前言
1.以control模式为例
2.比较散,想单独拿出一篇梳理下Experience的流程
GameFeatureAction_AddComponents
这部分建议看
《InsideUE5》GameFeatures架构(五)AddComponents
这里写的内容相当于是我跟着走了一遍
Lyra中角色基本类ALyraCharacter类似于一个框架,负责转发事件给其组件,组件实现相关功能,所以ALyraCharacter甚至只有几百行(在这个不算小的项目里这真的算短了(我觉得))。
在研究生成角色流程之前,我想先研究一下GameFeatureAction中的AddComponents,帮助之后的理解。
在加载Experience的过程中,执行到ULyraExperienceManagerComponent::OnExperienceLoadComplete时会激活GameFeature,以AddComponents为例,一直到OnGameFeatureActivating的调用栈如图:
而在OnGameFeatureActivating中都会调用到AddToWorld
前面经过一些World,客户端服务端之类的判断后,执行逻辑在如下的一行:
void UGameFeatureAction_AddComponents::AddToWorld(const FWorldContext& WorldContext, FContextHandles& Handles) {
...
Handles.ComponentRequestHandles.Add(GFCM->AddComponentRequest(Entry.ActorClass, ComponentClass, static_cast<EGameFrameworkAddComponentFlags>(Entry.AdditionFlags)));
...
}
GFCM::AddComponentRequest
TSharedPtr<FComponentRequestHandle> UGameFrameworkComponentManager::AddComponentRequest(const TSoftClassPtr<AActor>& ReceiverClass, TSubclassOf<UActorComponent> ComponentClass, const EGameFrameworkAddComponentFlags AdditionFlags)
{
// You must have a receiver and component class. The receiver cannot be AActor, that is too broad and would be bad for performance.
if (!ensure(!ReceiverClass.IsNull()) || !ensure(ComponentClass) || !ensure(ReceiverClass.ToString() != TEXT("/Script/Engine.Actor")))
{
return nullptr;
}//一些检查
FComponentRequestReceiverClassPath ReceiverClassPath(ReceiverClass);
UClass* ComponentClassPtr = ComponentClass.Get();
FComponentRequest NewRequest;
NewRequest.ReceiverClassPath = ReceiverClassPath;
NewRequest.ComponentClass = ComponentClassPtr;
// Add a request if there is not an already existing one. Note that it will only uses the receiver and component class to check for uniqueness, not the addition flags.
int32& RequestCount = RequestTrackingMap.FindOrAdd(NewRequest);
RequestCount++;
if (RequestCount == 1)//第一次匹配
{
EGameFrameworkAddComponentResult Result = EGameFrameworkAddComponentResult::Failed;
auto& RequestInfoSet = ReceiverClassToComponentClassMap.FindOrAdd(ReceiverClassPath);
RequestInfoSet.Add({ ComponentClassPtr, AdditionFlags } );
if (UClass* ReceiverClassPtr = ReceiverClass.Get())
{
UGameInstance* LocalGameInstance = GetGameInstance();
if (ensure(LocalGameInstance))
{
UWorld* LocalWorld = LocalGameInstance->GetWorld();
if (ensure(LocalWorld))
{
for (TActorIterator<AActor> ActorIt(LocalWorld, ReceiverClassPtr); ActorIt; ++ActorIt)//遍历场景中的Actor
{
if (ActorIt->IsActorInitialized())//调用过BeginPlay
{
#if WITH_EDITOR
if (!ReceiverClassPtr->HasAllClassFlags(CLASS_Abstract))
{
ensureMsgf(AllReceivers.Contains(*ActorIt), TEXT("You may not add a component request for an actor class that does not call AddReceiver/RemoveReceiver in code! Class:%s"), *GetPathNameSafe(ReceiverClassPtr));
}
#endif
Result = CreateComponentOnInstance(*ActorIt, ComponentClass, AdditionFlags);//创建组件
}
}
}
}
}
else
{
// Actor class is not in memory, there will be no actor instances
}
return MakeShared<FComponentRequestHandle>(this, ReceiverClass, ComponentClass);
}
return nullptr;
}
EGameFrameworkAddComponentResult UGameFrameworkComponentManager::CreateComponentOnInstance(AActor* ActorInstance, TSubclassOf<UActorComponent> ComponentClass, const EGameFrameworkAddComponentFlags AdditionFlags)
{
...
UActorComponent* NewComp = NewObject<UActorComponent>(ActorInstance, ComponentClass, NewComponentName);
...
}
一些细节原文写的很好《InsideUE5》GameFeatures架构(五)AddComponents
ULyraPlayerSpawningManagerComponent
总结一下目前为止的流程:
读取WordSetting中的Experience->
GameState中的ULyraExperienceManagerComponent加载Experience->
激活Experience中配置的GameFeature->
执行Actions
Control关卡中的B_LyraShooterGame_ControlPoints(Experience)的Actions中,
有添加组件的Action,其中配置了在LyraGameState中添加ULyraPlayerSpawningManagerComponent,这个组件负责了管理生成位置。
缓存所有PlayerStart位置
void ULyraPlayerSpawningManagerComponent::InitializeComponent()
{
Super::InitializeComponent();
UE_LOG(LogTemp,Warning,TEXT("LAPI: ULyraPlayerSpawningManagerComponent::InitializeComponent"));
FWorldDelegates::LevelAddedToWorld.AddUObject(this, &ThisClass::OnLevelAdded);
UWorld* World = GetWorld();
World->AddOnActorSpawnedHandler(FOnActorSpawned::FDelegate::CreateUObject(this, &ThisClass::HandleOnActorSpawned));
for (TActorIterator<ALyraPlayerStart> It(World); It; ++It)
{
if (ALyraPlayerStart* PlayerStart = *It)
{
CachedPlayerStarts.Add(PlayerStart);
}
}
}
直接看后半部分可知缓存了场景中所有的PlayerStart。
再来看OnLevelAdded这个函数:
void ULyraPlayerSpawningManagerComponent::OnLevelAdded(ULevel* InLevel, UWorld* InWorld)
{
if (InWorld == GetWorld())
{
for (AActor* Actor : InLevel->Actors)
{
if (ALyraPlayerStart* PlayerStart = Cast<ALyraPlayerStart>(Actor))
{
ensure(!CachedPlayerStarts.Contains(PlayerStart));
CachedPlayerStarts.Add(PlayerStart);
}
}
}
}
这里是新的Level被AddToWorld的时候调用的,以实现更新PlayerStart,从L_DefaultEditorOverview到L_Convolution_Blockout并不会触发,因为是加载组件之后才绑定的。
同理HandleOnActorSpawned是负责处理动态生成的PlayerStart的。
选择位置
加载完地图资源后,GameMode会将ChoosePlayerStart转到SpawningManagerComponent的ChoosePlayerStart函数:
Choose函数比较长
AActor* ULyraPlayerSpawningManagerComponent::ChoosePlayerStart(AController* Player)
{
if (Player)
{
#if WITH_EDITOR
if (APlayerStart* PlayerStart = FindPlayFromHereStart(Player))
{
return PlayerStart;
}
#endif//这部分处理编辑器中PlayFromHere的PlayerStartPIE的特殊情况
TArray<ALyraPlayerStart*> StarterPoints;
for (auto StartIt = CachedPlayerStarts.CreateIterator(); StartIt; ++StartIt)
{
if (ALyraPlayerStart* Start = (*StartIt).Get())
{
StarterPoints.Add(Start);
}
else
{
StartIt.RemoveCurrent();
}
}
//处理完后StarterPoints存的是安全的强引用
if (APlayerState* PlayerState = Player->GetPlayerState<APlayerState>())
{
// start dedicated spectators at any random starting location, but they do not claim it
if (PlayerState->IsOnlyASpectator())
{
if (!StarterPoints.IsEmpty())
{
return StarterPoints[FMath::RandRange(0, StarterPoints.Num() - 1)];
}
return nullptr;
}
}//若是Spectators在数组内随机一个位置返回
AActor* PlayerStart = OnChoosePlayerStart(Player, StarterPoints);
//返回nullptr
if (!PlayerStart)//若为nullptr,暂时必然为nullptr
{
PlayerStart = GetFirstRandomUnoccupiedPlayerStart(Player, StarterPoints);
//若有未占用,则在其中随机一个,若没有就在已经占用的随机一个
}
if (ALyraPlayerStart* LyraStart = Cast<ALyraPlayerStart>(PlayerStart))
{
LyraStart->TryClaim(Player);
//尝试占用
}
return PlayerStart;
}
return nullptr;
}
待续…