22. Init ability actor info
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@ -43,11 +43,31 @@ AGasaCharacter::AGasaCharacter()
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{
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AbilitySystem = CreateDefaultSubobject<UGasaAbilitySystemComp>("Ability System");
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AbilitySystem->SetIsReplicated(true);
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AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Minimal);
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Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes");
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}
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}
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#pragma region Pawn
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void AGasaCharacter::PossessedBy(AController* NewController)
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{
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Super::PossessedBy(NewController);
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if (bAutoAbilitySystem)
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{
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// TODO(Ed): Do we need to do this for enemies?
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AbilitySystem->InitAbilityActorInfo(this, this);
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}
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}
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void AGasaCharacter::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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}
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#pragma endregion Pawn
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#pragma region Actor
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void AGasaCharacter::BeginPlay()
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{
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Super::BeginPlay();
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@ -96,3 +116,4 @@ void AGasaCharacter::Tick(float DeltaSeconds)
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break;
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}
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}
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#pragma endregion Actor
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@ -4,6 +4,7 @@
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#include "GameFramework/Character.h"
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#include "GasaCommon.h"
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#include "Game/GasaPlayerState.h"
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#include "GasaCharacter.generated.h"
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@ -57,11 +58,19 @@ public:
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AGasaCharacter();
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FORCEINLINE AGasaPlayerState* GetGasaPlayerState() { return GetPlayerState<AGasaPlayerState>(); }
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#pragma region IAbilitySystem
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FORCEINLINE UAttributeSet* GetAttributes() { return Attributes; }
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FORCEINLINE UAbilitySystemComponent* GetAbilitySystemComponent() const override { return AbilitySystem; }
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#pragma endregion IAbilitySystem
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#pragma region Pawn
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void PossessedBy(AController* NewController) override;
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void OnRep_PlayerState() override;
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#pragma endregion Pawn
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#pragma region Actor
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void BeginPlay() override;
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@ -1,8 +1,23 @@
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#include "PlayerCharacter.h"
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#include "AbilitySystemComponent.h"
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APlayerCharacter::APlayerCharacter()
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{
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PrimaryActorTick.bCanEverTick = true;
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bAutoAbilitySystem = false;
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}
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void APlayerCharacter::OnRep_PlayerState()
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{
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Super::OnRep_PlayerState();
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AGasaPlayerState* PS = GetGasaPlayerState();
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// Client setup ability system
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{
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AbilitySystem = PS->AbilitySystem;
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Attributes = PS->Attributes;
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AbilitySystem->InitAbilityActorInfo(PS, this);
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}
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}
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@ -11,4 +11,8 @@ class GASA_API APlayerCharacter : public AGasaCharacter
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public:
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APlayerCharacter();
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#pragma region Pawn
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void OnRep_PlayerState() override;
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#pragma endregion Pawn
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};
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@ -1,8 +1,10 @@
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#include "GasaPlayerController.h"
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#include "AbilitySystemComponent.h"
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#include "Engine/LocalPlayer.h"
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "GasaPlayerState.h"
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#include "Actors/CameraMount.h"
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#include "Camera/CameraComponent.h"
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#include "Characters/GasaCharacter.h"
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@ -67,6 +69,15 @@ void AGasaPlayerController::OnPossess(APawn* InPawn)
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Super::OnPossess(InPawn);
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Cam->AttachToActor(InPawn, FAttachmentTransformRules::KeepRelativeTransform);
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AGasaPlayerState* PS = GetPlayerState();
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AGasaCharacter* character = Cast<AGasaCharacter>(InPawn);
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// Net Owner setup ability system
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{
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character->AbilitySystem = PS->AbilitySystem;
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character->Attributes = PS->Attributes;
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character->AbilitySystem->InitAbilityActorInfo(PS, character);
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}
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}
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void AGasaPlayerController::OnUnPossess()
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@ -1,11 +1,11 @@
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#pragma once
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#include "GasaCommon.h"
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#include "GasaPlayerState.h"
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#include "GameFramework/PlayerController.h"
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#include "GasaPlayerController.generated.h"
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UCLASS(Blueprintable)
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class GASA_API AGasaPlayerController : public APlayerController
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{
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@ -48,11 +48,16 @@ public:
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UPROPERTY(EditAnywhere, Category="Input")
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TObjectPtr<UInputAction> IA_Move;
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void Move(FInputActionValue const& ActionValue);
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#pragma endregion Input
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AGasaPlayerController();
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void Move(FInputActionValue const& ActionValue);
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AGasaPlayerState* GetPlayerState()
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{
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return Cast<AGasaPlayerState>( PlayerState );
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}
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#pragma region PlayerController
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void OnPossess(APawn* InPawn) override;
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@ -6,6 +6,7 @@ AGasaPlayerState::AGasaPlayerState()
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{
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AbilitySystem = CreateDefaultSubobject<UGasaAbilitySystemComp>("Ability System");
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AbilitySystem->SetIsReplicated(true);
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AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
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Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes");
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@ -31,4 +31,8 @@ public:
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FORCEINLINE UAttributeSet* GetAttributes() { return Attributes; }
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FORCEINLINE UAbilitySystemComponent* GetAbilitySystemComponent() const override { return AbilitySystem; }
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#pragma endregion IAbilitySystem
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#pragma region
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#pragma endregion
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};
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@ -8,6 +8,10 @@
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#define internal static
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#define local_persist static
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#pragma region Math
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#define m_pow2( value ) (value * value)
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#pragma endregion Math
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#pragma region Engine Forwards
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struct FInputActionValue;
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@ -130,3 +134,22 @@ namespace Gasa
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#define GASA_Verbose(Message) UE_LOG( Gasa, Verbose, TEXT("%s -- %hs %hs(%d)"), *Message, __builtin_File(), __func__, __builtin_LINE() );
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#define GASA_VeryVerbose(Message) UE_LOG( Gasa, VeryVerbose, TEXT("%s -- %hs %hs(%d)"), *Message, __builtin_File(), __func__, __builtin_LINE() );
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#pragma endregion Logging
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#pragma region Timing
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namespace Gasa
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{
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constexpr float _24Hz = .042f;
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constexpr float _30Hz = .033f;
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constexpr float _42Hz = .024f;
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constexpr float _45Hz = .022f;
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constexpr float _50Hz = .020f;
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constexpr float _60Hz = .016f;
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constexpr float _72Hz = .014f;
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constexpr float _80Hz = .013f;
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constexpr float _90Hz = .011f;
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constexpr float _100Hz = .010f;
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constexpr float _120Hz = .083f;
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constexpr float _240Hz = .004f;
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constexpr float _480Hz = .002f;
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}
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#pragma endregion Timing
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@ -86,5 +86,5 @@ float UGasaLib::printToScreenDuration = 10.0f;
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#pragma region Timing
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// Protected
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float UGasaLib::timingRate_Std = UGasaLib::_60Hz;
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float UGasaLib::timingRate_Std = Gasa::_60Hz;
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#pragma endregion Timing
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@ -45,65 +45,51 @@ public:
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#pragma region Timing
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public:
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static constexpr float _24Hz = .042f;
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static constexpr float _30Hz = .033f;
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static constexpr float _42Hz = .024f;
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static constexpr float _45Hz = .022f;
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static constexpr float _50Hz = .020f;
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static constexpr float _60Hz = .016f;
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static constexpr float _72Hz = .014f;
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static constexpr float _80Hz = .013f;
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static constexpr float _90Hz = .011f;
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static constexpr float _100Hz = .010f;
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static constexpr float _120Hz = .083f;
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static constexpr float _240Hz = .004f;
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static constexpr float _480Hz = .002f;
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// Constant Rates
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "24 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_24Hz () { return _24Hz; }
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static FORCEINLINE float BP_Clock_24Hz () { return Gasa::_24Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "30 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_30Hz () { return _30Hz; }
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static FORCEINLINE float BP_Clock_30Hz () { return Gasa::_30Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "42 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_42Hz () { return _42Hz; }
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static FORCEINLINE float BP_Clock_42Hz () { return Gasa::_42Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "50 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_50Hz () { return _50Hz; }
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static FORCEINLINE float BP_Clock_50Hz () { return Gasa::_50Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "60 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_60Hz () { return _60Hz; }
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static FORCEINLINE float BP_Clock_60Hz () { return Gasa::_60Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "72 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_72Hz () { return _72Hz; }
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static FORCEINLINE float BP_Clock_72Hz () { return Gasa::_72Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "80 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_80Hz () { return _80Hz; }
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static FORCEINLINE float BP_Clock_80Hz () { return Gasa::_80Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "90 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_90Hz () { return _90Hz; }
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static FORCEINLINE float BP_Clock_90Hz () { return Gasa::_90Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "100 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_100Hz() { return _100Hz; }
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static FORCEINLINE float BP_Clock_100Hz() { return Gasa::_100Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "120 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_120Hz() { return _120Hz; }
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static FORCEINLINE float BP_Clock_120Hz() { return Gasa::_120Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "240 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_240Hz() { return _240Hz; }
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static FORCEINLINE float BP_Clock_240Hz() { return Gasa::_240Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "480 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BPClock_480Hz() { return _480Hz; }
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static FORCEINLINE float BPClock_480Hz() { return Gasa::_480Hz; }
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// Standard Timing
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate () { return timingRate_Std; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "Quarter Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate_Quarter() { return timingRate_Std / 4.0f; }
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static FORCEINLINE float GetStd_Timerate_Quarter() { return timingRate_Std * 0.25f; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "Half Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate_Half () { return timingRate_Std / 2.0f; }
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static FORCEINLINE float GetStd_Timerate_Half () { return timingRate_Std * 0.5f; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "2X Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate_2X () { return timingRate_Std * 2.0f; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "4X Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate_4X () { return timingRate_Std * 2.0f; }
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static FORCEINLINE float GetStd_Timerate_4X () { return timingRate_Std * 4.0f; }
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UFUNCTION(BlueprintCallable, Category = "Timing", Meta = (DisplayName = "Set Time Rate"))
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static void SetStd_Timerate(float _rateDesired)
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{
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// Not the best check.. if inconsistency arises, use the a rigorous one.
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if (_rateDesired >= _24Hz)
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if (_rateDesired >= Gasa::_24Hz)
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{
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timingRate_Std = _rateDesired;
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}
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2
Project/Source/Gasa/Networking/GasaNetLibrary.cpp
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2
Project/Source/Gasa/Networking/GasaNetLibrary.cpp
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@ -0,0 +1,2 @@
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#include "GasaNetLibrary.h"
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15
Project/Source/Gasa/Networking/GasaNetLibrary.h
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15
Project/Source/Gasa/Networking/GasaNetLibrary.h
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@ -0,0 +1,15 @@
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#pragma once
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namespace Gasa
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{
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constexpr float NetCullDist_Default = 225000000.0f;
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constexpr float NetCullDist_Immediate = 250.0f * 250.0f;
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constexpr float NetCullDist_VerClose = 1000.0f * 1000.0f;
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constexpr float NetCullDist_Close = 3500.0f * 3500.0f;
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constexpr float NetCullDist_Medium = 5000.0f * 5000.0f;
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constexpr float NetCullDist_Distant = 7000.0f * 7000.0f;
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constexpr float NetCullDist_Far = 8500.0f * 8500.0f;
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constexpr float NetCullDist_VeryFar = 10000.0f * 10000.0f;
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constexpr float NetCullDist_VisualMax = 15000.0f * 15000.0f;
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}
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