void UGameplayDebuggingControllerComponent::OnActivationKeyPressed() { #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) if (GetDebuggingReplicator() && PlayerOwner.IsValid()) { if (!bToolActivated) { Activate(); SetComponentTickEnabled(true); BindAIDebugViewKeys(AIDebugViewInputComponent); if (PlayerOwner.IsValid()) { PlayerOwner->PushInputComponent(AIDebugViewInputComponent); } GetDebuggingReplicator()->EnableDraw(true); GetDebuggingReplicator()->ServerReplicateMessage(nullptr, EDebugComponentMessage::ActivateReplication, EAIDebugDrawDataView::Empty); } ControlKeyPressedTime = GetWorld()->GetTimeSeconds(); EnableTargetSelection(true); } #endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST) }
void UGameplayDebuggingControllerComponent::OnActivationKeyPressed() { if (GetDebuggingReplicator() && PlayerOwner.IsValid()) { if (!bToolActivated) { Activate(); SetComponentTickEnabled(true); BindAIDebugViewKeys(); GetDebuggingReplicator()->EnableDraw(true); GetDebuggingReplicator()->ServerReplicateMessage(NULL, EDebugComponentMessage::ActivateReplication, EAIDebugDrawDataView::Empty); } ControlKeyPressedTime = GetWorld()->GetTimeSeconds(); EnableTargetSelection(true); } }
void UGameplayDebuggingControllerComponent::OnActivationKeyReleased() { const float KeyPressedTime = GetWorld()->GetTimeSeconds() - ControlKeyPressedTime; EnableTargetSelection(false); if (GetDebuggingReplicator() && bToolActivated) { if (KeyPressedTime < KeyPressActivationTime) { CloseDebugTool(); } else { APawn* TargetPawn = GetDebuggingReplicator()->GetDebugComponent() ? Cast<APawn>(GetDebuggingReplicator()->GetDebugComponent()->GetSelectedActor()) : NULL; if (TargetPawn != NULL) { FBehaviorTreeDelegates::OnDebugLocked.Broadcast(TargetPawn); } } } }
void UGameplayDebuggingControllerComponent::OnActivationKeyReleased() { #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) const float KeyPressedTime = GetWorld()->GetTimeSeconds() - ControlKeyPressedTime; EnableTargetSelection(false); if (GetDebuggingReplicator() && bToolActivated) { if (KeyPressedTime < KeyPressActivationTime && DebugCameraController.IsValid() == false) { CloseDebugTool(); } else { APawn* TargetPawn = GetDebuggingReplicator()->GetDebugComponent() ? Cast<APawn>(GetDebuggingReplicator()->GetDebugComponent()->GetSelectedActor()) : nullptr; if (TargetPawn != nullptr) { FBehaviorTreeDelegates::OnDebugLocked.Broadcast(TargetPawn); } } } #endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST) }