Move tangible state into TangibleComponent

This commit is contained in:
2023-09-25 18:00:34 -04:00
parent 2f5baf2e9f
commit 254524aab6
11 changed files with 211 additions and 72 deletions

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@@ -3,11 +3,12 @@
#include "IntegrationGameModeBase.h"
#include "lpx-drvutil.hpp"
#include "DebugPrint.h"
#include "Tangible.h"
#include "TangibleComponent.h"
#include "TangibleManager.h"
#include "TangibleInterface.h"
#include "CommonTypes.h"
#include "AnimQueue.h"
#include "IntegrationGameState.h"
#include <string>
#include <string_view>
@@ -119,11 +120,13 @@ void AIntegrationGameModeBase::MaybeTriggerUpdateTask(float deltaseconds) {
// FStructProperty* sprop = FindFProperty<FStructProperty>(uclass, nname);
//}
#pragma optimize("", off)
void AIntegrationGameModeBase::UpdateTangibles() {
if (!Playing) return;
FlxLockedWrapper w(LockableWrapper);
int64 actor = w.GetActor();
TangibleManager->SetActor(actor);
TangibleManager->SetPlayer(actor);
TangibleManager->SetNear(w.GetNear(actor, 100, 100, 100));
for (int64 id : TangibleManager->GetNear()) {
TangibleManager->MakeTangible(id);
@@ -133,19 +136,16 @@ void AIntegrationGameModeBase::UpdateTangibles() {
StringViewVec aqueues = w.GetAnimationQueues(tanids);
for (int i = 0; i < tanids.Num(); i++) {
uint64_t tanid = tanids[i];
std::string_view aqueue = aqueues[i];
UlxTangible* t = TangibleManager->GetTangible(tanid);
check(t != nullptr);
t->AnimTracker.Update(aqueue);
UTangibleComponent *t = TangibleManager->GetTangible(tanid);
t->AnimTracker.Update(aqueues[i]);
TArray<uint64> aborted = t->AnimTracker.GetAborted();
for (uint64 hash : aborted) {
IlxTangibleInterface::Execute_AbortAnimation(t->Actor, hash);
IlxTangibleInterface::Execute_AbortAnimation(t->GetActor(), hash);
}
FlxAnimationStep step;
ElxAnimationMode mode = t->AnimTracker.GetNextStep(step);
if (mode != ElxAnimationMode::INVALID) {
bool started = IlxTangibleInterface::Execute_StartAnimation(t->Actor, mode, step);
bool started = IlxTangibleInterface::Execute_StartAnimation(t->GetActor(), mode, step);
if (started) {
t->AnimTracker.StartedStep(step.Hash);
}
@@ -252,4 +252,16 @@ void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
ResetToInitialState();
}
namespace IntegrationGameState {
UTangibleManager* GetTangibleManager(AActor *actor) {
AGameModeBase* gmb = actor->GetWorld()->GetAuthGameMode();
AIntegrationGameModeBase* igmb = Cast<AIntegrationGameModeBase>(gmb);
if (igmb == nullptr) {
return nullptr;
} else {
return igmb->TangibleManager;
}
}
} // namespace IntegrationGameState

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@@ -0,0 +1,7 @@
class UTangibleManager;
namespace IntegrationGameState {
UTangibleManager* GetTangibleManager(AActor *actor);
}

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@@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SampleActorComponent.h"
// Sets default values for this component's properties
USampleActorComponent::USampleActorComponent()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void USampleActorComponent::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void USampleActorComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}

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@@ -0,0 +1,28 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "SampleActorComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class INTEGRATION_API USampleActorComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
USampleActorComponent();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};

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@@ -1,5 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Tangible.h"

View File

@@ -1,31 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "AnimQueue.h"
#include "TangibleInterface.h"
#include "Tangible.generated.h"
/**
*
*/
UCLASS()
class INTEGRATION_API UlxTangible : public UObject
{
GENERATED_BODY()
public:
UPROPERTY()
AActor* Actor;
FlxAnimTracker AnimTracker;
FString Plane;
void Init(AActor* a, const FString &plane) {
Actor = a;
Plane = plane;
}
};

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@@ -0,0 +1,16 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "TangibleComponent.h"
#include "TangibleManager.h"
UTangibleComponent::UTangibleComponent()
{
}
void UTangibleComponent::Init(UTangibleManager* tm, AActor* a, int64 id)
{
TangibleManager = tm;
Actor = a;
TangibleId = id;
}

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@@ -0,0 +1,56 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "AnimQueue.h"
#include "TangibleComponent.generated.h"
/*
* TangibleComponent
*
* The TangibleManager procedurally injects a TangibleComponent
* into the actor. This gives us a place to store tangible-specific
* actor properties, such as the tangible Id, the animation queue,
* and so forth.
*
* To cooperate the with the garbage collector, don't store pointers
* to TangibleComponents in data structures. Instead, store a pointer
* to the actor and then use GetComponentByClass to retrieve the
* TangibleComponent on demand.
*
*/
class UTangibleManager;
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class INTEGRATION_API UTangibleComponent : public UActorComponent
{
GENERATED_BODY()
public:
UTangibleComponent();
// The tangible ID.
UPROPERTY()
uint64 TangibleId;
// The actor that we're a part of.
UPROPERTY()
TWeakObjectPtr<AActor> Actor;
// Our tangible Manager.
UPROPERTY()
TWeakObjectPtr<UTangibleManager> TangibleManager;
// Animation tracker
FlxAnimTracker AnimTracker;
// Current Plane.
FString Plane;
void Init(UTangibleManager* tm, AActor* a, int64 id);
AActor* GetActor() const { return Actor.Get(); }
};

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@@ -29,3 +29,5 @@ public:
UFUNCTION(BlueprintImplementableEvent, Category = "Tangible Functionality")
bool AbortAnimation(int64 hash);
};

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@@ -3,6 +3,8 @@
#include "TangibleManager.h"
#include "TangibleInterface.h"
#include "IntegrationGameState.h"
#include "TangibleComponent.h"
#include "DebugPrint.h"
using namespace DebugPrint;
@@ -10,39 +12,51 @@ using namespace DebugPrint;
UTangibleManager::UTangibleManager() {
World = nullptr;
ClassTangibleActor = nullptr;
Actor = 0;
Player = 0;
Near = IdView();
}
void UTangibleManager::Init(UWorld *world, UClass* tanact) {
World = world;
ClassTangibleActor = tanact;
Actor = 0;
Player = 0;
Near = IdView();
}
UlxTangible *UTangibleManager::GetTangible(int64 id) {
UlxTangible **p = IdToTangible.Find(id);
UTangibleComponent *UTangibleManager::GetTangible(int64 id) {
AActor **p = IdToActor.Find(id);
if (p == nullptr) {
return nullptr;
} else {
return *p;
AActor* a = *p;
UTangibleComponent* comp = a->FindComponentByClass<UTangibleComponent>();
check(comp != nullptr);
return comp;
}
}
UlxTangible *UTangibleManager::MakeTangible(int64 id) {
UlxTangible *& p = IdToTangible.FindOrAdd(id);
UTangibleComponent *UTangibleManager::MakeTangible(int64 id) {
AActor *& p = IdToActor.FindOrAdd(id);
if (p == nullptr) {
FActorSpawnParameters params;
FVector location(0, 0, 0);
FRotator rotation(0, 0, 0);
FActorSpawnParameters params;
AActor* a = World->SpawnActor(ClassTangibleActor, &location, &rotation, params);
UWorld* w = GetWorld();
AActor* a = w->SpawnActor(ClassTangibleActor, &location, &rotation, params);
check(a != nullptr);
check(a->GetClass()->ImplementsInterface(UlxTangibleInterface::StaticClass()));
p = NewObject<UlxTangible>();
p->Init(a, TEXT(""));
// Insert a TangibleComponent into the actor.
UActorComponent* ac = a->AddComponentByClass(UTangibleComponent::StaticClass(), false, FTransform::Identity, false);
UTangibleComponent* tc = Cast<UTangibleComponent>(ac);
check(tc != nullptr);
tc->Init(this, a, id);
p = a;
return tc;
} else {
UTangibleComponent* comp = p->FindComponentByClass<UTangibleComponent>();
check(comp != nullptr);
return comp;
}
return p;
}
void UTangibleManager::DeleteTangible(int64 id) {
@@ -51,9 +65,9 @@ void UTangibleManager::DeleteTangible(int64 id) {
UTangibleManager::IdArray UTangibleManager::GetLive() {
IdArray result;
result.SetNum(IdToTangible.Num());
result.SetNum(IdToActor.Num());
int next = 0;
for (auto &pair : IdToTangible) {
for (auto &pair : IdToActor) {
result[next++] = pair.Key;
}
return result;

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@@ -5,7 +5,7 @@
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CommonTypes.h"
#include "Tangible.h"
#include "TangibleComponent.h"
#include "TangibleManager.generated.h"
UCLASS()
@@ -18,19 +18,21 @@ public:
using IdArray = CommonTypes::IdArray;
using IdView = CommonTypes::IdView;
// A pointer to the UWorld.
UWorld* World;
// A pointer to our world.
UPROPERTY()
TWeakObjectPtr<UWorld> World;
// A pointer to uclass TangibleActor.
// A pointer to uclass TangibleActor. This is the class
// of actors that we create (for now).
UPROPERTY()
TSubclassOf<AActor> ClassTangibleActor;
// Given a tangible ID, look up actor pointer (or NULL if actor was deleted)
UPROPERTY()
TMap<int64, UlxTangible*> IdToTangible;
TMap<int64, AActor*> IdToActor;
// Actor tangible Id.
int64 Actor;
// Player's tangible Id.
int64 Player;
// Tangibles near the actor.
IdView Near;
@@ -42,19 +44,23 @@ public:
//
void Init(UWorld *world, UClass* tanact);
// Get a pointer to our world.
//
UWorld* GetWorld() const override { return World.Get(); }
// Get the tangible if it exists, otherwise return NULL
UlxTangible* GetTangible(int64 id);
UTangibleComponent* GetTangible(int64 id);
// Get the tangible if it exists, otherwise create it.
UlxTangible* MakeTangible(int64 id);
UTangibleComponent* MakeTangible(int64 id);
// Delete the tangible.
void DeleteTangible(int64 id);
// Get/Set the Id of the actor.
//
int64 GetActor() const { return Actor; };
void SetActor(int64 id) { Actor = id; }
int64 GetPlayer() const { return Player; };
void SetPlayer(int64 id) { Player = id; }
// Get/Set the list of tangibles near the player, according to Luprex.
//