Poll inputs outside of game logic tick
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@ -1,7 +1,12 @@
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// Project Sword & Gun Copyright Kevin Poretti
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// FF includes
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#include "Input/FFPlayerController.h"
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#include "GameplayFramework/FFGameState.h"
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// UE includes
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#include "Kismet/GameplayStatics.h"
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void AFFGameState::OnFixedTick(float OneTick)
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{
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}
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@ -11,15 +16,50 @@ void AFFGameState::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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/*
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* TODO: I want to reinvestigate how we're collecting and applying inputs. I seem to keep getting
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* weird timing issues due to how Unreal collects and informs the game of inputs through function
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* callbacks rather than some mechanism where we can poll the state of various actions/axes when
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* it comes time to update. The investigation should be two-fold:
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*
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* 1 - is there any alternative ways of using the EnhancedInputComponent but polling for inputs
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* rather than this whole callback system, so when it is time to tick the game state we can just
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* do something like a bool bIsJumpPressed = GetActionValue("Jump") for all inputs and axes
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* we need to collect?
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*
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* 2 - if there isn't any polling mechanism in the EnhancedInputComponent, how can we work around
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* that and what are some of the things we have to keep in mind? What happens when the Unreal tick
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* rate is slower than the game tick rate? Do we just apply the current input to multiple game ticks?
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* What about when Unreal's tick rate is faster than the game? Would that make the game feel
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* unresponsive i.e. feel like inputs are getting dropped?
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*
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* 3 - would like to know more about EnhancedInputComponent and inputs in Unreal in general as well.
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* Are inputs collected in a separate thread? How does unreal determine when to call any input callbacks
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* you've registered with the input component?
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*/
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// Get inputs
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AFFPlayerController* PC = Cast<AFFPlayerController>(UGameplayStatics::GetPlayerController(GetWorld(), 0));
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if(!PC)
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{
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UE_LOG(LogTemp, Warning, TEXT("Could not get a local player controller so no inputs could be collected"));
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return;
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}
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PC->ModifyRawInput();
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// Run anything game logic related at a fixed tick rate
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// TODO: Interpolate between prev and current game state if there is time left in accumulator
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AccumulatedTime += DeltaSeconds;
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while(AccumulatedTime > ONE_TICK)
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{
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PC->AddCurrentInputToBuffer();
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OnFixedTick(ONE_TICK);
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AccumulatedTime -= ONE_TICK;
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CurrentTick++;
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}
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PC->ConsumeMoveInput();
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}
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@ -49,7 +49,7 @@ FVector AFFPlayerController::GetInputAsWorldDirection() const
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}
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void AFFPlayerController::FixedTick(float OneFrame)
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void AFFPlayerController::AddCurrentInputToBuffer()
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{
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//UnacknowledgedInputs.Push(RawInput);
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InputBuffer->AddInput(ModifiedInput);
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@ -20,7 +20,7 @@
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* unacknowledged inputs to a remote client or server for processing.
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*/
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UCLASS()
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class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController, public IFFSystemInterface, public IFFStateOwnerInterface
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class UNREALFIGHTINGFRAMEWORK_API AFFPlayerController : public APlayerController, public IFFStateOwnerInterface
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{
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GENERATED_BODY()
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@ -54,15 +54,16 @@ public:
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UFUNCTION(BlueprintPure)
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bool HasMoveInput();
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// TODO: document
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void ConsumeMoveInput();
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// TODO: document
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FVector GetInputAsWorldDirection() const;
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// IFFSystemInterface interface
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virtual void FixedTick(float OneFrame) override;
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// End of IFFSystemInterface
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// TODO: document
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void AddCurrentInputToBuffer();
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// IFFStateOwnerInterface
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// IFFStateOwnerInterface
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UFUNCTION()
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virtual bool CheckInputSequence(const FFFInputSequence& InInputSequence) override;
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