Rearrange all Blueprint functions into better categories

This commit is contained in:
2024-09-24 18:58:13 -04:00
parent b2aa395c8d
commit 0b7049cf5a
7 changed files with 137 additions and 90 deletions

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@@ -92,28 +92,28 @@ class INTEGRATION_API UlxAnimationStepLibrary : public UObject
GENERATED_BODY() GENERATED_BODY()
public: public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static FString AnimationStepDebugString(const FlxAnimationStep& step); static FString AnimationStepDebugString(const FlxAnimationStep& step);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "into"), Category = Luprex) UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "into"), Category = "Luprex|Animation Step")
static void UnpackAnimationStep(UObject* into, const FlxAnimationStep& step, const FString& VariableNamePrefix = TEXT("aq")); static void UnpackAnimationStep(UObject* into, const FlxAnimationStep& step, const FString& VariableNamePrefix = TEXT("aq"));
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static bool AnimationStepEqual(const FlxAnimationStep &StepA, const FlxAnimationStep &StepB); static bool AnimationStepEqual(const FlxAnimationStep &StepA, const FlxAnimationStep &StepB);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static bool AnimationStepIsIdle(const FlxAnimationStep &step); static bool AnimationStepIsIdle(const FlxAnimationStep &step);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name); static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static double AnimationStepGetFloat(const FlxAnimationStep& step, const FString& name); static double AnimationStepGetFloat(const FlxAnimationStep& step, const FString& name);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static FString AnimationStepGetString(const FlxAnimationStep& step, const FString& name); static FString AnimationStepGetString(const FlxAnimationStep& step, const FString& name);
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex") UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Animation Step")
static bool AnimationStepGetBool(const FlxAnimationStep& step, const FString& name); static bool AnimationStepGetBool(const FlxAnimationStep& step, const FString& name);
}; };

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@@ -35,26 +35,26 @@ public:
void ResetToInitialState(); void ResetToInitialState();
// Set the entire contents of the console output box. // Set the entire contents of the console output box.
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex") UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Miscellaneous")
void ConsoleSetOutput(const FString& text); void ConsoleSetOutput(const FString& text);
// This is called by the GUI whenever the user hits enter. // This is called by the GUI whenever the user hits enter.
UFUNCTION(BlueprintCallable, Category = "Luprex") UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
void ConsoleSendInput(const FString& text); void ConsoleSendInput(const FString& text);
UFUNCTION(BlueprintCallable, Category = "Luprex") UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
int64 GetPlayerId(); int64 GetPlayerId();
UFUNCTION(BlueprintCallable, Category = "Luprex") UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
void SetLookAt(AActor *actor) { CurrentLookAt = actor; } void SetLookAt(AActor *actor) { CurrentLookAt = actor; }
UFUNCTION(BlueprintCallable, Category = "Luprex") UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
AActor *GetLookAt() const { return CurrentLookAt; } AActor *GetLookAt() const { return CurrentLookAt; }
UFUNCTION(BlueprintCallable, Category = "Luprex") UFUNCTION(BlueprintCallable, Category = "Luprex|Look-At Detection")
bool LookAtChanged() const { return CurrentLookAt != PreviousLookAt; } bool LookAtChanged() const { return CurrentLookAt != PreviousLookAt; }
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex") UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
void CalculateLookAt(AActor *Player, APlayerController *PlayerController, APlayerCameraManager *Camera); void CalculateLookAt(AActor *Player, APlayerController *PlayerController, APlayerCameraManager *Camera);
// Assemble a lua call. To call into lua: // Assemble a lua call. To call into lua:

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@@ -26,43 +26,43 @@ class INTEGRATION_API UlxLuaCallLibrary : public UObject
GENERATED_BODY() GENERATED_BODY()
public: public:
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static void LuaCallBegin(UObject *context, const FString &cname, const FString &fname); static void LuaCallBegin(UObject *context, const FString &cname, const FString &fname);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static void LuaCallAddStringParameter(UObject *context, const FString &pstring); static void LuaCallAddStringParameter(UObject *context, const FString &pstring);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static void LuaCallAddFloatParameter(UObject *context, double pfloat); static void LuaCallAddFloatParameter(UObject *context, double pfloat);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static void LuaCallAddVectorParameter(UObject *context, const FVector &pvector); static void LuaCallAddVectorParameter(UObject *context, const FVector &pvector);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static void LuaCallAddBooleanParameter(UObject *context, bool pbool); static void LuaCallAddBooleanParameter(UObject *context, bool pbool);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static void LuaCallInvoke(UObject *context, AActor *place); static void LuaCallInvoke(UObject *context, AActor *place);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static void LuaCallProbe(UObject *context, AActor *place); static void LuaCallProbe(UObject *context, AActor *place);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static void InvokeEngioMove(UObject *context, const FString &action, const FVector &xyz, double facing); static void InvokeEngioMove(UObject *context, const FString &action, const FVector &xyz, double facing);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static ELpxSimpleDynamicTag LuaCallNextResultType(UObject *context); static ELpxSimpleDynamicTag LuaCallNextResultType(UObject *context);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static FString LuaCallGetStringResult(UObject *context); static FString LuaCallGetStringResult(UObject *context);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static double LuaCallGetFloatResult(UObject *context); static double LuaCallGetFloatResult(UObject *context);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static FVector LuaCallGetVectorResult(UObject *context); static FVector LuaCallGetVectorResult(UObject *context);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = Luprex) UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
static bool LuaCallGetBooleanResult(UObject *context); static bool LuaCallGetBooleanResult(UObject *context);
}; };

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@@ -6,7 +6,7 @@
#include "IntegrationGameModeBase.h" #include "IntegrationGameModeBase.h"
#define DEFAULT_BLUEPRINT (TEXT("TangibleStaticMesh")) #define DEFAULT_BLUEPRINT (TEXT("TangibleStaticMesh"))
#define LOCTEXT_NAMESPACE "Tangible" #define LOCTEXT_NAMESPACE "Luprex Tangible"
UlxTangible::UlxTangible() UlxTangible::UlxTangible()
{ {
@@ -176,42 +176,3 @@ void UlxTangible::SetAutoFinish(AActor *target, const FString &action, const FVe
tan->AnimTracker.SetAutoFinish(action, xyz); tan->AnimTracker.SetAutoFinish(action, xyz);
} }
void UlxTangible::Assert(bool condition, const FString &message) {
if (!condition) {
FBlueprintExceptionInfo ExceptionInfo(EBlueprintExceptionType::FatalError, FText::FromString(message));
FBlueprintCoreDelegates::ThrowScriptException(FFrame::GetThreadLocalTopStackFrame()->Object, *FFrame::GetThreadLocalTopStackFrame(), ExceptionInfo);
}
}
void UlxTangible::CallFunctionByName(UObject *object, const FString &namepart1, const FString &namepart2, const FString &fallback) {
FString fullname = namepart1 + namepart2;
if (!IsValid(object)) {
const FBlueprintExceptionInfo ExceptionInfo(
EBlueprintExceptionType::FatalError,
LOCTEXT("CallFunctionByName_ObjectIsNotValid", "In CallFunctionByName, object passed in is not valid.")
);
FBlueprintCoreDelegates::ThrowScriptException(FFrame::GetThreadLocalTopStackFrame()->Object, *FFrame::GetThreadLocalTopStackFrame(), ExceptionInfo);
return;
}
UFunction* function = object->FindFunction(FName(*fullname));
if (function == nullptr) {
function = object->FindFunction(FName(*fallback));
if (function == nullptr) {
const FBlueprintExceptionInfo ExceptionInfo(
EBlueprintExceptionType::FatalError,
LOCTEXT("CallFunctionByName_NoSuchFunction", "In CallFunctionByName, cannot find the named function or the fallback function.")
);
FBlueprintCoreDelegates::ThrowScriptException(FFrame::GetThreadLocalTopStackFrame()->Object, *FFrame::GetThreadLocalTopStackFrame(), ExceptionInfo);
return;
}
}
if (function->ParmsSize != 0) {
const FBlueprintExceptionInfo ExceptionInfo(
EBlueprintExceptionType::FatalError,
LOCTEXT("CallFunctionByName_FunctionHasParameters", "CallFunctionByName can only call functions that have no parameters and no return values.")
);
FBlueprintCoreDelegates::ThrowScriptException(FFrame::GetThreadLocalTopStackFrame()->Object, *FFrame::GetThreadLocalTopStackFrame(), ExceptionInfo);
return;
}
object->ProcessEvent(function, nullptr);
}

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@@ -32,10 +32,10 @@ class INTEGRATION_API IlxTangibleInterface
// Add interface functions to this class. This is the class that will be inherited to implement this interface. // Add interface functions to this class. This is the class that will be inherited to implement this interface.
public: public:
UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality") UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Animation Queue")
bool AnimationQueueChanged(); bool AnimationQueueChanged();
UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality") UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Tangible")
void BecomePossessed(); void BecomePossessed();
}; };
@@ -157,33 +157,24 @@ private:
void SetActorBlueprint(const FString &name); void SetActorBlueprint(const FString &name);
public: public:
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex) UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
static void GetCurrentAnimation(AActor *target, FlxAnimationStep &step); static void GetCurrentAnimation(AActor *target, FlxAnimationStep &step);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex) UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
static void FinishedAnimation(AActor *target, const FlxAnimationStep &step, static void FinishedAnimation(AActor *target, const FlxAnimationStep &step,
bool AutoUpdateXYZ = true, bool AutoUpdateFacing = true, bool AutoUpdatePlane = true); bool AutoUpdateXYZ = true, bool AutoUpdateFacing = true, bool AutoUpdatePlane = true);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex) UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Queue")
static FString GetTangiblePlane(AActor* target);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static void SetTangiblePlane(AActor* target, const FString& plane);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static bool IsCurrentPlayer(AActor *target);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static void SetAutoFinish(AActor *target, const FString &action, const FVector &xyz); static void SetAutoFinish(AActor *target, const FString &action, const FVector &xyz);
// Quit the game, reporting an error message to the log. UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
UFUNCTION(BlueprintCallable, Category = Luprex) static FString GetTangiblePlane(AActor* target);
static void Assert(bool condition, const FString &ErrorMessage);
// Call a function by name, on any UObject. If the function doesn't exist, calls UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
// the fallback function instead. If that isn't found either, returns false. static void SetTangiblePlane(AActor* target, const FString& plane);
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = Luprex)
static void CallFunctionByName(UObject *target, const FString &NamePart1, const FString &NamePart2, const FString &fallback); UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Tangible")
static bool IsCurrentPlayer(AActor *target);
}; };

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@@ -0,0 +1,59 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UtilityLibrary.h"
#define LOCTEXT_NAMESPACE "Luprex Utility"
void UlxUtilityLibrary::Assert(bool condition, const FString &message) {
if (!condition) {
FBlueprintExceptionInfo ExceptionInfo(EBlueprintExceptionType::FatalError, FText::FromString(message));
FBlueprintCoreDelegates::ThrowScriptException(FFrame::GetThreadLocalTopStackFrame()->Object, *FFrame::GetThreadLocalTopStackFrame(), ExceptionInfo);
}
}
void UlxUtilityLibrary::CallFunctionByName(UObject *object, const FString &namepart1, const FString &namepart2, const FString &fallback) {
FString fullname = namepart1 + namepart2;
if (!IsValid(object)) {
const FBlueprintExceptionInfo ExceptionInfo(
EBlueprintExceptionType::FatalError,
LOCTEXT("CallFunctionByName_ObjectIsNotValid", "In CallFunctionByName, object passed in is not valid.")
);
FBlueprintCoreDelegates::ThrowScriptException(FFrame::GetThreadLocalTopStackFrame()->Object, *FFrame::GetThreadLocalTopStackFrame(), ExceptionInfo);
return;
}
UFunction* function = object->FindFunction(FName(*fullname));
if (function == nullptr) {
function = object->FindFunction(FName(*fallback));
if (function == nullptr) {
const FBlueprintExceptionInfo ExceptionInfo(
EBlueprintExceptionType::FatalError,
LOCTEXT("CallFunctionByName_NoSuchFunction", "In CallFunctionByName, cannot find the named function or the fallback function.")
);
FBlueprintCoreDelegates::ThrowScriptException(FFrame::GetThreadLocalTopStackFrame()->Object, *FFrame::GetThreadLocalTopStackFrame(), ExceptionInfo);
return;
}
}
if (function->ParmsSize != 0) {
const FBlueprintExceptionInfo ExceptionInfo(
EBlueprintExceptionType::FatalError,
LOCTEXT("CallFunctionByName_FunctionHasParameters", "CallFunctionByName can only call functions that have no parameters and no return values.")
);
FBlueprintCoreDelegates::ThrowScriptException(FFrame::GetThreadLocalTopStackFrame()->Object, *FFrame::GetThreadLocalTopStackFrame(), ExceptionInfo);
return;
}
object->ProcessEvent(function, nullptr);
}
FBox UlxUtilityLibrary::GetActorBounds(const AActor *target, bool bOnlyCollidingComponents, bool bIncludeFromChildActors)
{
FVector ActorOrigin;
FVector BoxExtent;
// First argument is bOnlyCollidingComponents - if you want to get the bounds for components that don't have collision enabled then set to false
// Last argument is bIncludeFromChildActors. Usually this won't do anything but if we've child-ed an actor - like a gun child-ed to a character
// then we wouldn't want the gun to be part of the bounds so set to false
target->GetActorBounds(bOnlyCollidingComponents, ActorOrigin, BoxExtent, bIncludeFromChildActors);
return FBox::BuildAABB(ActorOrigin, BoxExtent);
}

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@@ -0,0 +1,36 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UtilityLibrary.generated.h"
/**
*
* UlxUtilityLibrary is for functions that are just generally-useful functionality
* that Unreal includes, but for some reason was not made accessible to Blueprints.
*
*/
UCLASS()
class INTEGRATION_API UlxUtilityLibrary : public UObject
{
GENERATED_BODY()
public:
// If condition is false, quit the game, reporting an error message to the log.
//
UFUNCTION(BlueprintCallable, Category = "Luprex|Utility")
static void Assert(bool condition, const FString &ErrorMessage);
// Call a function by name, on any UObject. If the function doesn't exist, calls
// the fallback function instead. If that isn't found either, returns false.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Utility")
static void CallFunctionByName(UObject *target, const FString &NamePart1, const FString &NamePart2, const FString &fallback);
// Get the axis-aligned bounding box of an actor.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Utility")
static FBox GetActorBounds(const AActor *target, bool bOnlyCollidingComponents = false, bool bIncludeFromChildActors = false);
};