- Buffered inputs are no longer handled by a component on the PlayerController, but by a LocalPlayerSubsystem instead.

- Combo manager connects to this subsystem entirely on its own when its owner is the player character.
This commit is contained in:
Jamie Greunbaum
2023-09-10 01:47:21 -04:00
parent 0c3b6fcf71
commit cd4708449f
12 changed files with 158 additions and 405 deletions
@@ -0,0 +1,90 @@
// ©2022 Batty Bovine Productions, LLC. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ComboInputAssets.generated.h"
USTRUCT(BlueprintType)
struct COMBOINPUT_API FComboSequenceAction
{
GENERATED_BODY()
public:
// Action to perform when the associated combo sequence node is activated.
UPROPERTY(BlueprintReadOnly, EditAnywhere)
TObjectPtr<const class UComboAction> ComboAction;
// Sequence node to switch to once this action is complete.
UPROPERTY(BlueprintReadOnly, EditAnywhere)
TObjectPtr<const class UComboSequenceNode> NextNode;
};
UCLASS(BlueprintType)
class COMBOINPUT_API UComboAction : public UDataAsset
{
GENERATED_BODY()
public:
// Human-readable name of this combo action.
UPROPERTY(BlueprintReadOnly, EditAnywhere)
FName ActionName;
};
UCLASS(BlueprintType)
class COMBOINPUT_API UComboSequenceNode : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, EditAnywhere)
TMap<const class UComboInputAsset *, struct FComboSequenceAction> ComboBranch;
};
UCLASS(BlueprintType)
class COMBOINPUT_API UComboInputAsset : public UDataAsset
{
GENERATED_BODY()
public:
bool MatchesInputAction(const class UInputAction* Action) const
{
if (this->ActionGroup.Num() == 1 && this->ActionGroup.Contains(Action))
{
return true;
}
return false;
}
bool MatchesInputActions(TSet<const class UInputAction *> Actions) const
{
if (this->ActionGroup.Num() == Actions.Num())
{
for (const UInputAction *Action : Actions)
{
if (!this->ActionGroup.Contains(Action))
{
return false;
}
}
return true;
}
return false;
}
// Human-readable name of this combo input.
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FName ComboInputName;
// Combined actions that add up to this combo input when activated
// within a short time of one another. If only one is present, then
// this combo input asset will simply represent that action.
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSet<TObjectPtr<const class UInputAction>> ActionGroup;
// Combo inputs that should be prevented from occurring during this
// action. These will be locked when the action is broadcast, and
// should be unlocked by the receiving actor by sending an unlock
// event.
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSet<TObjectPtr<const class UComboInputAsset>> LockedComboInputs;
};