Working on implementing combo release actions in a way that works reliably.

This commit is contained in:
Jamie Greunbaum 2023-09-17 15:10:50 -04:00
parent 1d2dcdd693
commit 6af0b1c23a
4 changed files with 65 additions and 15 deletions

View File

@ -37,7 +37,22 @@ void UComboManagerComponent::BeginPlay()
}
void UComboManagerComponent::ActivateComboInput(const UComboInputAsset *Input)
void UComboManagerComponent::HandleComboInput(const UComboInputAsset *Input, const EComboActionTriggerEvent &TriggerEvent)
{
switch (TriggerEvent)
{
case EComboActionTriggerEvent::Activated:
this->ActivateComboAction(Input);
break;
case EComboActionTriggerEvent::Released:
this->ReleaseComboAction(Input);
break;
default:
return;
}
}
void UComboManagerComponent::ActivateComboAction(const UComboInputAsset *Input)
{
/************ DEBUG ************/
for (const TPair<TObjectPtr<const UComboInputAsset>, float> &Pair : this->DEBUG__UnlockTimers)
@ -73,16 +88,18 @@ void UComboManagerComponent::ActivateComboInput(const UComboInputAsset *Input)
UE_LOG(LogComboManagerComponent, Verbose, TEXT("%s activated"), *ActionData->ComboAction->ActionName.ToString());
}
// Otherwise, see if we have a fallback we can use.
else if (const TObjectPtr<const UComboAction> &ComboAction = *this->FallbackActions.Find(Input))
else if (const TObjectPtr<const UComboAction> *ComboAction = this->FallbackActions.Find(Input))
{
this->ResetCombo();
this->BroadcastDelegates(ComboAction, EComboActionTriggerEvent::Activated);
UE_LOG(LogComboManagerComponent, Verbose, TEXT("Fallback action %s activated"), *ComboAction->ActionName.ToString());
this->BroadcastDelegates(*ComboAction, EComboActionTriggerEvent::Activated);
UE_LOG(LogComboManagerComponent, Verbose, TEXT("Fallback action %s activated"), *(*ComboAction)->ActionName.ToString());
}
// Simply do nothing if there is no action to be performed.
// If we haven't found an action to perform, reset the combo and activate using the default start node.
else
{
UE_LOG(LogComboManagerComponent, Verbose, TEXT("No branch found for this action"));
this->ActiveNode = nullptr;
this->ActivateComboAction(Input);
return;
}
}
void UComboManagerComponent::DEBUG__UnlockAction(TObjectPtr<const UComboInputAsset> Unlock)
@ -92,6 +109,26 @@ void UComboManagerComponent::DEBUG__UnlockAction(TObjectPtr<const UComboInputAss
Subsystem->UnlockComboInput(Unlock);
}
void UComboManagerComponent::ReleaseComboAction(const class UComboInputAsset *Input)
{
const TObjectPtr<const UComboSequenceNode> CurrentNode = (this->ActiveNode ? this->ActiveNode : this->DefaultStartNode);
checkf(CurrentNode, TEXT("No combo sequence nodes available."));
const FComboSequenceAction *ActionData = CurrentNode->ComboBranch.Find(Input);
// If this node has an action we can release, then release it.
if (ActionData && ActionData->ComboAction)
{
this->BroadcastDelegates(ActionData->ComboAction, EComboActionTriggerEvent::Released);
UE_LOG(LogComboManagerComponent, Verbose, TEXT("%s released"), *ActionData->ComboAction->ActionName.ToString());
}
// Otherwise, see if we have a fallback we can use.
else if (const TObjectPtr<const UComboAction> *ComboAction = this->FallbackActions.Find(Input))
{
this->BroadcastDelegates(*ComboAction, EComboActionTriggerEvent::Released);
UE_LOG(LogComboManagerComponent, Verbose, TEXT("Fallback action %s released"), *(*ComboAction)->ActionName.ToString());
}
}
void UComboManagerComponent::BeginNodeTransition(const UComboSequenceNode *NextNode)
{

View File

@ -19,7 +19,7 @@ void UInputBufferLocalPlayerSubsystem::Initialize(FSubsystemCollectionBase &Coll
void UInputBufferLocalPlayerSubsystem::AttachComboManager(UComboManagerComponent *ComboManager, UEnhancedInputComponent *InputComponent)
{
// Get the player character and try to connect to its combo manager.
this->NewComboInput.BindUObject(ComboManager, &UComboManagerComponent::ActivateComboInput);
this->OnNewComboInput.BindUObject(ComboManager, &UComboManagerComponent::HandleComboInput);
// Get all unique EnhancedInput actions bound to combo input actions.
const UInputBufferSubsystemGlobalSettings *Settings = GetDefault<UInputBufferSubsystemGlobalSettings>();
@ -82,10 +82,12 @@ void UInputBufferLocalPlayerSubsystem::ActivateComboInput(const UComboInputAsset
// overwriting a previous combo input with a multi-press combo input.
if (bNewSupercedesActive || !bNewInputLocked)
{
// Set the combo input as active.
this->InputBufferActive = ComboInput;
// If we have inputs to lock, prepare the buffer.
if (!ComboInput->LockedComboInputs.IsEmpty())
{
// Set the combo input as active, and copy its lock data.
this->InputBufferActive = ComboInput;
this->LockedComboInputs = ComboInput->LockedComboInputs;
this->InputBufferHold = nullptr;
@ -97,7 +99,7 @@ void UInputBufferLocalPlayerSubsystem::ActivateComboInput(const UComboInputAsset
UE_LOG(LogInputBufferLocalPlayerSubsystem, Verbose, TEXT("%s is active and won't lock inputs."), *ComboInput->ComboInputName.ToString());
}
this->NewComboInput.Execute(ComboInput);
this->OnNewComboInput.Execute(ComboInput, EComboActionTriggerEvent::Activated);
}
else
{
@ -147,6 +149,14 @@ void UInputBufferLocalPlayerSubsystem::UnlockComboInput(const UComboInputAsset *
void UInputBufferLocalPlayerSubsystem::ExpireAction(const FInputActionValue &Value, const class UInputAction *Action)
{
// Only send a release event if we haven't already, i.e. if the combo input associated
// with the action is not already buffered for another future activation.
if (this->InputBufferActive && this->InputBufferActive != this->InputBufferHold && this->InputBufferActive->MatchesInputAction(Action))
{
this->OnNewComboInput.Execute(this->InputBufferActive, EComboActionTriggerEvent::Released);
}
// Prepare to expire any buffered combo inputs
this->ExpiringActions.Add(Action);
const UInputBufferSubsystemGlobalSettings *Settings = GetDefault<UInputBufferSubsystemGlobalSettings>();
this->GetWorld()->GetTimerManager().SetTimer(this->InputReleaseExpirationTimerHandle, this, &UInputBufferLocalPlayerSubsystem::ExpireBufferedActions, Settings->InputReleaseExpirationTimerLength);

View File

@ -45,7 +45,7 @@ public:
virtual void BeginPlay() override;
UFUNCTION(BlueprintCallable)
void ActivateComboInput(const class UComboInputAsset *Input);
void HandleComboInput(const class UComboInputAsset *Input, const EComboActionTriggerEvent &TriggerEvent);
void BindAction(UObject *ObjectToBindTo, FName FunctionName, const class UComboAction *ComboAction, const EComboActionTriggerEvent &TriggerEvent)
{
@ -66,8 +66,8 @@ protected:
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
FComboOffsetMap OffsetMap;
// A list of inputs to map to actions by default. If the active combo sequence node
// doesn't handle this action, this list will be used as a fallback whenever possible.
// A list of default input->action mappings. If you wish for an action to be handled
// outside the scope of a combo sequence node, it should go here.
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
TMap<TObjectPtr<const class UComboInputAsset>, TObjectPtr<const class UComboAction>> FallbackActions;
@ -78,6 +78,9 @@ protected:
FComboActionHandlerDelegate OnComboAction;
private:
void ActivateComboAction(const class UComboInputAsset *Input);
void ReleaseComboAction(const class UComboInputAsset *Input);
void BeginNodeTransition(const class UComboSequenceNode *NextNode);
void FinishTransition();
void ResetCombo();

View File

@ -9,7 +9,7 @@
DECLARE_LOG_CATEGORY_EXTERN(LogInputBufferLocalPlayerSubsystem, Log, All);
DECLARE_DELEGATE_OneParam(FNewComboInput, const class UComboInputAsset*);
DECLARE_DELEGATE_TwoParams(FNewComboInput, const class UComboInputAsset*, const EComboActionTriggerEvent &);
/**
@ -52,7 +52,7 @@ private:
TSet<const class UInputAction*> MostRecentActions;
TSet<const class UInputAction*> ExpiringActions;
FNewComboInput NewComboInput;
FNewComboInput OnNewComboInput;
FTimerHandle MultiPressTimerHandle;
FTimerHandle InputReleaseExpirationTimerHandle;