Files
UnrealEngine/Engine/Plugins/AI/MassAI/Source/MassAIBehavior/Public/MassComponentHitSubsystem.h
2025-05-18 13:04:45 +08:00

67 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MassEntityTypes.h"
#include "MassComponentHitTypes.h"
#include "MassSubsystemBase.h"
#include "MassComponentHitSubsystem.generated.h"
#define UE_API MASSAIBEHAVIOR_API
class UMassAgentSubsystem;
class UMassSignalSubsystem;
class UCapsuleComponent;
/**
* Subsystem that keeps track of the latest component hits and allow mass entities to retrieve and handle them
*/
UCLASS(MinimalAPI)
class UMassComponentHitSubsystem : public UMassTickableSubsystemBase
{
GENERATED_BODY()
public:
UE_API const FMassHitResult* GetLastHit(const FMassEntityHandle Entity) const;
protected:
UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
UE_API virtual void Deinitialize() override;
UE_API virtual void Tick(float DeltaTime) override;
UE_API virtual TStatId GetStatId() const override;
UE_API void RegisterForComponentHit(const FMassEntityHandle Entity, UCapsuleComponent& CapsuleComponent);
UE_API void UnregisterForComponentHit(FMassEntityHandle Entity, UCapsuleComponent& CapsuleComponent);
UFUNCTION()
UE_API void OnHitCallback(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
UPROPERTY()
TObjectPtr<UMassSignalSubsystem> SignalSubsystem;
UPROPERTY()
TObjectPtr<UMassAgentSubsystem> AgentSubsystem;
UPROPERTY()
TMap<FMassEntityHandle, FMassHitResult> HitResults;
UPROPERTY()
TMap<TObjectPtr<UActorComponent>, FMassEntityHandle> ComponentToEntityMap;
UPROPERTY()
TMap<FMassEntityHandle, TObjectPtr<UActorComponent>> EntityToComponentMap;
};
template<>
struct TMassExternalSubsystemTraits<UMassComponentHitSubsystem>
{
enum
{
GameThreadOnly = false,
ThreadSafeWrite = false,
};
};
#undef UE_API