void Activate() override;
UFUNCTION(BlueprintCallable)
void EndTask();
protected:
UPROPERTY()
UAbilitySystemComponent* AbilitySystemComponent = nullptr;
FGameplayAttribute AttributeToListenFor;
void AttributeChanged(const FOnAttributeChangeData& Data);
};