Interactable code cleanup, complete activators
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parent
2a5677656c
commit
15244e3936
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Content/Blueprints/Characters/BP_Player.uasset
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Content/Blueprints/Characters/BP_Player.uasset
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Content/Misc/Interactables/M_InteractableScreencapturerPP.uasset
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Content/Misc/Interactables/M_InteractableScreencapturerPP.uasset
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Content/Misc/Materials/Colors/M_Color_Pink.uasset
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Content/Misc/Materials/Colors/M_Color_Pink.uasset
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Content/UI/BP_MainWidgetManager.uasset
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Content/UI/Blueprints/Overlays/UI_Crosshair.uasset
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Content/UI/Blueprints/Overlays/UI_Crosshair.uasset
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Content/UI/Blueprints/Overlays/UI_DevelopBuildWarning.uasset
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Content/UI/Blueprints/Overlays/UI_DevelopBuildWarning.uasset
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Content/UI/Interactables/BP_InteractableHintWidgetManager.uasset
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Content/UI/Interactables/BP_InteractableHintWidgetManager.uasset
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@ -1,6 +1,6 @@
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{
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"FileVersion": 3,
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"EngineAssociation": "{0DD41C75-443A-77B1-7C02-5F9B73D04B7B}",
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"EngineAssociation": "5.4",
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"Category": "",
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"Description": "",
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"Modules": [
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@ -10,14 +10,14 @@ RWBuffer<unsigned int> Output;
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void InteractableScreenCapturerBitMapCS(
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uint3 dti : SV_DispatchThreadID)
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{
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switch (Input[dti.x])
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{
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case 0xFF00FFFF:
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//Output[dti.x / 4] = Output[dti.x / 4] | (0xFF << 8 * (3 - (dti.x % 4))); // sets n-th byte to 0xFF
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break;
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default:
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//Output[dti.x / 4] = Output[dti.x / 4] & ~(0xFF << 8 * (3 - (dti.x % 4))); // sets n-th byte to 0x00
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break;
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}
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//Output[0] = 1;
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Output[dti.x] = Input[dti.x];
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//switch (Input[dti.x])
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//{
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// case 0xFF00FFFF:
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// Output[dti.x / 4] = Output[dti.x / 4] | (0xFF << 8 * (3 - (dti.x % 4))); // sets n-th byte to 0xFF
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// break;
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// default:
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// Output[dti.x / 4] = Output[dti.x / 4] & ~(0xFF << 8 * (3 - (dti.x % 4))); // sets n-th byte to 0x00
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// break;
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//}
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}
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@ -7,13 +7,14 @@
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#include "InputMappingContext.h"
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#include "CustomGameUserSettings.h"
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#include "Interactable/SawInteractable.h"
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#include "Interactable/UsableInteractable.h"
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#include "Interactable/Activators/InCameraInteractableActivator.h"
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#include "Interactable/Activators/RaycastInteractableActivator.h"
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void UCustomGameInstanceBase::Init()
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{
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// IN FUTURE ASSIGN FROM CONTENT LOADER MEMBER
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interactionsActivators = { {UUsableInteractable::StaticClass()}, {USawInteractable::StaticClass()} };
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interactionsActivators.Add(URaycastInteractableActivator::StaticClass());
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interactionsActivators.Add(UInCameraInteractableActivator::StaticClass());
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UGameInstance::Init();
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@ -19,7 +19,7 @@ public:
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void ApplyMouseSettings();
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UPROPERTY(EditDefaultsOnly)
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TArray<TSubclassOf<class UInteractableComponent>> interactionsActivators;
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TArray<TSubclassOf<class UInteractableActivator>> interactionsActivators;
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protected:
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UPROPERTY(EditDefaultsOnly)
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@ -1,9 +1,8 @@
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// Oleg Petruny proprietary.
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#include "Interactable/InCameraInteractableActivator.h"
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#include "InCameraInteractableActivator.h"
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#include "Interactable.h"
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#include "InteractableScreenCapturer.h"
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UInCameraInteractableActivator::UInCameraInteractableActivator(const FObjectInitializer& ObjectInitializer)
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@ -14,9 +13,13 @@ UInCameraInteractableActivator::UInCameraInteractableActivator(const FObjectInit
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return;
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}
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activatorType = EActivatorType::Saw;
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scanDistance = 7000;
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_capturer = CreateDefaultSubobject<UInteractableScreenCapturer>(TEXT("UInCameraInteractableActivator_UInteractableScreenCapturer"));
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_capturer->interactableInScreenDelegate.BindUObject(this, &UInCameraInteractableActivator::NewSeenInteractable_Implementation);
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_capturer->SetupAttachment(this);
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_capturer->scanDistance = scanDistance;
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bStartWithTickEnabled = false;
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@ -44,7 +47,7 @@ void UInCameraInteractableActivator::Scan_Implementation()
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_interactablesToActivate.Dequeue(interactable);
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if(interactableActivatedDelegate.IsBound())
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{
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interactableActivatedDelegate.Execute(interactable);
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interactableActivatedDelegate.Execute(interactable, activatorType);
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}
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}
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}
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@ -5,10 +5,12 @@
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#include "Components/SceneComponent.h"
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#include "CoreMinimal.h"
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#include "../Interactable.h"
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#include "InteractableActivator.generated.h"
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DECLARE_DELEGATE_OneParam(FInteractableActivated, class AInteractable*);
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DECLARE_DELEGATE_OneParam(FInteractableDeactivated, class AInteractable*);
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DECLARE_DELEGATE_TwoParams(FInteractableActivated, AInteractable*, EActivatorType);
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DECLARE_DELEGATE_TwoParams(FInteractableDeactivated, AInteractable*, EActivatorType);
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UCLASS(Abstract, Blueprintable, BlueprintType)
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class UInteractableActivator : public USceneComponent
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@ -27,10 +29,13 @@ protected:
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inline void Scan();
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inline virtual void Scan_Implementation() PURE_VIRTUAL(UInteractableActivator::Scan_Implementation, );
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UPROPERTY(EditDefaultsOnly)
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EActivatorType activatorType;
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UPROPERTY(EditDefaultsOnly)
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float scanDistance = 200;
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class UWorld* world;
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class APlayerBase* player;
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enum ECollisionChannel collisionChannel;
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ECollisionChannel collisionChannel;
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};
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@ -7,16 +7,18 @@
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#include "Engine/TextureRenderTarget2D.h"
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#include "Kismet/GameplayStatics.h"
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#include "opencv2/imgproc.hpp"
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#include "RenderGraphUtils.h"
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#include "RHIGPUReadback.h"
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#include "RHIResources.h"
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#include "SceneView.h"
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#include "TextureCompressorModule.h"
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#include "Interactable.h"
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#include "../Interactable.h"
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#include "InteractableScreenCapturerBitMapCS.h"
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constexpr float tickInterval = 1.0f / 5;
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constexpr float textureWidth = 1280 / 2;
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constexpr float textureHeight = 720 / 2;
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constexpr float rayDistance = 7000;
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UInteractableScreenCapturer::UInteractableScreenCapturer(const FObjectInitializer& ObjectInitializer)
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: USceneCaptureComponent2D(ObjectInitializer)
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@ -24,7 +26,8 @@ UInteractableScreenCapturer::UInteractableScreenCapturer(const FObjectInitialize
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PrimaryComponentTick.bCanEverTick = false;
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PrimaryComponentTick.bStartWithTickEnabled = false;
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TextureTarget = LoadObject<UTextureRenderTarget2D>(this, TEXT("/Game/tempStaff/Input"));
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TextureTarget = LoadObject<UTextureRenderTarget2D>(this, TEXT("/Game/Misc/Interactables/T_InteractableScreencapturerDebugInput"));
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//_output = LoadObject<UTextureRenderTarget2D>(this, TEXT("/Game/Misc/Interactables/T_InteractableScreencapturerDebugOutput"));
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//TextureTarget = ObjectInitializer.CreateDefaultSubobject<UTextureRenderTarget2D>(this, TEXT("UInteractableScreenCapturer_TextureRenderTarget"));
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//TextureTarget->RenderTargetFormat = ETextureRenderTargetFormat::RTF_RGBA8;
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//TextureTarget->ClearColor = FLinearColor::Black;
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@ -36,12 +39,14 @@ UInteractableScreenCapturer::UInteractableScreenCapturer(const FObjectInitialize
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PrimitiveRenderMode = ESceneCapturePrimitiveRenderMode::PRM_LegacySceneCapture;
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bCaptureEveryFrame = 0;
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bCaptureOnMovement = 0;
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LODDistanceFactor = 10000;
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LODDistanceFactor = 1;
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bUseRayTracingIfEnabled = false;
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CaptureSource = ESceneCaptureSource::SCS_BaseColor;
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CaptureSource = ESceneCaptureSource::SCS_FinalColorLDR;
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CompositeMode = ESceneCaptureCompositeMode::SCCM_Overwrite;
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PostProcessBlendWeight = 0;
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PostProcessBlendWeight = 1;
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auto ppMaterial = LoadObject<UMaterial>(this, TEXT("/Game/Misc/Interactables/M_InteractableScreencapturerPP"));
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PostProcessSettings.AddBlendable(ppMaterial, 1.0f);
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bUseCustomProjectionMatrix = false;
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bAlwaysPersistRenderingState = true;
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@ -57,6 +62,8 @@ UInteractableScreenCapturer::UInteractableScreenCapturer(const FObjectInitialize
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ShowFlags.SetGame(true);
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ShowFlags.SetMaterials(true);
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ShowFlags.SetRendering(true);
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ShowFlags.SetPostProcessMaterial(true);
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ShowFlags.SetPostProcessing(true);
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PrimaryComponentTick.TickInterval = tickInterval;
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PrimaryComponentTick.bCanEverTick = true;
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@ -74,7 +81,7 @@ void UInteractableScreenCapturer::TickComponent(float DeltaTime, enum ELevelTick
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USceneCaptureComponent2D::TickComponent(DeltaTime, TickType, ThisTickFunction);
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CaptureScene();
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GetCameraView(DeltaTime, _view);
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Process();
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//Process();
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}
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break;
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default:
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@ -93,13 +100,71 @@ void UInteractableScreenCapturer::Process()
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capture = TextureTarget->GetResource()->TextureRHI,
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world = GetWorld(),
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view = _view,
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//output = _output->GetResource()->TextureRHI,
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this
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]
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(FRHICommandListImmediate& RHICmdList)
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{
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#ifdef INTERACTABLE_ACTIVATOR_DEBUG
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double StartTime = FPlatformTime::Seconds();
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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static FIntPoint _extent = capture->GetDesc().Extent;
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static uint32 _size = _extent.X * _extent.Y;
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static int32 _size = _extent.X * _extent.Y;
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//FRHIResourceCreateInfo outBufferCreateInfo(TEXT("InteractableScreenCapturerCSOutBuffer"));
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//EBufferUsageFlags outBufferUsage = EBufferUsageFlags::UnorderedAccess | EBufferUsageFlags::SourceCopy;
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//FBufferRHIRef outBuffer = RHICmdList.CreateBuffer(_size * sizeof(uint32), outBufferUsage, 0, ERHIAccess::UAVCompute, outBufferCreateInfo);
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//auto outBufferUAVCreateDesc = FRHIViewDesc::CreateBufferUAV()
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// .SetType(FRHIViewDesc::EBufferType::Typed)
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// .SetFormat(PF_R32_UINT)
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// .SetNumElements(_size);
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//auto outBufferUAV = RHICmdList.CreateUnorderedAccessView(outBuffer, outBufferUAVCreateDesc);
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//
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//TShaderMapRef<FInteractableScreenCapturerBitMapCS> shader(GetGlobalShaderMap(GMaxRHIFeatureLevel));
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//const uint32 threadsNum = FMath::DivideAndRoundUp(_size, FInteractableScreenCapturerBitMapCS::shader_threads_per_group_count);
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//
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//FInteractableScreenCapturerBitMapCS::FParameters shaderParams;
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//shaderParams.Input = RHICmdList.CreateShaderResourceView(capture, FRHIViewDesc::CreateTextureSRV()
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// .SetDimensionFromTexture(capture)
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// .SetMipRange(0, 1));
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//shaderParams.Output = outBufferUAV;
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//
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//FComputeShaderUtils::Dispatch(RHICmdList, shader, shaderParams, FIntVector(threadsNum, 1, 1));
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//
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//RHICmdList.Transition({ FRHITransitionInfo(outBufferUAV, ERHIAccess::UAVCompute, ERHIAccess::CopySrc) });
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//
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//// Kick off the readbacks.
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//FRHIGPUBufferReadback outBufferReadback(TEXT("InteractableScreenCapturerCSOutBufferReadback"));
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//outBufferReadback.EnqueueCopy(RHICmdList, outBuffer, _size * sizeof(uint32));
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//
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//// Sync the GPU. Unfortunately we can't use the fences because not all RHIs implement them yet.
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//RHICmdList.BlockUntilGPUIdle();
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//RHICmdList.FlushResources();
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//
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//uint32* outBufferData = (uint32*)outBufferReadback.Lock(_size * sizeof(uint32));
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//uint32 sstride = 0;
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//uint32* ddata = (uint32*)RHICmdList.LockTexture2D(
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// output,
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// 0,
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// RLM_WriteOnly,
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// sstride,
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// false);
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//for(int32 i = 0; i < _size; ++i)
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//{
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// ddata[i] = outBufferData[i];
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// //switch(outBufferData[i])
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// //{
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// // case 0xFF:
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// // ddata[i] = 0xFFFFFFFF;
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// // default:
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// // ddata[i] = 0x00000000;
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// //}
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//}
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//RHICmdList.UnlockTexture2D(output, 0, false);
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//
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//outBufferReadback.Unlock();
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static uint8* _bitMap = new uint8[_size]; // cv::Mat allocation is weird sometimes...
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@ -110,7 +175,7 @@ void UInteractableScreenCapturer::Process()
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RLM_ReadOnly,
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stride,
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false);
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for(uint32 i = 0; i < _size; ++i)
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for(int32 i = 0; i < _size; ++i)
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{
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switch(data[i].R)
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{
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@ -167,17 +232,15 @@ void UInteractableScreenCapturer::Process()
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* (FInverseRotationMatrix(view.Rotation) * FMatrix(FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)))
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* view.CalculateProjectionMatrix())
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.InverseFast();
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GEngine->AddOnScreenDebugMessage(60, 0.5f, FColor::Yellow, FString::Printf(TEXT("x:%f, y:%f"), view.Rotation.Yaw, view.Rotation.Roll));
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FVector worldLoc, worldDir;
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for(int i = 1; i < components; ++i)
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{
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FVector2D screenPos = { ((double*)componentsCentroids.data)[i * 2], ((double*)componentsCentroids.data)[i * 2 + 1] };
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FSceneView::DeprojectScreenToWorld(screenPos, FIntRect{ {0, 0}, _extent }, _invProjection, worldLoc, worldDir);
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//GEngine->AddOnScreenDebugMessage(66 + i, 0.5f, FColor::Yellow, FString::Printf(TEXT("x:%f, y:%f"), screenPos.X, screenPos.Y));
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FHitResult result{};
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FVector startLocation = view.Location;
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FVector endLocation = worldLoc + worldDir * rayDistance;
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FVector endLocation = worldLoc + worldDir * scanDistance;
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world->LineTraceSingleByChannel(
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result,
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startLocation,
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@ -196,19 +259,23 @@ void UInteractableScreenCapturer::Process()
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interactableInScreenDelegate.Execute(interactable);
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});
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}
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//GEngine->AddOnScreenDebugMessage(10 + i, 0.5f, FColor::Yellow, interactable->GetName());
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GEngine->AddOnScreenDebugMessage(20 + i, 0.5f, FColor::Yellow, FString::Printf(TEXT("dist:%f"), (view.Location - interactable->GetActorLocation()).Length()));
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}
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#ifdef INTERACTABLE_ACTIVATOR_DEBUG
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DrawDebugLine(world, startLocation, endLocation, FColor::Green, false, tickInterval, 0, 0.5f);
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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}
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#ifdef INTERACTABLE_ACTIVATOR_DEBUG
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else
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{
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DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 10, 0.5f);
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}
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//DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 0, 0.5f);
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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}
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GEngine->AddOnScreenDebugMessage(667, 0.5f, FColor::Yellow, FString::Printf(TEXT("time:%f"), FPlatformTime::Seconds() - StartTime));
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#ifdef INTERACTABLE_ACTIVATOR_DEBUG
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GEngine->AddOnScreenDebugMessage(30 + (int)EActivatorType::Saw, 0.5f, FColor::Yellow, FString::Printf(TEXT("ScreenCapturer calltime: %f"), FPlatformTime::Seconds() - StartTime));
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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running = false;
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}
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);
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@ -20,10 +20,14 @@ public:
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FInteractableInScreen interactableInScreenDelegate;
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UPROPERTY(EditAnywhere)
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float scanDistance = 7000;
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protected:
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void Process();
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private:
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FMinimalViewInfo _view;
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TSet<class AInteractable*> _sawInteractables;
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//class UTextureRenderTarget2D* _output;
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};
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@ -6,7 +6,11 @@
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#include "DrawDebugHelpers.h"
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#include "Engine/World.h"
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#include "Interactable.h"
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URaycastInteractableActivator::URaycastInteractableActivator(const FObjectInitializer& ObjectInitializer)
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: UInteractableActivator(ObjectInitializer)
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{
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activatorType = EActivatorType::Use;
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}
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void URaycastInteractableActivator::Scan_Implementation()
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{
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@ -27,31 +31,40 @@ void URaycastInteractableActivator::Scan_Implementation()
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{
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if(_last != result.GetActor())
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{
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if(_last)
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{
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interactableDeactivatedDelegate.Execute(_last, activatorType);
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_last = nullptr;
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}
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_activated = true;
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if(auto interactable = Cast<AInteractable>(result.GetActor()))
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{
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_last = interactable;
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if(interactableActivatedDelegate.IsBound())
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{
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interactableActivatedDelegate.Execute(interactable);
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interactableActivatedDelegate.Execute(interactable, activatorType);
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}
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}
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}
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}
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//DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Green, false, 0.5f, 0, 1.0f);
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}
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#ifdef INTERACTABLE_ACTIVATOR_DEBUG
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DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Green, false, 0.5f, 0, 0.5f);
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#endif // INTERACTABLE_ACTIVATOR_DEBUG
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}
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else
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{
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if(_activated)
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{
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if(interactableDeactivatedDelegate.IsBound())
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{
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interactableDeactivatedDelegate.Execute(_last);
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interactableDeactivatedDelegate.Execute(_last, activatorType);
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||||
}
|
||||
_activated = false;
|
||||
_last = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
//DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, 0.5f, 10, 1.0f);
|
||||
}
|
||||
}
|
||||
#ifdef INTERACTABLE_ACTIVATOR_DEBUG
|
||||
DrawDebugLine(GetWorld(), startLocation, endLocation, FColor::Red, false, 0.5f, 10, 0.5f);
|
||||
#endif // INTERACTABLE_ACTIVATOR_DEBUG
|
||||
}
|
||||
}
|
@ -12,6 +12,9 @@ class URaycastInteractableActivator : public UInteractableActivator
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
URaycastInteractableActivator(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
protected:
|
||||
void Scan();
|
||||
virtual void Scan_Implementation() override;
|
@ -3,4 +3,59 @@
|
||||
|
||||
#include "Interactable.h"
|
||||
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
#include "../MainGameModeBase.h"
|
||||
#include "../Widgets/WidgetsManager.h"
|
||||
#include "Modificators/InteractableModificator.h"
|
||||
|
||||
void AInteractable::BeginPlay()
|
||||
{
|
||||
// FOR ADRESS TO COLOR
|
||||
//if(auto m = material.LoadSynchronous())
|
||||
//{
|
||||
// if(material->VectorParameterValues.Num() > 0)
|
||||
// {
|
||||
// GEngine->AddOnScreenDebugMessage(5, 5.0f, FColor::Emerald, material->VectorParameterValues[0].ParameterInfo.Name.ToString());
|
||||
// }
|
||||
//}
|
||||
|
||||
TArray<UMeshComponent*> meshes;
|
||||
GetComponents(meshes);
|
||||
for(auto mesh : meshes)
|
||||
{
|
||||
mesh->CustomDepthStencilValue = 0;
|
||||
mesh->CustomDepthStencilWriteMask = ERendererStencilMask::ERSM_Default;
|
||||
mesh->SetRenderCustomDepth(true);
|
||||
}
|
||||
|
||||
for(auto& modificatorClass : modificatorsClasses)
|
||||
{
|
||||
_modificators.Add(NewObject<UInteractableModificator>(this, modificatorClass));
|
||||
}
|
||||
}
|
||||
|
||||
void AInteractable::_Activate(EActivatorType type)
|
||||
{
|
||||
activated |= static_cast<uint8>(type);
|
||||
if(auto WM = AMainGameModeBase::GetWidgetManager())
|
||||
{
|
||||
for(const auto modificator : _modificators)
|
||||
{
|
||||
WM->ShowInteractionHints(modificator);
|
||||
}
|
||||
}
|
||||
|
||||
Activate_Implementation(type);
|
||||
}
|
||||
|
||||
void AInteractable::_Deactivate(EActivatorType type)
|
||||
{
|
||||
activated &= ~static_cast<uint8>(type);
|
||||
if(auto WM = AMainGameModeBase::GetWidgetManager())
|
||||
{
|
||||
WM->HideInteractionHints(type);
|
||||
}
|
||||
|
||||
Deactivate_Implementation(type);
|
||||
}
|
||||
|
@ -4,19 +4,55 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "UObject/ScriptInterface.h"
|
||||
|
||||
#include "Interactable.generated.h"
|
||||
|
||||
#define INTERACTABLE_DEBUG
|
||||
//#define INTERACTABLE_ACTIVATOR_DEBUG
|
||||
|
||||
UENUM(BlueprintType, meta = (Bitflags))
|
||||
enum class EActivatorType : uint8
|
||||
{
|
||||
None = 0,
|
||||
Use = 1 << 0,
|
||||
Saw = 1 << 1,
|
||||
Custom1 = 1 << 2 UMETA(DisplayName = "Custom 1"),
|
||||
Custom2 = 1 << 3 UMETA(DisplayName = "Custom 2"),
|
||||
Custom3 = 1 << 4 UMETA(DisplayName = "Custom 3"),
|
||||
Custom4 = 1 << 5 UMETA(DisplayName = "Custom 4"),
|
||||
Custom5 = 1 << 6 UMETA(DisplayName = "Custom 5"),
|
||||
Custom6 = 1 << 7 UMETA(DisplayName = "Custom 6")
|
||||
};
|
||||
ENUM_CLASS_FLAGS(EActivatorType)
|
||||
|
||||
UCLASS(Abstract, MinimalAPI, Blueprintable, BlueprintType)
|
||||
class AInteractable : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
void _Activate(EActivatorType type);
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
TArray<TSubclassOf<class UInteractableComponent>> GetInteractableComponents();
|
||||
virtual TArray<TSubclassOf<class UInteractableComponent>> GetInteractableComponents_Implementation()
|
||||
PURE_VIRTUAL(AInteractable::GetInteractableComponents_Implementation, return {};);
|
||||
void Activate(EActivatorType type);
|
||||
virtual void Activate_Implementation(EActivatorType type) {}
|
||||
|
||||
void _Deactivate(EActivatorType type);
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
void Deactivate(EActivatorType type);
|
||||
virtual void Deactivate_Implementation(EActivatorType type) {}
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
UPROPERTY(BlueprintReadWrite, meta = (Bitmask, BitmaskEnum = "EActivatorType"))
|
||||
uint8 activated = 0;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TArray<TSubclassOf<class UInteractableModificator>> modificatorsClasses;
|
||||
|
||||
private:
|
||||
//UPROPERTY(EditDefaultsOnly)
|
||||
//TSoftObjectPtr<UMaterialInstance> material;
|
||||
TArray<class UInteractableModificator*> _modificators;
|
||||
};
|
||||
|
||||
|
@ -1,20 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "InteractableCaller.h"
|
||||
|
||||
UInteractableCaller::UInteractableCaller(const FObjectInitializer& ObjectInitializer)
|
||||
: UActorComponent(ObjectInitializer)
|
||||
{
|
||||
if(HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RegisterComponent();
|
||||
}
|
||||
|
||||
void UInteractableCaller::Init()
|
||||
{
|
||||
//GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, GetOwner()->GetName());
|
||||
}
|
@ -1,19 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "InteractableCaller.generated.h"
|
||||
|
||||
UCLASS(Abstract, Blueprintable, BlueprintType)
|
||||
class UInteractableCaller : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UInteractableCaller(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
void Init();
|
||||
};
|
@ -1,5 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "InteractableComponent.h"
|
||||
|
@ -1,29 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "InputMappingContext.h"
|
||||
#include "UObject/Interface.h"
|
||||
|
||||
#include "InteractableActivator.h"
|
||||
|
||||
#include "InteractableComponent.generated.h"
|
||||
|
||||
UCLASS(Abstract, Blueprintable, BlueprintType)
|
||||
class UInteractableComponent : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
const FString GetName();
|
||||
virtual const FString GetName_Implementation()
|
||||
PURE_VIRTUAL(UInteractableComponent::GetInteractionName_Implementation, return "NONE";);
|
||||
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
const TArray<TSubclassOf<UInteractableActivator>> GetActivators();
|
||||
virtual const TArray<TSubclassOf<UInteractableActivator>> GetActivators_Implementation()
|
||||
PURE_VIRTUAL(UInteractableComponent::GetActivatorsZ_Implementation,
|
||||
TArray<TSubclassOf<UInteractableActivator>> _activators{}; return _activators;);
|
||||
};
|
@ -0,0 +1,16 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "InteractableModificator.h"
|
||||
|
||||
#include "InputMappingContext.h"
|
||||
|
||||
const UInputMappingContext* UInteractableModificator::GetMappingContext() const
|
||||
{
|
||||
return inputMapping.LoadSynchronous();
|
||||
}
|
||||
|
||||
EActivatorType UInteractableModificator::GetActivatorTypes() const
|
||||
{
|
||||
return static_cast<EActivatorType>(activatorTypes);
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "InteractableModificator.generated.h"
|
||||
|
||||
enum class EActivatorType : uint8;
|
||||
|
||||
UCLASS(Abstract, Blueprintable, BlueprintType)
|
||||
class UInteractableModificator : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
const class UInputMappingContext* GetMappingContext() const;
|
||||
EActivatorType GetActivatorTypes() const;
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSoftObjectPtr<class UInputMappingContext> inputMapping;
|
||||
|
||||
UPROPERTY(EditAnywhere, meta = (Bitmask, BitmaskEnum = "EActivatorType"))
|
||||
uint8 activatorTypes = 0;
|
||||
};
|
@ -0,0 +1,5 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "InteractableUsableModificator.h"
|
||||
|
@ -0,0 +1,18 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "InteractableModificator.h"
|
||||
|
||||
#include "InteractableUsableModificator.generated.h"
|
||||
|
||||
|
||||
UCLASS(Blueprintable, BlueprintType)
|
||||
class UInteractableUsableModificator : public UInteractableModificator
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
protected:
|
||||
};
|
@ -1,21 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "SawInteractable.h"
|
||||
|
||||
#include "InCameraInteractableActivator.h"
|
||||
#include "InteractableCaller.h"
|
||||
|
||||
const FString USawInteractable::GetName_Implementation()
|
||||
{
|
||||
static auto _name = TEXT("Saw");
|
||||
return _name;
|
||||
}
|
||||
|
||||
const TArray<TSubclassOf<UInteractableActivator>> USawInteractable::GetActivators_Implementation()
|
||||
{
|
||||
static TArray<TSubclassOf<UInteractableActivator>> _array = {
|
||||
{UInCameraInteractableActivator::StaticClass()}
|
||||
};
|
||||
return _array;
|
||||
}
|
@ -1,23 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "InteractableComponent.h"
|
||||
|
||||
#include "SawInteractable.generated.h"
|
||||
|
||||
|
||||
UCLASS(Blueprintable, BlueprintType)
|
||||
class USawInteractable : public UInteractableComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
const FString GetName();
|
||||
virtual const FString GetName_Implementation() override;
|
||||
|
||||
const TArray<TSubclassOf<UInteractableActivator>> GetActivators();
|
||||
virtual const TArray<TSubclassOf<UInteractableActivator>> GetActivators_Implementation() override;
|
||||
};
|
@ -1,20 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "UsableInteractable.h"
|
||||
|
||||
#include "RaycastInteractableActivator.h"
|
||||
|
||||
const FString UUsableInteractable::GetName_Implementation()
|
||||
{
|
||||
static auto _name = TEXT("Use");
|
||||
return _name;
|
||||
}
|
||||
|
||||
const TArray<TSubclassOf<UInteractableActivator>> UUsableInteractable::GetActivators_Implementation()
|
||||
{
|
||||
static TArray<TSubclassOf<UInteractableActivator>> _array = {
|
||||
{URaycastInteractableActivator::StaticClass()}
|
||||
};
|
||||
return _array;
|
||||
}
|
@ -1,23 +0,0 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "InteractableComponent.h"
|
||||
|
||||
#include "UsableInteractable.generated.h"
|
||||
|
||||
|
||||
UCLASS(Blueprintable, BlueprintType)
|
||||
class UUsableInteractable : public UInteractableComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
const FString GetName();
|
||||
virtual const FString GetName_Implementation() override;
|
||||
|
||||
const TArray<TSubclassOf<UInteractableActivator>> GetActivators();
|
||||
virtual const TArray<TSubclassOf<UInteractableActivator>> GetActivators_Implementation() override;
|
||||
};
|
@ -9,8 +9,9 @@
|
||||
#include "UObject/ScriptInterface.h"
|
||||
|
||||
#include "CustomGameInstanceBase.h"
|
||||
#include "Interactable/InteractableComponent.h"
|
||||
#include "WidgetsManager.h"
|
||||
#include "Widgets/WidgetsManager.h"
|
||||
|
||||
UWidgetsManager* AMainGameModeBase::_widgetsManager = nullptr;
|
||||
|
||||
void AMainGameModeBase::StartPlay()
|
||||
{
|
||||
@ -37,6 +38,11 @@ bool AMainGameModeBase::SetPause(APlayerController* PC, FCanUnpause CanUnpauseDe
|
||||
return AGameModeBase::SetPause(PC, CanUnpauseDelegate);
|
||||
}
|
||||
|
||||
UWidgetsManager* AMainGameModeBase::GetWidgetManager()
|
||||
{
|
||||
return _widgetsManager;
|
||||
}
|
||||
|
||||
void AMainGameModeBase::SwitchCameraMode()
|
||||
{
|
||||
static TWeakObjectPtr<APawn> _playerPawn = nullptr;
|
||||
|
@ -18,10 +18,12 @@ public:
|
||||
|
||||
void SwitchCameraMode();
|
||||
|
||||
static class UWidgetsManager* GetWidgetManager();
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSubclassOf<class UWidgetsManager> widgetManagerClass;
|
||||
|
||||
private:
|
||||
class UWidgetsManager* _widgetsManager;
|
||||
static class UWidgetsManager* _widgetsManager;
|
||||
};
|
||||
|
@ -11,11 +11,7 @@
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
|
||||
#include "CustomGameInstanceBase.h"
|
||||
#include "Interactable/Interactable.h"
|
||||
#include "Interactable/InteractableActivator.h"
|
||||
#include "Interactable/InteractableCaller.h"
|
||||
#include "Interactable/InteractableComponent.h"
|
||||
#include "Interactable/UsableInteractable.h"
|
||||
#include "Interactable/Activators/InteractableActivator.h"
|
||||
|
||||
#include "CustomGameUserSettings.h"
|
||||
#include "MainGameModeBase.h"
|
||||
@ -73,7 +69,7 @@ void APlayerBase::BeginPlay()
|
||||
}
|
||||
}
|
||||
|
||||
LoadInteractable();
|
||||
LoadInteractablesActivators();
|
||||
}
|
||||
|
||||
void APlayerBase::SwitchToCameraPawn()
|
||||
@ -136,33 +132,46 @@ void APlayerBase::UpdatePitch(float min, float max)
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerBase::LoadInteractable()
|
||||
void APlayerBase::LoadInteractablesActivators()
|
||||
{
|
||||
auto GI = Cast<UCustomGameInstanceBase>(GetWorld()->GetGameInstance());
|
||||
if(!GI)
|
||||
if(auto GI = Cast<UCustomGameInstanceBase>(GetWorld()->GetGameInstance()))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
TSet<TSubclassOf<UInteractableActivator>> activators;
|
||||
for(auto& interaction : GI->interactionsActivators)
|
||||
{
|
||||
auto actArray = interaction->GetDefaultObject<UInteractableComponent>()->GetActivators_Implementation();
|
||||
for(auto& act : actArray)
|
||||
TSet<UClass*> instancedActivators;
|
||||
for(auto& act : GI->interactionsActivators)
|
||||
{
|
||||
if(!activators.Contains(act))
|
||||
{
|
||||
activators.Add(act);
|
||||
auto component = NewObject<UInteractableActivator>(this, act);
|
||||
component->interactableActivatedDelegate.BindUObject(this, &APlayerBase::InteractableActivated);
|
||||
component->SetupAttachment(camera);
|
||||
component->RegisterComponent();
|
||||
}
|
||||
if(instancedActivators.Contains(act))
|
||||
continue;
|
||||
instancedActivators.Add(act);
|
||||
|
||||
auto component = NewObject<UInteractableActivator>(this, act);
|
||||
component->interactableActivatedDelegate.BindUObject(this, &APlayerBase::InteractableActivated);
|
||||
component->interactableDeactivatedDelegate.BindUObject(this, &APlayerBase::InteractableDeactivated);
|
||||
component->SetupAttachment(camera);
|
||||
component->RegisterComponent();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void APlayerBase::InteractableActivated(AInteractable* interactable)
|
||||
void APlayerBase::InteractableActivated(AInteractable* interactable, EActivatorType type)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Cyan, TEXT("Player activate: ") + interactable->GetName());
|
||||
if(interactionLocked)
|
||||
return;
|
||||
|
||||
interactable->Activate(type);
|
||||
#ifdef INTERACTABLE_DEBUG
|
||||
GEngine->AddOnScreenDebugMessage(30 + (int)type, 5.0f, FColor::Cyan, TEXT("Player activate: ") + interactable->GetName()
|
||||
+ TEXT(" by: ") + StaticEnum<EActivatorType>()->GetNameByValue(static_cast<int64>(type)).ToString());
|
||||
#endif // INTERACTABLE_DEBUG
|
||||
}
|
||||
|
||||
void APlayerBase::InteractableDeactivated(AInteractable* interactable, EActivatorType type)
|
||||
{
|
||||
if(interactionLocked)
|
||||
return;
|
||||
|
||||
interactable->Deactivate(type);
|
||||
#ifdef INTERACTABLE_DEBUG
|
||||
GEngine->AddOnScreenDebugMessage(30 + (int)type, 5.0f, FColor::Magenta, TEXT("Player deactivate: ") + interactable->GetName()
|
||||
+ TEXT(" by: ") + StaticEnum<EActivatorType>()->GetNameByValue(static_cast<int64>(type)).ToString());
|
||||
#endif // INTERACTABLE_DEBUG
|
||||
}
|
@ -5,6 +5,8 @@
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Character.h"
|
||||
|
||||
#include "Interactable/Interactable.h"
|
||||
|
||||
#include "PlayerBase.generated.h"
|
||||
|
||||
UCLASS()
|
||||
@ -49,6 +51,8 @@ protected:
|
||||
bool jumpLocked = false;
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool runLocked = false;
|
||||
UPROPERTY(EditAnywhere)
|
||||
bool interactionLocked = false;
|
||||
|
||||
APlayerCameraManager* cameraManager;
|
||||
class UCameraComponent* camera;
|
||||
@ -60,6 +64,7 @@ protected:
|
||||
float maxPitch = 65;
|
||||
|
||||
private:
|
||||
void LoadInteractable();
|
||||
void InteractableActivated(class AInteractable* interactable);
|
||||
void LoadInteractablesActivators();
|
||||
void InteractableActivated(AInteractable* interactable, EActivatorType type);
|
||||
void InteractableDeactivated(AInteractable* interactable, EActivatorType type);
|
||||
};
|
||||
|
@ -0,0 +1,5 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "InteractableHintWidget.h"
|
||||
|
23
Source/Lost_Edge/Private/Widgets/InteractableHintWidget.h
Normal file
23
Source/Lost_Edge/Private/Widgets/InteractableHintWidget.h
Normal file
@ -0,0 +1,23 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "InteractableHintWidget.generated.h"
|
||||
|
||||
UCLASS(Blueprintable)
|
||||
class UInteractableHintWidget : public UUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
void Show();
|
||||
virtual void Show_Implementation() {}
|
||||
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
void Proceed();
|
||||
virtual void Proceed_Implementation() {}
|
||||
};
|
@ -0,0 +1,4 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "InteractableHintWidgetManager.h"
|
@ -0,0 +1,35 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "InteractableHintWidgetManager.generated.h"
|
||||
|
||||
enum class EActivatorType : uint8;
|
||||
|
||||
UCLASS(Blueprintable)
|
||||
class UInteractableHintWidgetManager : public UUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
void Append(const class UInteractableModificator* modificator);
|
||||
virtual void Append_Implementation(const class UInteractableModificator* modificator) {}
|
||||
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
void Remove(EActivatorType type);
|
||||
virtual void Remove_Implementation(EActivatorType type) {}
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSubclassOf<class UInteractableHintWidget> interactableHintPressWidgetClass;
|
||||
class UInteractableHintWidget* interactableHintPressWidget;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSubclassOf<class UInteractableHintWidget> interactableHintHoldWidgetClass;
|
||||
class UInteractableHintWidget* interactableHintHoldWidget;
|
||||
|
||||
};
|
@ -5,12 +5,14 @@
|
||||
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "Engine/World.h"
|
||||
#include "InputMappingContext.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "UObject/ScriptInterface.h"
|
||||
|
||||
#include "CustomGameInstanceBase.h"
|
||||
#include "Interactable/Interactable.h"
|
||||
#include "Interactable/InteractableComponent.h"
|
||||
#include "Interactable/Modificators/InteractableModificator.h"
|
||||
#include "InteractableHintWidgetManager.h"
|
||||
|
||||
void UWidgetsManager::Init()
|
||||
{
|
||||
@ -33,6 +35,8 @@ void UWidgetsManager::Init()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
interactableHintWidgetManager = NewObject<UInteractableHintWidgetManager>(this, interactableHintWidgetManagerClass);
|
||||
}
|
||||
|
||||
void UWidgetsManager::HideOverlayWidgets()
|
||||
@ -78,8 +82,11 @@ void UWidgetsManager::UpdateOverlayWidgetsOwner()
|
||||
}
|
||||
}
|
||||
|
||||
void UWidgetsManager::ShowInteractionHints(AInteractable* interactable)
|
||||
void UWidgetsManager::ShowInteractionHints(const UInteractableModificator* modificator)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("Interaction Hint"));
|
||||
//interactable->GetInterfa
|
||||
interactableHintWidgetManager->Append(modificator);
|
||||
}
|
||||
void UWidgetsManager::HideInteractionHints(const EActivatorType type)
|
||||
{
|
||||
interactableHintWidgetManager->Remove(type);
|
||||
}
|
@ -1,5 +1,3 @@
|
||||
#pragma once
|
||||
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
@ -9,6 +7,8 @@
|
||||
|
||||
#include "WidgetsManager.generated.h"
|
||||
|
||||
enum class EActivatorType : uint8;
|
||||
|
||||
UCLASS(Blueprintable)
|
||||
class UWidgetsManager : public UObject
|
||||
{
|
||||
@ -21,7 +21,8 @@ public:
|
||||
void ShowOverlayWidgets();
|
||||
void UpdateOverlayWidgetsOwner();
|
||||
|
||||
void ShowInteractionHints(class AInteractable* interactable);
|
||||
void ShowInteractionHints(const class UInteractableModificator* modificator);
|
||||
void HideInteractionHints(const EActivatorType type);
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
@ -31,4 +32,8 @@ protected:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TArray<TSubclassOf<class UUserWidget>> overlayWidgets; // hidden in pause
|
||||
TArray<TWeakObjectPtr<class UUserWidget>> overlayWidgetsInstances;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TSubclassOf<class UInteractableHintWidgetManager> interactableHintWidgetManagerClass;
|
||||
class UInteractableHintWidgetManager* interactableHintWidgetManager;
|
||||
};
|
@ -16,8 +16,8 @@ public:
|
||||
|
||||
BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
|
||||
|
||||
SHADER_PARAMETER_SRV(Buffer<unsigned int>, Input)
|
||||
SHADER_PARAMETER_UAV(RWBuffer<unsigned int>, Output)
|
||||
SHADER_PARAMETER_SRV(Buffer<uint>, Input)
|
||||
SHADER_PARAMETER_UAV(RWBuffer<uint>, Output)
|
||||
|
||||
END_SHADER_PARAMETER_STRUCT()
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user