Lyra学习笔记 Experience流程梳理

前言

这篇主要将视角放在Experience的流程,所以不会涉及一些更深的东西

之后ULyraExperienceManagerComponent简称为EMC

1 创建

完事开头难,首先找到了管理Experience的组件,那么它的初始化位置在哪?
其作为ALyraGameState的成员,在构造函数中用CreateDefaultSubobject创建。

//LyraGameState.h
private:
	// Handles loading and managing the current gameplay experience
	UPROPERTY()
	TObjectPtr<ULyraExperienceManagerComponent>
	ExperienceManagerComponent;

//LyraGameState.cpp
ALyraGameState::ALyraGameState(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
{
	...
	ExperienceManagerComponent = CreateDefaultSubobject<ULyraExperienceManagerComponent>(TEXT("ExperienceManagerComponent"));
	...
}

2 加载

结合EMC中的这个枚举梳理,初始为Unloaded

//LyraExperienceManagerComponent.h
ELyraExperienceLoadState LoadState = ELyraExperienceLoadState::Unloaded;
//其定义
enum class ELyraExperienceLoadState
{
	Unloaded,
	Loading,
	LoadingGameFeatures,
	LoadingChaosTestingDelay,
	ExecutingActions,
	Loaded,
	Deactivating
};

结合之前的地图加载流程分析,加载的流程开始于ULyraExperienceManagerComponent::SetCurrentExperience->

ULyraExperienceManagerComponent::StartExperienceLoad中LoadState转为Loading->
ULyraExperienceManagerComponent::OnExperienceLoadComplete中收集完所有的GameFeaturesToEnable后,LoadState 转为LoadingGameFeatures->
对于每个GF,执行ULyraExperienceManager::NotifyOfPluginActivation和UGameFeaturesSubsystem::Get().LoadAndActivateGameFeaturePlugin->

先忽略测试用状态LoadingChaosTestingDelay

ULyraExperienceManagerComponent::OnExperienceFullLoadCompleted中状态转为ExecutingActions并开始执行Actions,执行顺序为Experience本身Acitons中的每一个Action、遍历ActionSets,每一个ActionSets的Actions的每一个Action,对于单个Action,顺序执行OnGameFeatureRegistering()、OnGameFeatureLoading()、OnGameFeatureActivating(Context)->
Action执行完成后,状态进入Loaded,然后分别是OnExperienceLoaded三个优先级的多播

3 Deactivate

EndPlay触发DeActive->
DeActive涉及的GameFeature->
状态转为Deactivating->
同理按顺序触发每个Action的OnGameFeatureDeactivating、OnGameFeatureUnregistering()->
状态转为Unloaded ,CurrentExperience = nullptr;

4 总结与图示

在这里插入图片描述
在这里插入图片描述

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