implementation
This commit is contained in:
@@ -21,10 +21,10 @@ avec le projet).
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| Classe | Rôle |
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|---|---|
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| `UPSVisionConeComponent` | Component à poser sur un personnage : affiche son cône de vision (mesh procédural, bloqué par les murs). |
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| `UPSStrategicDisplayComponent` | Classe de base commune à tous les affichages stratégiques (camp, activation, couleur). Les futurs components en hériteront. |
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| `UPSStrategicVisionSubsystem` | Subsystem monde : interrupteurs globaux (tout, par catégorie, par camp). |
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| `UPSStrategicVisionSettings` | Réglages projet : couleurs des camps, matériau par défaut. |
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| `UPS_VisionConeComponent` | Component à poser sur un personnage : affiche son cône de vision (mesh procédural, bloqué par les murs). |
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| `UPS_StrategicDisplayComponent` | Classe de base commune à tous les affichages stratégiques (camp, activation, couleur). Les futurs components en hériteront. |
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| `UPS_StrategicVisionSubsystem` | Subsystem monde : interrupteurs globaux (tout, par catégorie, par camp). |
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| `UPS_StrategicVisionSettings` | Réglages projet : couleurs des camps, matériau par défaut. |
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## Utilisation
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@@ -50,14 +50,14 @@ Par component :
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- `SetDisplayEnabled(bool)` — interrupteur local du component.
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Globalement, via le subsystem (Blueprint : nœud `Get PSStrategicVisionSubsystem`,
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ou `UPSStrategicVisionSubsystem::Get(WorldContext)` en C++) :
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Globalement, via le subsystem (Blueprint : nœud `Get PS_StrategicVisionSubsystem`,
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ou `UPS_StrategicVisionSubsystem::Get(WorldContext)` en C++) :
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- `SetGlobalDisplayEnabled(bool)` — tout l'affichage stratégique (ex : entrée/sortie
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du mode spectateur ou replay).
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- `SetVisionConesEnabled(bool)` — uniquement les cônes de vision.
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- `SetCategoryEnabled(FName, bool)` — par catégorie (pour les futurs components).
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- `SetTeamEnabled(EPSStrategicTeam, bool)` — par camp (ex : ne montrer que les ennemis).
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- `SetTeamEnabled(EPS_StrategicTeam, bool)` — par camp (ex : ne montrer que les ennemis).
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Un component n'est visible que si son interrupteur local ET les interrupteurs
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globaux le permettent. Quand un cône est masqué, il ne fait plus aucune trace
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@@ -98,4 +98,4 @@ déjà double face).
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- [x] Cône de vision bloqué par les obstacles
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- [ ] Autres affichages stratégiques (trajectoires, zones d'alerte, ...) sous forme
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de components héritant de `UPSStrategicDisplayComponent`
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de components héritant de `UPS_StrategicDisplayComponent`
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@@ -1,97 +0,0 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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#include "PSStrategicDisplayComponent.h"
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#include "Engine/World.h"
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#include "PSStrategicVisionSettings.h"
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#include "PSStrategicVisionSubsystem.h"
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UPSStrategicDisplayComponent::UPSStrategicDisplayComponent()
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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void UPSStrategicDisplayComponent::SetTeam(EPSStrategicTeam NewTeam)
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{
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if (Team != NewTeam)
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{
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Team = NewTeam;
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RefreshDisplayState();
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}
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}
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void UPSStrategicDisplayComponent::SetDisplayEnabled(bool bEnabled)
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{
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if (bDisplayEnabled != bEnabled)
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{
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bDisplayEnabled = bEnabled;
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RefreshDisplayState();
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}
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}
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bool UPSStrategicDisplayComponent::IsDisplayVisible() const
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{
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if (!bDisplayEnabled)
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{
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return false;
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}
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if (const UWorld* World = GetWorld())
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{
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if (World->IsGameWorld())
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{
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if (const UPSStrategicVisionSubsystem* Subsystem = World->GetSubsystem<UPSStrategicVisionSubsystem>())
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{
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return Subsystem->ShouldDisplay(GetDisplayCategory(), Team);
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}
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}
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}
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// Monde editeur (preview) : on suit uniquement l'activation locale.
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return true;
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}
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FLinearColor UPSStrategicDisplayComponent::GetTeamColor() const
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{
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return GetDefault<UPSStrategicVisionSettings>()->GetTeamColor(Team);
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}
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void UPSStrategicDisplayComponent::BeginPlay()
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{
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Super::BeginPlay();
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if (UPSStrategicVisionSubsystem* Subsystem = UPSStrategicVisionSubsystem::Get(this))
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{
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Subsystem->OnDisplayStateChanged.AddUniqueDynamic(this, &UPSStrategicDisplayComponent::HandleGlobalDisplayStateChanged);
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}
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RefreshDisplayState();
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}
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void UPSStrategicDisplayComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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if (UPSStrategicVisionSubsystem* Subsystem = UPSStrategicVisionSubsystem::Get(this))
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{
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Subsystem->OnDisplayStateChanged.RemoveDynamic(this, &UPSStrategicDisplayComponent::HandleGlobalDisplayStateChanged);
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}
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Super::EndPlay(EndPlayReason);
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}
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#if WITH_EDITOR
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void UPSStrategicDisplayComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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RefreshDisplayState();
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}
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#endif
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void UPSStrategicDisplayComponent::RefreshDisplayState()
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{
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OnDisplayStateChanged();
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}
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void UPSStrategicDisplayComponent::HandleGlobalDisplayStateChanged()
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{
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RefreshDisplayState();
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}
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@@ -1,26 +0,0 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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#include "PSStrategicVisionSettings.h"
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#include "Materials/MaterialInterface.h"
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UPSStrategicVisionSettings::UPSStrategicVisionSettings()
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{
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TeamColors.Add(EPSStrategicTeam::Player, FLinearColor(0.05f, 0.45f, 1.0f));
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TeamColors.Add(EPSStrategicTeam::Ally, FLinearColor(0.1f, 0.9f, 0.5f));
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TeamColors.Add(EPSStrategicTeam::Enemy, FLinearColor(1.0f, 0.12f, 0.08f));
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TeamColors.Add(EPSStrategicTeam::Neutral, FLinearColor(0.75f, 0.75f, 0.75f));
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// Materiau optionnel a creer dans le Content du plugin (voir README).
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DefaultConeMaterial = TSoftObjectPtr<UMaterialInterface>(
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FSoftObjectPath(TEXT("/PS_StrategicVision/Materials/M_VisionCone.M_VisionCone")));
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}
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FLinearColor UPSStrategicVisionSettings::GetTeamColor(EPSStrategicTeam Team) const
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{
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if (const FLinearColor* Color = TeamColors.Find(Team))
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{
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return *Color;
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}
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return FLinearColor::White;
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}
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@@ -1,5 +0,0 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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#include "PSStrategicVisionTypes.h"
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const FName FPSStrategicDisplayCategories::VisionCone(TEXT("VisionCone"));
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@@ -0,0 +1,97 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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#include "PS_StrategicDisplayComponent.h"
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#include "Engine/World.h"
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#include "PS_StrategicVisionSettings.h"
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#include "PS_StrategicVisionSubsystem.h"
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UPS_StrategicDisplayComponent::UPS_StrategicDisplayComponent()
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{
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PrimaryComponentTick.bCanEverTick = false;
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}
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void UPS_StrategicDisplayComponent::SetTeam(EPS_StrategicTeam NewTeam)
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{
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if (Team != NewTeam)
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{
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Team = NewTeam;
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RefreshDisplayState();
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}
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}
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void UPS_StrategicDisplayComponent::SetDisplayEnabled(bool bEnabled)
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{
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if (bDisplayEnabled != bEnabled)
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{
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bDisplayEnabled = bEnabled;
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RefreshDisplayState();
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}
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}
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bool UPS_StrategicDisplayComponent::IsDisplayVisible() const
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{
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if (!bDisplayEnabled)
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{
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return false;
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}
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if (const UWorld* World = GetWorld())
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{
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if (World->IsGameWorld())
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{
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if (const UPS_StrategicVisionSubsystem* Subsystem = World->GetSubsystem<UPS_StrategicVisionSubsystem>())
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{
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return Subsystem->ShouldDisplay(GetDisplayCategory(), Team);
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}
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}
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}
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// Monde editeur (preview) : on suit uniquement l'activation locale.
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return true;
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}
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FLinearColor UPS_StrategicDisplayComponent::GetTeamColor() const
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{
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return GetDefault<UPS_StrategicVisionSettings>()->GetTeamColor(Team);
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}
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void UPS_StrategicDisplayComponent::BeginPlay()
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{
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Super::BeginPlay();
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if (UPS_StrategicVisionSubsystem* Subsystem = UPS_StrategicVisionSubsystem::Get(this))
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{
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Subsystem->OnDisplayStateChanged.AddUniqueDynamic(this, &UPS_StrategicDisplayComponent::HandleGlobalDisplayStateChanged);
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}
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RefreshDisplayState();
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}
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void UPS_StrategicDisplayComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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if (UPS_StrategicVisionSubsystem* Subsystem = UPS_StrategicVisionSubsystem::Get(this))
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{
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Subsystem->OnDisplayStateChanged.RemoveDynamic(this, &UPS_StrategicDisplayComponent::HandleGlobalDisplayStateChanged);
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}
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Super::EndPlay(EndPlayReason);
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}
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#if WITH_EDITOR
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void UPS_StrategicDisplayComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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RefreshDisplayState();
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}
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#endif
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void UPS_StrategicDisplayComponent::RefreshDisplayState()
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{
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OnDisplayStateChanged();
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}
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void UPS_StrategicDisplayComponent::HandleGlobalDisplayStateChanged()
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{
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RefreshDisplayState();
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}
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@@ -0,0 +1,26 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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#include "PS_StrategicVisionSettings.h"
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#include "Materials/MaterialInterface.h"
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UPS_StrategicVisionSettings::UPS_StrategicVisionSettings()
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{
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TeamColors.Add(EPS_StrategicTeam::Player, FLinearColor(0.05f, 0.45f, 1.0f));
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TeamColors.Add(EPS_StrategicTeam::Ally, FLinearColor(0.1f, 0.9f, 0.5f));
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TeamColors.Add(EPS_StrategicTeam::Enemy, FLinearColor(1.0f, 0.12f, 0.08f));
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TeamColors.Add(EPS_StrategicTeam::Neutral, FLinearColor(0.75f, 0.75f, 0.75f));
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// Materiau optionnel a creer dans le Content du plugin (voir README).
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DefaultConeMaterial = TSoftObjectPtr<UMaterialInterface>(
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FSoftObjectPath(TEXT("/PS_StrategicVision/Materials/M_VisionCone.M_VisionCone")));
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}
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FLinearColor UPS_StrategicVisionSettings::GetTeamColor(EPS_StrategicTeam Team) const
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{
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if (const FLinearColor* Color = TeamColors.Find(Team))
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{
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return *Color;
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}
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return FLinearColor::White;
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}
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@@ -1,23 +1,23 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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#include "PSStrategicVisionSubsystem.h"
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#include "PS_StrategicVisionSubsystem.h"
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#include "Engine/Engine.h"
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#include "Engine/World.h"
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UPSStrategicVisionSubsystem* UPSStrategicVisionSubsystem::Get(const UObject* WorldContextObject)
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UPS_StrategicVisionSubsystem* UPS_StrategicVisionSubsystem::Get(const UObject* WorldContextObject)
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{
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if (GEngine)
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{
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if (const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull))
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{
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return World->GetSubsystem<UPSStrategicVisionSubsystem>();
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return World->GetSubsystem<UPS_StrategicVisionSubsystem>();
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}
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}
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return nullptr;
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}
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void UPSStrategicVisionSubsystem::SetGlobalDisplayEnabled(bool bEnabled)
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void UPS_StrategicVisionSubsystem::SetGlobalDisplayEnabled(bool bEnabled)
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{
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if (bGlobalEnabled != bEnabled)
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{
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@@ -26,7 +26,7 @@ void UPSStrategicVisionSubsystem::SetGlobalDisplayEnabled(bool bEnabled)
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}
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}
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void UPSStrategicVisionSubsystem::SetCategoryEnabled(FName Category, bool bEnabled)
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void UPS_StrategicVisionSubsystem::SetCategoryEnabled(FName Category, bool bEnabled)
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{
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const bool bChanged = bEnabled ? (DisabledCategories.Remove(Category) > 0) : !DisabledCategories.Contains(Category);
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if (!bEnabled)
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@@ -39,7 +39,7 @@ void UPSStrategicVisionSubsystem::SetCategoryEnabled(FName Category, bool bEnabl
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}
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}
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void UPSStrategicVisionSubsystem::SetTeamEnabled(EPSStrategicTeam Team, bool bEnabled)
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void UPS_StrategicVisionSubsystem::SetTeamEnabled(EPS_StrategicTeam Team, bool bEnabled)
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{
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const bool bChanged = bEnabled ? (DisabledTeams.Remove(Team) > 0) : !DisabledTeams.Contains(Team);
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if (!bEnabled)
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@@ -52,7 +52,7 @@ void UPSStrategicVisionSubsystem::SetTeamEnabled(EPSStrategicTeam Team, bool bEn
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}
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}
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void UPSStrategicVisionSubsystem::NotifyStateChanged()
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void UPS_StrategicVisionSubsystem::NotifyStateChanged()
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{
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OnDisplayStateChanged.Broadcast();
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}
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@@ -0,0 +1,5 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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#include "PS_StrategicVisionTypes.h"
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const FName FPS_StrategicDisplayCategories::VisionCone(TEXT("VisionCone"));
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@@ -1,6 +1,6 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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#include "PSVisionConeComponent.h"
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#include "PS_VisionConeComponent.h"
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#include "CollisionQueryParams.h"
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#include "Engine/HitResult.h"
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@@ -10,7 +10,7 @@
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#include "Materials/MaterialInstanceDynamic.h"
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#include "Materials/MaterialInterface.h"
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#include "ProceduralMeshComponent.h"
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#include "PSStrategicVisionSettings.h"
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#include "PS_StrategicVisionSettings.h"
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namespace
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{
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@@ -22,7 +22,7 @@ namespace
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const FName GOpacityParamName(TEXT("Opacity"));
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}
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UPSVisionConeComponent::UPSVisionConeComponent()
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UPS_VisionConeComponent::UPS_VisionConeComponent()
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{
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bStartWithTickEnabled = true;
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@@ -31,7 +31,7 @@ UPSVisionConeComponent::UPSVisionConeComponent()
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bTickInEditor = true;
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}
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void UPSVisionConeComponent::OnRegister()
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void UPS_VisionConeComponent::OnRegister()
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{
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Super::OnRegister();
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@@ -40,7 +40,7 @@ void UPSVisionConeComponent::OnRegister()
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ApplyTeamColor();
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}
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void UPSVisionConeComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
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void UPS_VisionConeComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
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{
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if (ConeMesh)
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{
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@@ -51,13 +51,13 @@ void UPSVisionConeComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
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Super::OnComponentDestroyed(bDestroyingHierarchy);
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}
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void UPSVisionConeComponent::BeginPlay()
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void UPS_VisionConeComponent::BeginPlay()
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{
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Super::BeginPlay();
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SetComponentTickInterval(UpdateInterval);
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}
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void UPSVisionConeComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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void UPS_VisionConeComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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@@ -67,7 +67,7 @@ void UPSVisionConeComponent::TickComponent(float DeltaTime, ELevelTick TickType,
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}
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}
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void UPSVisionConeComponent::OnDisplayStateChanged()
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void UPS_VisionConeComponent::OnDisplayStateChanged()
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{
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const bool bShouldDisplay = IsDisplayVisible();
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@@ -88,7 +88,7 @@ void UPSVisionConeComponent::OnDisplayStateChanged()
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}
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}
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void UPSVisionConeComponent::EnsureConeMesh()
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void UPS_VisionConeComponent::EnsureConeMesh()
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{
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if (ConeMesh || !GetWorld())
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{
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@@ -109,7 +109,7 @@ void UPSVisionConeComponent::EnsureConeMesh()
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ConeMesh->SetWorldRotation(FQuat::Identity);
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}
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void UPSVisionConeComponent::EnsureMaterial()
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void UPS_VisionConeComponent::EnsureMaterial()
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{
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if (!ConeMesh)
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{
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@@ -120,7 +120,7 @@ void UPSVisionConeComponent::EnsureMaterial()
|
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|
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if (!BaseMaterial)
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{
|
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BaseMaterial = GetDefault<UPSStrategicVisionSettings>()->DefaultConeMaterial.LoadSynchronous();
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||||
BaseMaterial = GetDefault<UPS_StrategicVisionSettings>()->DefaultConeMaterial.LoadSynchronous();
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}
|
||||
if (!BaseMaterial)
|
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{
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@@ -142,7 +142,7 @@ void UPSVisionConeComponent::EnsureMaterial()
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ConeMesh->SetMaterial(0, ConeMID);
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}
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|
||||
void UPSVisionConeComponent::ApplyTeamColor()
|
||||
void UPS_VisionConeComponent::ApplyTeamColor()
|
||||
{
|
||||
if (!ConeMID)
|
||||
{
|
||||
@@ -155,7 +155,7 @@ void UPSVisionConeComponent::ApplyTeamColor()
|
||||
ConeMID->SetScalarParameterValue(GOpacityParamName, Opacity);
|
||||
}
|
||||
|
||||
void UPSVisionConeComponent::RebuildCone()
|
||||
void UPS_VisionConeComponent::RebuildCone()
|
||||
{
|
||||
UWorld* World = GetWorld();
|
||||
if (!World || !ConeMesh)
|
||||
@@ -171,7 +171,7 @@ void UPSVisionConeComponent::RebuildCone()
|
||||
: GetForwardVector();
|
||||
const FVector Up = bFlattenOnGround ? FVector::UpVector : GetUpVector();
|
||||
|
||||
FCollisionQueryParams QueryParams(TEXT("PSVisionCone"), bTraceComplex);
|
||||
FCollisionQueryParams QueryParams(TEXT("PS_VisionCone"), bTraceComplex);
|
||||
if (const AActor* Owner = GetOwner())
|
||||
{
|
||||
QueryParams.AddIgnoredActor(Owner);
|
||||
@@ -4,30 +4,30 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/SceneComponent.h"
|
||||
#include "PSStrategicVisionTypes.h"
|
||||
#include "PSStrategicDisplayComponent.generated.h"
|
||||
#include "PS_StrategicVisionTypes.h"
|
||||
#include "PS_StrategicDisplayComponent.generated.h"
|
||||
|
||||
/**
|
||||
* Classe de base des affichages strategiques poses sur les personnages
|
||||
* (cone de vision, et autres visualisations a venir).
|
||||
*
|
||||
* Gere le camp (couleur), l'activation locale du component et la
|
||||
* synchronisation avec l'etat global du UPSStrategicVisionSubsystem.
|
||||
* synchronisation avec l'etat global du UPS_StrategicVisionSubsystem.
|
||||
*/
|
||||
UCLASS(Abstract, ClassGroup = (PSStrategicVision), HideCategories = (Physics, Collision, Mobility))
|
||||
class PS_STRATEGICVISION_API UPSStrategicDisplayComponent : public USceneComponent
|
||||
UCLASS(Abstract, ClassGroup = (PS_StrategicVision), HideCategories = (Physics, Collision, Mobility))
|
||||
class PS_STRATEGICVISION_API UPS_StrategicDisplayComponent : public USceneComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPSStrategicDisplayComponent();
|
||||
UPS_StrategicDisplayComponent();
|
||||
|
||||
/** Change le camp (met a jour la couleur de l'affichage). */
|
||||
UFUNCTION(BlueprintCallable, Category = "Strategic Display")
|
||||
void SetTeam(EPSStrategicTeam NewTeam);
|
||||
void SetTeam(EPS_StrategicTeam NewTeam);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Strategic Display")
|
||||
EPSStrategicTeam GetTeam() const { return Team; }
|
||||
EPS_StrategicTeam GetTeam() const { return Team; }
|
||||
|
||||
/** Active / desactive cet affichage precis (independamment de l'etat global). */
|
||||
UFUNCTION(BlueprintCallable, Category = "Strategic Display")
|
||||
@@ -44,7 +44,7 @@ public:
|
||||
UFUNCTION(BlueprintPure, Category = "Strategic Display")
|
||||
FLinearColor GetTeamColor() const;
|
||||
|
||||
/** Categorie declaree par chaque type d'affichage (cf. FPSStrategicDisplayCategories). */
|
||||
/** Categorie declaree par chaque type d'affichage (cf. FPS_StrategicDisplayCategories). */
|
||||
virtual FName GetDisplayCategory() const { return NAME_None; }
|
||||
|
||||
protected:
|
||||
@@ -63,7 +63,7 @@ protected:
|
||||
|
||||
/** Camp du personnage porteur, determine la couleur de l'affichage. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Strategic Display")
|
||||
EPSStrategicTeam Team = EPSStrategicTeam::Enemy;
|
||||
EPS_StrategicTeam Team = EPS_StrategicTeam::Enemy;
|
||||
|
||||
/** Etat d'activation local de cet affichage. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Strategic Display")
|
||||
@@ -4,8 +4,8 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/DeveloperSettings.h"
|
||||
#include "PSStrategicVisionTypes.h"
|
||||
#include "PSStrategicVisionSettings.generated.h"
|
||||
#include "PS_StrategicVisionTypes.h"
|
||||
#include "PS_StrategicVisionSettings.generated.h"
|
||||
|
||||
class UMaterialInterface;
|
||||
|
||||
@@ -14,18 +14,18 @@ class UMaterialInterface;
|
||||
* Accessibles dans Project Settings > Plugins > PS Strategic Vision.
|
||||
*/
|
||||
UCLASS(Config = Game, DefaultConfig, meta = (DisplayName = "PS Strategic Vision"))
|
||||
class PS_STRATEGICVISION_API UPSStrategicVisionSettings : public UDeveloperSettings
|
||||
class PS_STRATEGICVISION_API UPS_StrategicVisionSettings : public UDeveloperSettings
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPSStrategicVisionSettings();
|
||||
UPS_StrategicVisionSettings();
|
||||
|
||||
virtual FName GetCategoryName() const override { return TEXT("Plugins"); }
|
||||
|
||||
/** Couleur associee a chaque camp. */
|
||||
UPROPERTY(EditAnywhere, Config, BlueprintReadOnly, Category = "Teams")
|
||||
TMap<EPSStrategicTeam, FLinearColor> TeamColors;
|
||||
TMap<EPS_StrategicTeam, FLinearColor> TeamColors;
|
||||
|
||||
/**
|
||||
* Materiau par defaut des cones de vision. La couleur est appliquee via le
|
||||
@@ -38,5 +38,5 @@ public:
|
||||
|
||||
/** Couleur du camp demande (blanc si non configuree). */
|
||||
UFUNCTION(BlueprintPure, Category = "PS Strategic Vision")
|
||||
FLinearColor GetTeamColor(EPSStrategicTeam Team) const;
|
||||
FLinearColor GetTeamColor(EPS_StrategicTeam Team) const;
|
||||
};
|
||||
@@ -4,26 +4,26 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Subsystems/WorldSubsystem.h"
|
||||
#include "PSStrategicVisionTypes.h"
|
||||
#include "PSStrategicVisionSubsystem.generated.h"
|
||||
#include "PS_StrategicVisionTypes.h"
|
||||
#include "PS_StrategicVisionSubsystem.generated.h"
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FPSStrategicDisplayStateChanged);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FPS_StrategicDisplayStateChanged);
|
||||
|
||||
/**
|
||||
* Subsystem monde pilotant l'affichage strategique global.
|
||||
* Permet d'activer / desactiver tous les affichages, une categorie (ex : cones
|
||||
* de vision) ou un camp entier selon l'etat de jeu (vue spectateur, replay...).
|
||||
* Tous les UPSStrategicDisplayComponent s'y abonnent automatiquement.
|
||||
* Tous les UPS_StrategicDisplayComponent s'y abonnent automatiquement.
|
||||
*/
|
||||
UCLASS()
|
||||
class PS_STRATEGICVISION_API UPSStrategicVisionSubsystem : public UWorldSubsystem
|
||||
class PS_STRATEGICVISION_API UPS_StrategicVisionSubsystem : public UWorldSubsystem
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/** Raccourci d'acces au subsystem depuis n'importe quel contexte monde. */
|
||||
UFUNCTION(BlueprintPure, Category = "PS Strategic Vision", meta = (WorldContext = "WorldContextObject"))
|
||||
static UPSStrategicVisionSubsystem* Get(const UObject* WorldContextObject);
|
||||
static UPS_StrategicVisionSubsystem* Get(const UObject* WorldContextObject);
|
||||
|
||||
/** Interrupteur general de tous les affichages strategiques. */
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Strategic Vision")
|
||||
@@ -41,32 +41,32 @@ public:
|
||||
|
||||
/** Active / desactive les affichages d'un camp (ex : ne montrer que les ennemis). */
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Strategic Vision")
|
||||
void SetTeamEnabled(EPSStrategicTeam Team, bool bEnabled);
|
||||
void SetTeamEnabled(EPS_StrategicTeam Team, bool bEnabled);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "PS Strategic Vision")
|
||||
bool IsTeamEnabled(EPSStrategicTeam Team) const { return !DisabledTeams.Contains(Team); }
|
||||
bool IsTeamEnabled(EPS_StrategicTeam Team) const { return !DisabledTeams.Contains(Team); }
|
||||
|
||||
/** Raccourci : active / desactive tous les cones de vision. */
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Strategic Vision|Vision Cone")
|
||||
void SetVisionConesEnabled(bool bEnabled) { SetCategoryEnabled(FPSStrategicDisplayCategories::VisionCone, bEnabled); }
|
||||
void SetVisionConesEnabled(bool bEnabled) { SetCategoryEnabled(FPS_StrategicDisplayCategories::VisionCone, bEnabled); }
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "PS Strategic Vision|Vision Cone")
|
||||
bool AreVisionConesEnabled() const { return IsCategoryEnabled(FPSStrategicDisplayCategories::VisionCone); }
|
||||
bool AreVisionConesEnabled() const { return IsCategoryEnabled(FPS_StrategicDisplayCategories::VisionCone); }
|
||||
|
||||
/** Etat combine utilise par les components pour savoir s'ils doivent s'afficher. */
|
||||
bool ShouldDisplay(FName Category, EPSStrategicTeam Team) const
|
||||
bool ShouldDisplay(FName Category, EPS_StrategicTeam Team) const
|
||||
{
|
||||
return bGlobalEnabled && IsCategoryEnabled(Category) && IsTeamEnabled(Team);
|
||||
}
|
||||
|
||||
/** Notifie a chaque changement d'etat global (les components s'y abonnent). */
|
||||
UPROPERTY(BlueprintAssignable, Category = "PS Strategic Vision")
|
||||
FPSStrategicDisplayStateChanged OnDisplayStateChanged;
|
||||
FPS_StrategicDisplayStateChanged OnDisplayStateChanged;
|
||||
|
||||
private:
|
||||
void NotifyStateChanged();
|
||||
|
||||
bool bGlobalEnabled = true;
|
||||
TSet<FName> DisabledCategories;
|
||||
TSet<EPSStrategicTeam> DisabledTeams;
|
||||
TSet<EPS_StrategicTeam> DisabledTeams;
|
||||
};
|
||||
@@ -3,11 +3,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "PSStrategicVisionTypes.generated.h"
|
||||
#include "PS_StrategicVisionTypes.generated.h"
|
||||
|
||||
/** Camp d'un personnage, utilise pour colorer / filtrer les affichages strategiques. */
|
||||
UENUM(BlueprintType)
|
||||
enum class EPSStrategicTeam : uint8
|
||||
enum class EPS_StrategicTeam : uint8
|
||||
{
|
||||
Player,
|
||||
Ally,
|
||||
@@ -19,7 +19,7 @@ enum class EPSStrategicTeam : uint8
|
||||
* Categories d'affichage strategique. Chaque type de component declare sa categorie,
|
||||
* ce qui permet de l'activer / desactiver globalement via le subsystem.
|
||||
*/
|
||||
struct PS_STRATEGICVISION_API FPSStrategicDisplayCategories
|
||||
struct PS_STRATEGICVISION_API FPS_StrategicDisplayCategories
|
||||
{
|
||||
static const FName VisionCone;
|
||||
};
|
||||
@@ -4,8 +4,8 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/EngineTypes.h"
|
||||
#include "PSStrategicDisplayComponent.h"
|
||||
#include "PSVisionConeComponent.generated.h"
|
||||
#include "PS_StrategicDisplayComponent.h"
|
||||
#include "PS_VisionConeComponent.generated.h"
|
||||
|
||||
class UMaterialInstanceDynamic;
|
||||
class UMaterialInterface;
|
||||
@@ -15,20 +15,20 @@ class UProceduralMeshComponent;
|
||||
* Affiche le cone de vision d'un personnage sous forme de mesh procedural.
|
||||
* Le cone est decoupe par les obstacles (murs) via des line traces, colore
|
||||
* selon le camp, et activable / desactivable localement ou globalement
|
||||
* (vue spectateur, replay) via le UPSStrategicVisionSubsystem.
|
||||
* (vue spectateur, replay) via le UPS_StrategicVisionSubsystem.
|
||||
*
|
||||
* A attacher sur le personnage : le cone suit la position du component et
|
||||
* s'oriente selon son yaw (rotation horizontale).
|
||||
*/
|
||||
UCLASS(ClassGroup = (PSStrategicVision), meta = (BlueprintSpawnableComponent, DisplayName = "PS Vision Cone"))
|
||||
class PS_STRATEGICVISION_API UPSVisionConeComponent : public UPSStrategicDisplayComponent
|
||||
UCLASS(ClassGroup = (PS_StrategicVision), meta = (BlueprintSpawnableComponent, DisplayName = "PS Vision Cone"))
|
||||
class PS_STRATEGICVISION_API UPS_VisionConeComponent : public UPS_StrategicDisplayComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPSVisionConeComponent();
|
||||
UPS_VisionConeComponent();
|
||||
|
||||
virtual FName GetDisplayCategory() const override { return FPSStrategicDisplayCategories::VisionCone; }
|
||||
virtual FName GetDisplayCategory() const override { return FPS_StrategicDisplayCategories::VisionCone; }
|
||||
|
||||
/** Portee de vision, en cm. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone", meta = (ClampMin = "10.0", Units = "cm"))
|
||||
Reference in New Issue
Block a user