获取旧值(问题1)
unrealengine onrep函数将复制变量的前一个状态作为
OnRep
功能。所以添加参数
void UAttributeSetBase::OnRep_MyAttribute(const FGameplayAttributeData& Previous)
{
const auto PreviousValue = Previous.GetCurrentValue(); // See below for possible usage.
GAMEPLAYATTRIBUTE_REPNOTIFY(UAttributeSetBase, MyAttribute);
}
感谢来自虚幻气体不和谐频道的@dan。
将值转发给代表(问题2)
想法
当您的目标是不修改ue4源代码时,一种可能是在属性集中缓存上一个值,这样您就可以从外部访问它。
-
为属性集中的每个属性缓存该值
OnReP
功能。
-
使用委托中的缓存值,但是
只有当它是有效的
. 因为该值是在
OnReP
函数,它将不存在于服务器上。这非常好,因为我们希望保留服务器上的行为,它使用
FOnAttributeChangeData::OldValue
(只有在服务器上才有正确的值)。
示例实现
缓存上一个值
属性数据库.h:
// Wrapper for a TMap. If you need thread safety, use another container or allocator.
class CachePreviousDataFromReplication
{
TMap<FName, FGameplayAttributeData> CachedPreviousData;
public:
void Add(const FName, const FGameplayAttributeData&);
auto Find(const FName) const -> const FGameplayAttributeData*;
};
class YOUR_API UAttributeSetBase : public UAttributeSet
{
// ...
private:
UFUNCTION() void OnRep_MyAttribute(const FGameplayAttributeData& Previous);
// ...
private:
CachePreviousDataFromReplication CachedDataFromReplication;
public:
// \param[in] AttributeName Use GET_MEMBER_NAME_CHECKED() to retrieve the name.
auto GetPreviousDataFromReplication(const FName AttributeName) const -> const FGameplayAttributeData*;
}
属性数据库.cpp:
void CachePreviousDataFromReplication::Add(const FName AttributeName, const FGameplayAttributeData& AttributeData)
{
this->CachedPreviousData.Add(AttributeName, AttributeData);
}
auto CachePreviousDataFromReplication::Find(const FName AttributeName) const -> const FGameplayAttributeData*
{
return CachedPreviousData.Find(AttributeName);
}
void UAttributeSetBase::OnRep_MyAttribute(const FGameplayAttributeData& Previous)
{
CachedDataFromReplication.Add(GET_MEMBER_NAME_CHECKED(UAttributeSetBase, MyAttribute), Previous); // Add this to every OnRep function.
GAMEPLAYATTRIBUTE_REPNOTIFY(UAttributeSetBase, MyAttribute);
}
auto UAttributeSetBase::GetPreviousDataFromReplication(const FName AttributeName) const -> const FGameplayAttributeData*
{
return CachedDataFromReplication.Find(AttributeName);
}
访问委托中的上一个值
无杆菌碱.h:
class YOUR_API ACharacterBase : public ACharacter, public IAbilitySystemInterface
{
// ...
void OnMyAttributeValueChange(const FOnAttributeChangeData& Data); // The callback to be registered within GAS.
// ...
}
AcharacterBase.cpp:
void ACharacterBase::OnMyAttributeValueChange(const FOnAttributeChangeData& Data)
{
// This delegate is fired either from
// 1. `SetBaseAttributeValueFromReplication` or from
// 2. `InternalUpdateNumericalAttribute`
// #1 is called on clients, after the attribute has changed its value. This implies,
// that the previous value is not present on the client anymore. Therefore, the
// value of `Data.OldValue` is erroneously identical to `Data.NewValue`.
// In that case (and only in that case), the previous value is retrieved from a cache
// in the AttributeSet. This cache will be only present on client, after it had
// received an update from replication.
auto deltaValue = 0.f;
if (Data.NewValue == Data.OldValue)
{
const auto attributeName = GET_MEMBER_NAME_CHECKED(UAttributeSetBase, MyAttribute);
if (auto previousData = AttributeSetComponent->GetPreviousDataFromReplication(attributeName))
{
// This will be called on the client, when coming from replication.
deltaValue = Data.NewValue - previousData->GetCurrentValue();
}
}
else
{
// This might be called on the server or clients, when coming from
// `InternalUpdateNumericalAttribute`.
deltaValue = Data.NewValue - Data.OldValue;
}
// Use deltaValue as you like.
}