implementation

This commit is contained in:
2026-07-22 12:49:00 +02:00
parent 70db1cbf16
commit 28a99dc373
14 changed files with 196 additions and 196 deletions

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@@ -21,10 +21,10 @@ avec le projet).
| Classe | Rôle |
|---|---|
| `UPSVisionConeComponent` | Component à poser sur un personnage : affiche son cône de vision (mesh procédural, bloqué par les murs). |
| `UPSStrategicDisplayComponent` | Classe de base commune à tous les affichages stratégiques (camp, activation, couleur). Les futurs components en hériteront. |
| `UPSStrategicVisionSubsystem` | Subsystem monde : interrupteurs globaux (tout, par catégorie, par camp). |
| `UPSStrategicVisionSettings` | Réglages projet : couleurs des camps, matériau par défaut. |
| `UPS_VisionConeComponent` | Component à poser sur un personnage : affiche son cône de vision (mesh procédural, bloqué par les murs). |
| `UPS_StrategicDisplayComponent` | Classe de base commune à tous les affichages stratégiques (camp, activation, couleur). Les futurs components en hériteront. |
| `UPS_StrategicVisionSubsystem` | Subsystem monde : interrupteurs globaux (tout, par catégorie, par camp). |
| `UPS_StrategicVisionSettings` | Réglages projet : couleurs des camps, matériau par défaut. |
## Utilisation
@@ -50,14 +50,14 @@ Par component :
- `SetDisplayEnabled(bool)` — interrupteur local du component.
Globalement, via le subsystem (Blueprint : nœud `Get PSStrategicVisionSubsystem`,
ou `UPSStrategicVisionSubsystem::Get(WorldContext)` en C++) :
Globalement, via le subsystem (Blueprint : nœud `Get PS_StrategicVisionSubsystem`,
ou `UPS_StrategicVisionSubsystem::Get(WorldContext)` en C++) :
- `SetGlobalDisplayEnabled(bool)` — tout l'affichage stratégique (ex : entrée/sortie
du mode spectateur ou replay).
- `SetVisionConesEnabled(bool)` — uniquement les cônes de vision.
- `SetCategoryEnabled(FName, bool)` — par catégorie (pour les futurs components).
- `SetTeamEnabled(EPSStrategicTeam, bool)` — par camp (ex : ne montrer que les ennemis).
- `SetTeamEnabled(EPS_StrategicTeam, bool)` — par camp (ex : ne montrer que les ennemis).
Un component n'est visible que si son interrupteur local ET les interrupteurs
globaux le permettent. Quand un cône est masqué, il ne fait plus aucune trace
@@ -98,4 +98,4 @@ déjà double face).
- [x] Cône de vision bloqué par les obstacles
- [ ] Autres affichages stratégiques (trajectoires, zones d'alerte, ...) sous forme
de components héritant de `UPSStrategicDisplayComponent`
de components héritant de `UPS_StrategicDisplayComponent`

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@@ -1,97 +0,0 @@
// Copyright (c) 2026 j.foucher. All rights reserved.
#include "PSStrategicDisplayComponent.h"
#include "Engine/World.h"
#include "PSStrategicVisionSettings.h"
#include "PSStrategicVisionSubsystem.h"
UPSStrategicDisplayComponent::UPSStrategicDisplayComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}
void UPSStrategicDisplayComponent::SetTeam(EPSStrategicTeam NewTeam)
{
if (Team != NewTeam)
{
Team = NewTeam;
RefreshDisplayState();
}
}
void UPSStrategicDisplayComponent::SetDisplayEnabled(bool bEnabled)
{
if (bDisplayEnabled != bEnabled)
{
bDisplayEnabled = bEnabled;
RefreshDisplayState();
}
}
bool UPSStrategicDisplayComponent::IsDisplayVisible() const
{
if (!bDisplayEnabled)
{
return false;
}
if (const UWorld* World = GetWorld())
{
if (World->IsGameWorld())
{
if (const UPSStrategicVisionSubsystem* Subsystem = World->GetSubsystem<UPSStrategicVisionSubsystem>())
{
return Subsystem->ShouldDisplay(GetDisplayCategory(), Team);
}
}
}
// Monde editeur (preview) : on suit uniquement l'activation locale.
return true;
}
FLinearColor UPSStrategicDisplayComponent::GetTeamColor() const
{
return GetDefault<UPSStrategicVisionSettings>()->GetTeamColor(Team);
}
void UPSStrategicDisplayComponent::BeginPlay()
{
Super::BeginPlay();
if (UPSStrategicVisionSubsystem* Subsystem = UPSStrategicVisionSubsystem::Get(this))
{
Subsystem->OnDisplayStateChanged.AddUniqueDynamic(this, &UPSStrategicDisplayComponent::HandleGlobalDisplayStateChanged);
}
RefreshDisplayState();
}
void UPSStrategicDisplayComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (UPSStrategicVisionSubsystem* Subsystem = UPSStrategicVisionSubsystem::Get(this))
{
Subsystem->OnDisplayStateChanged.RemoveDynamic(this, &UPSStrategicDisplayComponent::HandleGlobalDisplayStateChanged);
}
Super::EndPlay(EndPlayReason);
}
#if WITH_EDITOR
void UPSStrategicDisplayComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
RefreshDisplayState();
}
#endif
void UPSStrategicDisplayComponent::RefreshDisplayState()
{
OnDisplayStateChanged();
}
void UPSStrategicDisplayComponent::HandleGlobalDisplayStateChanged()
{
RefreshDisplayState();
}

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@@ -1,26 +0,0 @@
// Copyright (c) 2026 j.foucher. All rights reserved.
#include "PSStrategicVisionSettings.h"
#include "Materials/MaterialInterface.h"
UPSStrategicVisionSettings::UPSStrategicVisionSettings()
{
TeamColors.Add(EPSStrategicTeam::Player, FLinearColor(0.05f, 0.45f, 1.0f));
TeamColors.Add(EPSStrategicTeam::Ally, FLinearColor(0.1f, 0.9f, 0.5f));
TeamColors.Add(EPSStrategicTeam::Enemy, FLinearColor(1.0f, 0.12f, 0.08f));
TeamColors.Add(EPSStrategicTeam::Neutral, FLinearColor(0.75f, 0.75f, 0.75f));
// Materiau optionnel a creer dans le Content du plugin (voir README).
DefaultConeMaterial = TSoftObjectPtr<UMaterialInterface>(
FSoftObjectPath(TEXT("/PS_StrategicVision/Materials/M_VisionCone.M_VisionCone")));
}
FLinearColor UPSStrategicVisionSettings::GetTeamColor(EPSStrategicTeam Team) const
{
if (const FLinearColor* Color = TeamColors.Find(Team))
{
return *Color;
}
return FLinearColor::White;
}

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@@ -1,5 +0,0 @@
// Copyright (c) 2026 j.foucher. All rights reserved.
#include "PSStrategicVisionTypes.h"
const FName FPSStrategicDisplayCategories::VisionCone(TEXT("VisionCone"));

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@@ -0,0 +1,97 @@
// Copyright (c) 2026 j.foucher. All rights reserved.
#include "PS_StrategicDisplayComponent.h"
#include "Engine/World.h"
#include "PS_StrategicVisionSettings.h"
#include "PS_StrategicVisionSubsystem.h"
UPS_StrategicDisplayComponent::UPS_StrategicDisplayComponent()
{
PrimaryComponentTick.bCanEverTick = false;
}
void UPS_StrategicDisplayComponent::SetTeam(EPS_StrategicTeam NewTeam)
{
if (Team != NewTeam)
{
Team = NewTeam;
RefreshDisplayState();
}
}
void UPS_StrategicDisplayComponent::SetDisplayEnabled(bool bEnabled)
{
if (bDisplayEnabled != bEnabled)
{
bDisplayEnabled = bEnabled;
RefreshDisplayState();
}
}
bool UPS_StrategicDisplayComponent::IsDisplayVisible() const
{
if (!bDisplayEnabled)
{
return false;
}
if (const UWorld* World = GetWorld())
{
if (World->IsGameWorld())
{
if (const UPS_StrategicVisionSubsystem* Subsystem = World->GetSubsystem<UPS_StrategicVisionSubsystem>())
{
return Subsystem->ShouldDisplay(GetDisplayCategory(), Team);
}
}
}
// Monde editeur (preview) : on suit uniquement l'activation locale.
return true;
}
FLinearColor UPS_StrategicDisplayComponent::GetTeamColor() const
{
return GetDefault<UPS_StrategicVisionSettings>()->GetTeamColor(Team);
}
void UPS_StrategicDisplayComponent::BeginPlay()
{
Super::BeginPlay();
if (UPS_StrategicVisionSubsystem* Subsystem = UPS_StrategicVisionSubsystem::Get(this))
{
Subsystem->OnDisplayStateChanged.AddUniqueDynamic(this, &UPS_StrategicDisplayComponent::HandleGlobalDisplayStateChanged);
}
RefreshDisplayState();
}
void UPS_StrategicDisplayComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (UPS_StrategicVisionSubsystem* Subsystem = UPS_StrategicVisionSubsystem::Get(this))
{
Subsystem->OnDisplayStateChanged.RemoveDynamic(this, &UPS_StrategicDisplayComponent::HandleGlobalDisplayStateChanged);
}
Super::EndPlay(EndPlayReason);
}
#if WITH_EDITOR
void UPS_StrategicDisplayComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
RefreshDisplayState();
}
#endif
void UPS_StrategicDisplayComponent::RefreshDisplayState()
{
OnDisplayStateChanged();
}
void UPS_StrategicDisplayComponent::HandleGlobalDisplayStateChanged()
{
RefreshDisplayState();
}

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@@ -0,0 +1,26 @@
// Copyright (c) 2026 j.foucher. All rights reserved.
#include "PS_StrategicVisionSettings.h"
#include "Materials/MaterialInterface.h"
UPS_StrategicVisionSettings::UPS_StrategicVisionSettings()
{
TeamColors.Add(EPS_StrategicTeam::Player, FLinearColor(0.05f, 0.45f, 1.0f));
TeamColors.Add(EPS_StrategicTeam::Ally, FLinearColor(0.1f, 0.9f, 0.5f));
TeamColors.Add(EPS_StrategicTeam::Enemy, FLinearColor(1.0f, 0.12f, 0.08f));
TeamColors.Add(EPS_StrategicTeam::Neutral, FLinearColor(0.75f, 0.75f, 0.75f));
// Materiau optionnel a creer dans le Content du plugin (voir README).
DefaultConeMaterial = TSoftObjectPtr<UMaterialInterface>(
FSoftObjectPath(TEXT("/PS_StrategicVision/Materials/M_VisionCone.M_VisionCone")));
}
FLinearColor UPS_StrategicVisionSettings::GetTeamColor(EPS_StrategicTeam Team) const
{
if (const FLinearColor* Color = TeamColors.Find(Team))
{
return *Color;
}
return FLinearColor::White;
}

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@@ -1,23 +1,23 @@
// Copyright (c) 2026 j.foucher. All rights reserved.
#include "PSStrategicVisionSubsystem.h"
#include "PS_StrategicVisionSubsystem.h"
#include "Engine/Engine.h"
#include "Engine/World.h"
UPSStrategicVisionSubsystem* UPSStrategicVisionSubsystem::Get(const UObject* WorldContextObject)
UPS_StrategicVisionSubsystem* UPS_StrategicVisionSubsystem::Get(const UObject* WorldContextObject)
{
if (GEngine)
{
if (const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::ReturnNull))
{
return World->GetSubsystem<UPSStrategicVisionSubsystem>();
return World->GetSubsystem<UPS_StrategicVisionSubsystem>();
}
}
return nullptr;
}
void UPSStrategicVisionSubsystem::SetGlobalDisplayEnabled(bool bEnabled)
void UPS_StrategicVisionSubsystem::SetGlobalDisplayEnabled(bool bEnabled)
{
if (bGlobalEnabled != bEnabled)
{
@@ -26,7 +26,7 @@ void UPSStrategicVisionSubsystem::SetGlobalDisplayEnabled(bool bEnabled)
}
}
void UPSStrategicVisionSubsystem::SetCategoryEnabled(FName Category, bool bEnabled)
void UPS_StrategicVisionSubsystem::SetCategoryEnabled(FName Category, bool bEnabled)
{
const bool bChanged = bEnabled ? (DisabledCategories.Remove(Category) > 0) : !DisabledCategories.Contains(Category);
if (!bEnabled)
@@ -39,7 +39,7 @@ void UPSStrategicVisionSubsystem::SetCategoryEnabled(FName Category, bool bEnabl
}
}
void UPSStrategicVisionSubsystem::SetTeamEnabled(EPSStrategicTeam Team, bool bEnabled)
void UPS_StrategicVisionSubsystem::SetTeamEnabled(EPS_StrategicTeam Team, bool bEnabled)
{
const bool bChanged = bEnabled ? (DisabledTeams.Remove(Team) > 0) : !DisabledTeams.Contains(Team);
if (!bEnabled)
@@ -52,7 +52,7 @@ void UPSStrategicVisionSubsystem::SetTeamEnabled(EPSStrategicTeam Team, bool bEn
}
}
void UPSStrategicVisionSubsystem::NotifyStateChanged()
void UPS_StrategicVisionSubsystem::NotifyStateChanged()
{
OnDisplayStateChanged.Broadcast();
}

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@@ -0,0 +1,5 @@
// Copyright (c) 2026 j.foucher. All rights reserved.
#include "PS_StrategicVisionTypes.h"
const FName FPS_StrategicDisplayCategories::VisionCone(TEXT("VisionCone"));

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@@ -1,6 +1,6 @@
// Copyright (c) 2026 j.foucher. All rights reserved.
#include "PSVisionConeComponent.h"
#include "PS_VisionConeComponent.h"
#include "CollisionQueryParams.h"
#include "Engine/HitResult.h"
@@ -10,7 +10,7 @@
#include "Materials/MaterialInstanceDynamic.h"
#include "Materials/MaterialInterface.h"
#include "ProceduralMeshComponent.h"
#include "PSStrategicVisionSettings.h"
#include "PS_StrategicVisionSettings.h"
namespace
{
@@ -22,7 +22,7 @@ namespace
const FName GOpacityParamName(TEXT("Opacity"));
}
UPSVisionConeComponent::UPSVisionConeComponent()
UPS_VisionConeComponent::UPS_VisionConeComponent()
{
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.bStartWithTickEnabled = true;
@@ -31,7 +31,7 @@ UPSVisionConeComponent::UPSVisionConeComponent()
bTickInEditor = true;
}
void UPSVisionConeComponent::OnRegister()
void UPS_VisionConeComponent::OnRegister()
{
Super::OnRegister();
@@ -40,7 +40,7 @@ void UPSVisionConeComponent::OnRegister()
ApplyTeamColor();
}
void UPSVisionConeComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
void UPS_VisionConeComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
{
if (ConeMesh)
{
@@ -51,13 +51,13 @@ void UPSVisionConeComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
Super::OnComponentDestroyed(bDestroyingHierarchy);
}
void UPSVisionConeComponent::BeginPlay()
void UPS_VisionConeComponent::BeginPlay()
{
Super::BeginPlay();
SetComponentTickInterval(UpdateInterval);
}
void UPSVisionConeComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
void UPS_VisionConeComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
@@ -67,7 +67,7 @@ void UPSVisionConeComponent::TickComponent(float DeltaTime, ELevelTick TickType,
}
}
void UPSVisionConeComponent::OnDisplayStateChanged()
void UPS_VisionConeComponent::OnDisplayStateChanged()
{
const bool bShouldDisplay = IsDisplayVisible();
@@ -88,7 +88,7 @@ void UPSVisionConeComponent::OnDisplayStateChanged()
}
}
void UPSVisionConeComponent::EnsureConeMesh()
void UPS_VisionConeComponent::EnsureConeMesh()
{
if (ConeMesh || !GetWorld())
{
@@ -109,7 +109,7 @@ void UPSVisionConeComponent::EnsureConeMesh()
ConeMesh->SetWorldRotation(FQuat::Identity);
}
void UPSVisionConeComponent::EnsureMaterial()
void UPS_VisionConeComponent::EnsureMaterial()
{
if (!ConeMesh)
{
@@ -120,7 +120,7 @@ void UPSVisionConeComponent::EnsureMaterial()
if (!BaseMaterial)
{
BaseMaterial = GetDefault<UPSStrategicVisionSettings>()->DefaultConeMaterial.LoadSynchronous();
BaseMaterial = GetDefault<UPS_StrategicVisionSettings>()->DefaultConeMaterial.LoadSynchronous();
}
if (!BaseMaterial)
{
@@ -142,7 +142,7 @@ void UPSVisionConeComponent::EnsureMaterial()
ConeMesh->SetMaterial(0, ConeMID);
}
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);

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@@ -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")

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@@ -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;
};

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@@ -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;
};

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@@ -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;
};

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@@ -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"))