Projet de test UE 5.7 pour le plugin PS_StrategicVision
Projet C++ vide servant de banc de test au plugin (reference en depot imbrique dans Plugins/, a convertir en submodule quand il aura un remote). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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Unreal/PS_StratVision/Content/NewMap.umap
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Unreal/PS_StratVision/Content/NewMap.umap
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Unreal/PS_StratVision/Content/testStatVis.uasset
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1
Unreal/PS_StratVision/Plugins/PS_StrategicVision
Submodule
1
Unreal/PS_StratVision/Plugins/PS_StrategicVision
Submodule
Submodule Unreal/PS_StratVision/Plugins/PS_StrategicVision added at 199c14097e
@@ -1,3 +0,0 @@
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# Artefacts de build du plugin (regeneres a la compilation)
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Binaries/
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Intermediate/
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@@ -1,30 +0,0 @@
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{
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||||
"FileVersion": 3,
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||||
"Version": 1,
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||||
"VersionName": "0.1.0",
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||||
"FriendlyName": "PS Strategic Vision",
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||||
"Description": "Affichage strategique pour vues spectateur et replays : cones de vision, et autres visualisations a venir.",
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"Category": "Visualization",
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"CreatedBy": "j.foucher",
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"CreatedByURL": "",
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"DocsURL": "",
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||||
"MarketplaceURL": "",
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||||
"SupportURL": "",
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||||
"CanContainContent": true,
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||||
"IsBetaVersion": false,
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"IsExperimentalVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "PS_StrategicVision",
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"Type": "Runtime",
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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{
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"Name": "ProceduralMeshComponent",
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"Enabled": true
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||||
}
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||||
]
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||||
}
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||||
@@ -1,101 +0,0 @@
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# PS Strategic Vision
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Plugin Unreal Engine 5.7 d'affichage stratégique pour vues spectateur et replays :
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cônes de vision des personnages, et d'autres visualisations à venir.
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## Installation dans un projet
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Copier (ou cloner) ce dossier dans `Plugins/PS_StrategicVision/` du projet, puis
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activer le plugin dans le `.uproject` ou via *Edit > Plugins*.
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En submodule git :
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```bash
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git submodule add <url-du-repo> Plugins/PS_StrategicVision
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```
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Le plugin est en C++ : le projet hôte doit être un projet C++ (il sera compilé
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avec le projet).
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## Contenu
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| Classe | Rôle |
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|---|---|
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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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### 1. Poser le cône de vision
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Dans le Blueprint du personnage (ou en C++), ajouter le component **PS Vision Cone**
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(idéalement attaché au root / à la capsule). Régler :
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- **Team** : `Player`, `Ally`, `Enemy` ou `Neutral` — détermine la couleur
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(configurable dans *Project Settings > Plugins > PS Strategic Vision*).
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- **View Distance** / **View Angle Degrees** : portée et ouverture du cône.
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- **Trace Channel** : canal de collision utilisé pour bloquer le cône sur les murs
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(`Visibility` par défaut).
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- **Flatten On Ground** : le cône reste à plat et se projette au sol (recommandé
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pour une vue spectateur top-down).
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Le cône suit automatiquement la position et le yaw du component. Pour qu'il suive
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le regard de la tête plutôt que le corps, attacher le component au bone/socket voulu.
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### 2. Activer / désactiver selon l'état de jeu
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Par component :
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||||
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- `SetDisplayEnabled(bool)` — interrupteur local du component.
|
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|
||||
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
|
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du mode spectateur ou replay).
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- `SetVisionConesEnabled(bool)` — uniquement les cônes de vision.
|
||||
- `SetCategoryEnabled(FName, bool)` — par catégorie (pour les futurs components).
|
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- `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
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(coût nul).
|
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|
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### 3. Matériau (optionnel)
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Sans configuration, le cône utilise un matériau translucide du moteur
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(`M_SimpleUnlitTranslucent`) teinté à la couleur du camp — fonctionnel
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immédiatement, suffisant en développement.
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Pour un rendu personnalisé (dégradé, scanlines, bord lumineux...), créer un
|
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matériau dans le Content du plugin à `/PS_StrategicVision/Materials/M_VisionCone`
|
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(chemin par défaut des settings) ou l'assigner via **Material Override** sur le
|
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component. Le component fournit au matériau :
|
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|
||||
- paramètre vecteur `Color` : couleur du camp (alpha = opacité) ;
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- paramètre scalaire `Opacity` : opacité ;
|
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- vertex colors : couleur du camp ;
|
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- UV : U = position angulaire (0..1), V = distance normalisée (0..1) — pratique
|
||||
pour un fondu vers le bord du cône.
|
||||
|
||||
Recette minimale : matériau *Translucent* / *Unlit*, node **VertexColor** → Emissive
|
||||
Color, **VertexColor.A** → Opacity. Laisser *Two Sided* décoché (la géométrie est
|
||||
déjà double face).
|
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|
||||
> Note packaging : si le matériau n'est référencé que par les settings (soft
|
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> reference), l'ajouter à la liste des assets toujours cookés, ou le référencer en
|
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> dur via Material Override.
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### Performance
|
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- `ArcSegments` (48 par défaut) = nombre de line traces par mise à jour.
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- `UpdateInterval` : 0 = chaque frame ; augmenter (ex : 0.05) si beaucoup de
|
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personnages affichent leur cône simultanément.
|
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## Roadmap
|
||||
|
||||
- [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 `UPS_StrategicDisplayComponent`
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@@ -1,18 +0,0 @@
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using UnrealBuildTool;
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||||
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public class PS_StrategicVision : ModuleRules
|
||||
{
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||||
public PS_StrategicVision(ReadOnlyTargetRules Target) : base(Target)
|
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{
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||||
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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||||
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||||
PublicDependencyModuleNames.AddRange(new string[]
|
||||
{
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||||
"Core",
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||||
"CoreUObject",
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||||
"Engine",
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||||
"DeveloperSettings",
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||||
"ProceduralMeshComponent",
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||||
});
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||||
}
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}
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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 "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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@@ -1,5 +0,0 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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#include "Modules/ModuleManager.h"
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IMPLEMENT_MODULE(FDefaultModuleImpl, PS_StrategicVision)
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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 "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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@@ -1,58 +0,0 @@
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// Copyright (c) 2026 j.foucher. All rights reserved.
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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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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<UPS_StrategicVisionSubsystem>();
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}
|
||||
}
|
||||
return nullptr;
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}
|
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|
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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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{
|
||||
bGlobalEnabled = bEnabled;
|
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NotifyStateChanged();
|
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}
|
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}
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||||
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void UPS_StrategicVisionSubsystem::SetCategoryEnabled(FName Category, bool bEnabled)
|
||||
{
|
||||
const bool bChanged = bEnabled ? (DisabledCategories.Remove(Category) > 0) : !DisabledCategories.Contains(Category);
|
||||
if (!bEnabled)
|
||||
{
|
||||
DisabledCategories.Add(Category);
|
||||
}
|
||||
if (bChanged)
|
||||
{
|
||||
NotifyStateChanged();
|
||||
}
|
||||
}
|
||||
|
||||
void UPS_StrategicVisionSubsystem::SetTeamEnabled(EPS_StrategicTeam Team, bool bEnabled)
|
||||
{
|
||||
const bool bChanged = bEnabled ? (DisabledTeams.Remove(Team) > 0) : !DisabledTeams.Contains(Team);
|
||||
if (!bEnabled)
|
||||
{
|
||||
DisabledTeams.Add(Team);
|
||||
}
|
||||
if (bChanged)
|
||||
{
|
||||
NotifyStateChanged();
|
||||
}
|
||||
}
|
||||
|
||||
void UPS_StrategicVisionSubsystem::NotifyStateChanged()
|
||||
{
|
||||
OnDisplayStateChanged.Broadcast();
|
||||
}
|
||||
@@ -1,5 +0,0 @@
|
||||
// Copyright (c) 2026 j.foucher. All rights reserved.
|
||||
|
||||
#include "PS_StrategicVisionTypes.h"
|
||||
|
||||
const FName FPS_StrategicDisplayCategories::VisionCone(TEXT("VisionCone"));
|
||||
@@ -1,270 +0,0 @@
|
||||
// Copyright (c) 2026 j.foucher. All rights reserved.
|
||||
|
||||
#include "PS_VisionConeComponent.h"
|
||||
|
||||
#include "CollisionQueryParams.h"
|
||||
#include "Engine/HitResult.h"
|
||||
#include "Engine/World.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Materials/Material.h"
|
||||
#include "Materials/MaterialInstanceDynamic.h"
|
||||
#include "Materials/MaterialInterface.h"
|
||||
#include "ProceduralMeshComponent.h"
|
||||
#include "PS_StrategicVisionSettings.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
// Materiaux moteur utilises en dernier recours si aucun materiau n'est configure.
|
||||
const TCHAR* GFallbackTranslucentMaterialPath = TEXT("/Engine/EngineDebugMaterials/M_SimpleUnlitTranslucent.M_SimpleUnlitTranslucent");
|
||||
const TCHAR* GFallbackOpaqueMaterialPath = TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial");
|
||||
|
||||
const FName GColorParamName(TEXT("Color"));
|
||||
const FName GOpacityParamName(TEXT("Opacity"));
|
||||
}
|
||||
|
||||
UPS_VisionConeComponent::UPS_VisionConeComponent()
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = true;
|
||||
// Apres le mouvement des acteurs, pour que le cone suive sans retard.
|
||||
PrimaryComponentTick.TickGroup = TG_PostUpdateWork;
|
||||
bTickInEditor = true;
|
||||
}
|
||||
|
||||
void UPS_VisionConeComponent::OnRegister()
|
||||
{
|
||||
Super::OnRegister();
|
||||
|
||||
EnsureConeMesh();
|
||||
EnsureMaterial();
|
||||
ApplyTeamColor();
|
||||
}
|
||||
|
||||
void UPS_VisionConeComponent::OnComponentDestroyed(bool bDestroyingHierarchy)
|
||||
{
|
||||
if (ConeMesh)
|
||||
{
|
||||
ConeMesh->DestroyComponent();
|
||||
ConeMesh = nullptr;
|
||||
}
|
||||
|
||||
Super::OnComponentDestroyed(bDestroyingHierarchy);
|
||||
}
|
||||
|
||||
void UPS_VisionConeComponent::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
SetComponentTickInterval(UpdateInterval);
|
||||
}
|
||||
|
||||
void UPS_VisionConeComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
if (IsDisplayVisible())
|
||||
{
|
||||
RebuildCone();
|
||||
}
|
||||
}
|
||||
|
||||
void UPS_VisionConeComponent::OnDisplayStateChanged()
|
||||
{
|
||||
const bool bShouldDisplay = IsDisplayVisible();
|
||||
|
||||
if (ConeMesh)
|
||||
{
|
||||
ConeMesh->SetVisibility(bShouldDisplay);
|
||||
}
|
||||
|
||||
// Pas de traces ni de rebuild quand le cone est cache.
|
||||
SetComponentTickEnabled(bShouldDisplay);
|
||||
SetComponentTickInterval(UpdateInterval);
|
||||
|
||||
if (bShouldDisplay)
|
||||
{
|
||||
EnsureMaterial();
|
||||
ApplyTeamColor();
|
||||
RebuildCone();
|
||||
}
|
||||
}
|
||||
|
||||
void UPS_VisionConeComponent::EnsureConeMesh()
|
||||
{
|
||||
if (ConeMesh || !GetWorld())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ConeMesh = NewObject<UProceduralMeshComponent>(this, NAME_None, RF_Transient);
|
||||
ConeMesh->SetupAttachment(this);
|
||||
// Rotation absolue : le fan est construit en espace monde, seul le point
|
||||
// d'ancrage suit le personnage entre deux mises a jour.
|
||||
ConeMesh->SetUsingAbsoluteRotation(true);
|
||||
ConeMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
ConeMesh->SetGenerateOverlapEvents(false);
|
||||
ConeMesh->SetCastShadow(false);
|
||||
ConeMesh->bReceivesDecals = false;
|
||||
ConeMesh->SetTranslucentSortPriority(100);
|
||||
ConeMesh->RegisterComponent();
|
||||
ConeMesh->SetWorldRotation(FQuat::Identity);
|
||||
}
|
||||
|
||||
void UPS_VisionConeComponent::EnsureMaterial()
|
||||
{
|
||||
if (!ConeMesh)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UMaterialInterface* BaseMaterial = MaterialOverride;
|
||||
|
||||
if (!BaseMaterial)
|
||||
{
|
||||
BaseMaterial = GetDefault<UPS_StrategicVisionSettings>()->DefaultConeMaterial.LoadSynchronous();
|
||||
}
|
||||
if (!BaseMaterial)
|
||||
{
|
||||
BaseMaterial = LoadObject<UMaterialInterface>(nullptr, GFallbackTranslucentMaterialPath);
|
||||
}
|
||||
if (!BaseMaterial)
|
||||
{
|
||||
BaseMaterial = LoadObject<UMaterialInterface>(nullptr, GFallbackOpaqueMaterialPath);
|
||||
}
|
||||
if (!BaseMaterial)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!ConeMID || ConeMID->Parent != BaseMaterial)
|
||||
{
|
||||
ConeMID = UMaterialInstanceDynamic::Create(BaseMaterial, this);
|
||||
}
|
||||
ConeMesh->SetMaterial(0, ConeMID);
|
||||
}
|
||||
|
||||
void UPS_VisionConeComponent::ApplyTeamColor()
|
||||
{
|
||||
if (!ConeMID)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
FLinearColor Color = GetTeamColor();
|
||||
Color.A = Opacity;
|
||||
ConeMID->SetVectorParameterValue(GColorParamName, Color);
|
||||
ConeMID->SetScalarParameterValue(GOpacityParamName, Opacity);
|
||||
}
|
||||
|
||||
void UPS_VisionConeComponent::RebuildCone()
|
||||
{
|
||||
UWorld* World = GetWorld();
|
||||
if (!World || !ConeMesh)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const FVector CompLocation = GetComponentLocation();
|
||||
const FRotator CompRotation = GetComponentRotation();
|
||||
|
||||
const FVector Forward = bFlattenOnGround
|
||||
? FRotator(0.f, CompRotation.Yaw, 0.f).Vector()
|
||||
: GetForwardVector();
|
||||
const FVector Up = bFlattenOnGround ? FVector::UpVector : GetUpVector();
|
||||
|
||||
FCollisionQueryParams QueryParams(TEXT("PS_VisionCone"), bTraceComplex);
|
||||
if (const AActor* Owner = GetOwner())
|
||||
{
|
||||
QueryParams.AddIgnoredActor(Owner);
|
||||
}
|
||||
|
||||
// Hauteur de base du fan : projete au sol si demande, sinon a la hauteur du component.
|
||||
float BaseZ = GroundOffset;
|
||||
if (bFlattenOnGround)
|
||||
{
|
||||
FHitResult GroundHit;
|
||||
const FVector GroundStart = CompLocation + FVector(0.f, 0.f, TraceHeight);
|
||||
const FVector GroundEnd = CompLocation - FVector(0.f, 0.f, 500.f);
|
||||
if (World->LineTraceSingleByChannel(GroundHit, GroundStart, GroundEnd, TraceChannel, QueryParams))
|
||||
{
|
||||
BaseZ = (GroundHit.ImpactPoint.Z - CompLocation.Z) + GroundOffset;
|
||||
}
|
||||
}
|
||||
|
||||
const int32 RayCount = FMath::Clamp(ArcSegments, 4, 256) + 1;
|
||||
const float HalfAngle = FMath::Clamp(ViewAngleDegrees, 1.f, 360.f) * 0.5f;
|
||||
const FVector TraceOrigin = CompLocation + FVector(0.f, 0.f, TraceHeight);
|
||||
|
||||
FLinearColor VertexColor = GetTeamColor();
|
||||
VertexColor.A = Opacity;
|
||||
|
||||
TArray<FVector> Vertices;
|
||||
TArray<FVector> Normals;
|
||||
TArray<FVector2D> UVs;
|
||||
TArray<FLinearColor> Colors;
|
||||
Vertices.Reserve(RayCount + 1);
|
||||
Normals.Reserve(RayCount + 1);
|
||||
UVs.Reserve(RayCount + 1);
|
||||
Colors.Reserve(RayCount + 1);
|
||||
|
||||
// Sommet central (origine du cone).
|
||||
Vertices.Add(bFlattenOnGround ? FVector(0.f, 0.f, BaseZ) : Up * GroundOffset);
|
||||
Normals.Add(Up);
|
||||
UVs.Add(FVector2D(0.5f, 0.f));
|
||||
Colors.Add(VertexColor);
|
||||
|
||||
for (int32 RayIndex = 0; RayIndex < RayCount; ++RayIndex)
|
||||
{
|
||||
const float Alpha = static_cast<float>(RayIndex) / static_cast<float>(RayCount - 1);
|
||||
const float AngleDeg = FMath::Lerp(-HalfAngle, HalfAngle, Alpha);
|
||||
const FVector Direction = Forward.RotateAngleAxis(AngleDeg, Up);
|
||||
|
||||
float HitDistance = ViewDistance;
|
||||
FHitResult Hit;
|
||||
if (World->LineTraceSingleByChannel(Hit, TraceOrigin, TraceOrigin + Direction * ViewDistance, TraceChannel, QueryParams))
|
||||
{
|
||||
HitDistance = Hit.Distance;
|
||||
}
|
||||
|
||||
FVector LocalPoint = Direction * HitDistance;
|
||||
if (bFlattenOnGround)
|
||||
{
|
||||
LocalPoint.Z = BaseZ;
|
||||
}
|
||||
else
|
||||
{
|
||||
LocalPoint += Up * GroundOffset;
|
||||
}
|
||||
|
||||
Vertices.Add(LocalPoint);
|
||||
Normals.Add(Up);
|
||||
UVs.Add(FVector2D(Alpha, HitDistance / ViewDistance));
|
||||
Colors.Add(VertexColor);
|
||||
}
|
||||
|
||||
const TArray<FProcMeshTangent> NoTangents;
|
||||
|
||||
if (Vertices.Num() == LastVertexCount)
|
||||
{
|
||||
// Meme topologie : mise a jour des sommets uniquement (moins couteux).
|
||||
ConeMesh->UpdateMeshSection_LinearColor(0, Vertices, Normals, UVs, Colors, NoTangents);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Triangles dans les deux sens pour rester visible sous tous les angles de camera.
|
||||
TArray<int32> Triangles;
|
||||
Triangles.Reserve((RayCount - 1) * 6);
|
||||
for (int32 SegmentIndex = 0; SegmentIndex < RayCount - 1; ++SegmentIndex)
|
||||
{
|
||||
Triangles.Add(0);
|
||||
Triangles.Add(1 + SegmentIndex);
|
||||
Triangles.Add(2 + SegmentIndex);
|
||||
|
||||
Triangles.Add(0);
|
||||
Triangles.Add(2 + SegmentIndex);
|
||||
Triangles.Add(1 + SegmentIndex);
|
||||
}
|
||||
|
||||
ConeMesh->CreateMeshSection_LinearColor(0, Vertices, Triangles, Normals, UVs, Colors, NoTangents, false);
|
||||
LastVertexCount = Vertices.Num();
|
||||
}
|
||||
}
|
||||
@@ -1,75 +0,0 @@
|
||||
// Copyright (c) 2026 j.foucher. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Components/SceneComponent.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 UPS_StrategicVisionSubsystem.
|
||||
*/
|
||||
UCLASS(Abstract, ClassGroup = (PS_StrategicVision), HideCategories = (Physics, Collision, Mobility))
|
||||
class PS_STRATEGICVISION_API UPS_StrategicDisplayComponent : public USceneComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPS_StrategicDisplayComponent();
|
||||
|
||||
/** Change le camp (met a jour la couleur de l'affichage). */
|
||||
UFUNCTION(BlueprintCallable, Category = "Strategic Display")
|
||||
void SetTeam(EPS_StrategicTeam NewTeam);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Strategic Display")
|
||||
EPS_StrategicTeam GetTeam() const { return Team; }
|
||||
|
||||
/** Active / desactive cet affichage precis (independamment de l'etat global). */
|
||||
UFUNCTION(BlueprintCallable, Category = "Strategic Display")
|
||||
void SetDisplayEnabled(bool bEnabled);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Strategic Display")
|
||||
bool IsDisplayEnabled() const { return bDisplayEnabled; }
|
||||
|
||||
/** Visibilite effective : activation locale ET etat global du subsystem. */
|
||||
UFUNCTION(BlueprintPure, Category = "Strategic Display")
|
||||
bool IsDisplayVisible() const;
|
||||
|
||||
/** Couleur du camp courant, lue dans les settings du plugin. */
|
||||
UFUNCTION(BlueprintPure, Category = "Strategic Display")
|
||||
FLinearColor GetTeamColor() const;
|
||||
|
||||
/** Categorie declaree par chaque type d'affichage (cf. FPS_StrategicDisplayCategories). */
|
||||
virtual FName GetDisplayCategory() const { return NAME_None; }
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
||||
|
||||
#if WITH_EDITOR
|
||||
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
|
||||
#endif
|
||||
|
||||
/** Appele quand la visibilite effective ou le camp change. */
|
||||
virtual void OnDisplayStateChanged() {}
|
||||
|
||||
/** Reevalue la visibilite effective et previent la classe fille. */
|
||||
void RefreshDisplayState();
|
||||
|
||||
/** Camp du personnage porteur, determine la couleur de l'affichage. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Strategic Display")
|
||||
EPS_StrategicTeam Team = EPS_StrategicTeam::Enemy;
|
||||
|
||||
/** Etat d'activation local de cet affichage. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Strategic Display")
|
||||
bool bDisplayEnabled = true;
|
||||
|
||||
private:
|
||||
UFUNCTION()
|
||||
void HandleGlobalDisplayStateChanged();
|
||||
};
|
||||
@@ -1,42 +0,0 @@
|
||||
// Copyright (c) 2026 j.foucher. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/DeveloperSettings.h"
|
||||
#include "PS_StrategicVisionTypes.h"
|
||||
#include "PS_StrategicVisionSettings.generated.h"
|
||||
|
||||
class UMaterialInterface;
|
||||
|
||||
/**
|
||||
* Reglages du plugin PS Strategic Vision.
|
||||
* Accessibles dans Project Settings > Plugins > PS Strategic Vision.
|
||||
*/
|
||||
UCLASS(Config = Game, DefaultConfig, meta = (DisplayName = "PS Strategic Vision"))
|
||||
class PS_STRATEGICVISION_API UPS_StrategicVisionSettings : public UDeveloperSettings
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPS_StrategicVisionSettings();
|
||||
|
||||
virtual FName GetCategoryName() const override { return TEXT("Plugins"); }
|
||||
|
||||
/** Couleur associee a chaque camp. */
|
||||
UPROPERTY(EditAnywhere, Config, BlueprintReadOnly, Category = "Teams")
|
||||
TMap<EPS_StrategicTeam, FLinearColor> TeamColors;
|
||||
|
||||
/**
|
||||
* Materiau par defaut des cones de vision. La couleur est appliquee via le
|
||||
* parametre vecteur "Color" (et le parametre scalaire "Opacity" s'il existe),
|
||||
* ainsi que via les vertex colors du mesh.
|
||||
* Si vide ou introuvable, un materiau translucide du moteur est utilise.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, Config, BlueprintReadOnly, Category = "Rendering")
|
||||
TSoftObjectPtr<UMaterialInterface> DefaultConeMaterial;
|
||||
|
||||
/** Couleur du camp demande (blanc si non configuree). */
|
||||
UFUNCTION(BlueprintPure, Category = "PS Strategic Vision")
|
||||
FLinearColor GetTeamColor(EPS_StrategicTeam Team) const;
|
||||
};
|
||||
@@ -1,72 +0,0 @@
|
||||
// Copyright (c) 2026 j.foucher. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Subsystems/WorldSubsystem.h"
|
||||
#include "PS_StrategicVisionTypes.h"
|
||||
#include "PS_StrategicVisionSubsystem.generated.h"
|
||||
|
||||
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 UPS_StrategicDisplayComponent s'y abonnent automatiquement.
|
||||
*/
|
||||
UCLASS()
|
||||
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 UPS_StrategicVisionSubsystem* Get(const UObject* WorldContextObject);
|
||||
|
||||
/** Interrupteur general de tous les affichages strategiques. */
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Strategic Vision")
|
||||
void SetGlobalDisplayEnabled(bool bEnabled);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "PS Strategic Vision")
|
||||
bool IsGlobalDisplayEnabled() const { return bGlobalEnabled; }
|
||||
|
||||
/** Active / desactive une categorie d'affichage (ex : "VisionCone"). */
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Strategic Vision")
|
||||
void SetCategoryEnabled(FName Category, bool bEnabled);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "PS Strategic Vision")
|
||||
bool IsCategoryEnabled(FName Category) const { return !DisabledCategories.Contains(Category); }
|
||||
|
||||
/** Active / desactive les affichages d'un camp (ex : ne montrer que les ennemis). */
|
||||
UFUNCTION(BlueprintCallable, Category = "PS Strategic Vision")
|
||||
void SetTeamEnabled(EPS_StrategicTeam Team, bool bEnabled);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "PS Strategic Vision")
|
||||
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(FPS_StrategicDisplayCategories::VisionCone, bEnabled); }
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "PS Strategic Vision|Vision Cone")
|
||||
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, 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")
|
||||
FPS_StrategicDisplayStateChanged OnDisplayStateChanged;
|
||||
|
||||
private:
|
||||
void NotifyStateChanged();
|
||||
|
||||
bool bGlobalEnabled = true;
|
||||
TSet<FName> DisabledCategories;
|
||||
TSet<EPS_StrategicTeam> DisabledTeams;
|
||||
};
|
||||
@@ -1,25 +0,0 @@
|
||||
// Copyright (c) 2026 j.foucher. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "PS_StrategicVisionTypes.generated.h"
|
||||
|
||||
/** Camp d'un personnage, utilise pour colorer / filtrer les affichages strategiques. */
|
||||
UENUM(BlueprintType)
|
||||
enum class EPS_StrategicTeam : uint8
|
||||
{
|
||||
Player,
|
||||
Ally,
|
||||
Enemy,
|
||||
Neutral
|
||||
};
|
||||
|
||||
/**
|
||||
* 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 FPS_StrategicDisplayCategories
|
||||
{
|
||||
static const FName VisionCone;
|
||||
};
|
||||
@@ -1,106 +0,0 @@
|
||||
// Copyright (c) 2026 j.foucher. All rights reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/EngineTypes.h"
|
||||
#include "PS_StrategicDisplayComponent.h"
|
||||
#include "PS_VisionConeComponent.generated.h"
|
||||
|
||||
class UMaterialInstanceDynamic;
|
||||
class UMaterialInterface;
|
||||
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 UPS_StrategicVisionSubsystem.
|
||||
*
|
||||
* A attacher sur le personnage : le cone suit la position du component et
|
||||
* s'oriente selon son yaw (rotation horizontale).
|
||||
*/
|
||||
UCLASS(ClassGroup = (PS_StrategicVision), meta = (BlueprintSpawnableComponent, DisplayName = "PS Vision Cone"))
|
||||
class PS_STRATEGICVISION_API UPS_VisionConeComponent : public UPS_StrategicDisplayComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPS_VisionConeComponent();
|
||||
|
||||
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"))
|
||||
float ViewDistance = 1500.f;
|
||||
|
||||
/** Angle total du cone, en degres (ex : 90 = 45 de chaque cote). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone", meta = (ClampMin = "1.0", ClampMax = "360.0", Units = "deg"))
|
||||
float ViewAngleDegrees = 90.f;
|
||||
|
||||
/** Opacite du cone (0 = invisible, 1 = opaque). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone", meta = (ClampMin = "0.0", ClampMax = "1.0"))
|
||||
float Opacity = 0.35f;
|
||||
|
||||
/**
|
||||
* Si vrai, le cone reste a plat au sol : seul le yaw du component est pris
|
||||
* en compte et le mesh est projete a la hauteur du sol detecte.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone")
|
||||
bool bFlattenOnGround = true;
|
||||
|
||||
/** Decalage vertical du mesh au-dessus du sol, pour eviter le z-fighting. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone", meta = (Units = "cm"))
|
||||
float GroundOffset = 3.f;
|
||||
|
||||
/** Nombre de segments de l'arc : plus eleve = plus precis mais plus de traces. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone|Quality", meta = (ClampMin = "4", ClampMax = "256"))
|
||||
int32 ArcSegments = 48;
|
||||
|
||||
/** Intervalle de mise a jour en secondes (0 = chaque frame). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone|Quality", meta = (ClampMin = "0.0", Units = "s"))
|
||||
float UpdateInterval = 0.f;
|
||||
|
||||
/** Canal de collision utilise pour bloquer le cone sur les obstacles. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone|Collision")
|
||||
TEnumAsByte<ECollisionChannel> TraceChannel = ECC_Visibility;
|
||||
|
||||
/** Trace contre la geometrie complexe (plus precis, plus couteux). */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone|Collision")
|
||||
bool bTraceComplex = false;
|
||||
|
||||
/** Hauteur (relative au component) a laquelle les traces de vision sont lancees. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone|Collision", meta = (Units = "cm"))
|
||||
float TraceHeight = 50.f;
|
||||
|
||||
/**
|
||||
* Materiau du cone pour ce component (prioritaire sur celui des settings).
|
||||
* La couleur du camp est envoyee dans le parametre vecteur "Color", l'opacite
|
||||
* dans le parametre scalaire "Opacity", et dans les vertex colors du mesh.
|
||||
*/
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Vision Cone|Rendering")
|
||||
TObjectPtr<UMaterialInterface> MaterialOverride;
|
||||
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
protected:
|
||||
virtual void OnRegister() override;
|
||||
virtual void OnComponentDestroyed(bool bDestroyingHierarchy) override;
|
||||
virtual void BeginPlay() override;
|
||||
virtual void OnDisplayStateChanged() override;
|
||||
|
||||
private:
|
||||
/** Mesh procedural interne portant le fan du cone. */
|
||||
UPROPERTY(Transient)
|
||||
TObjectPtr<UProceduralMeshComponent> ConeMesh;
|
||||
|
||||
UPROPERTY(Transient)
|
||||
TObjectPtr<UMaterialInstanceDynamic> ConeMID;
|
||||
|
||||
int32 LastVertexCount = 0;
|
||||
|
||||
void EnsureConeMesh();
|
||||
void EnsureMaterial();
|
||||
void ApplyTeamColor();
|
||||
void RebuildCone();
|
||||
};
|
||||
Reference in New Issue
Block a user