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meishibiezb
2026-06-04 21:37:53 +08:00
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# CharacterControl 插件依赖关系
## 文件间引用关系
| 源文件 | 引用方式 | 目标文件 | 目标单位 |
|--------|---------|---------|---------|
| CommandEndpoint.h | 定义(自包含) | GameplayTagContainer.h | FGameplayTagContainer |
| CommandEndpoint.h | 定义(自包含) | InstancedStruct.h | FInstancedStruct |
| CommandEndpoint.h | 定义(自包含) | —(自身) | FCommandMeta, FContinuousPayload, FCommandPacket, FDiscreteMeta, FEndpointState, UEndpointDispatcher, ICommandEndpoint, UCommandEndpoint |
| CommandRouter.h | #include | CommandEndpoint.h | ICommandEndpoint, FCommandPacket, FEndpointState |
| CommandRouterComponent.h | #include | CommandEndpoint.h | ICommandEndpoint, FCommandPacket, FEndpointState |
| CommandRouterComponent.h | #include | CommandRouter.h | UCommandRouter |
| CommandRouterComponent.cpp | #include | CommandRouterComponent.h | UCommandRouterComponent |
| EndpointComponent.h | #include | CommandEndpoint.h | ICommandEndpoint, UCommandEndpoint, FEndpointState, FCommandPacket, UEndpointDispatcher |
| CommandInputComponent.h | #include | EndpointComponent.h | UEndpointComponent |
| CommandInputComponent.h | 前向声明 | — | UInputCommandData, UEnhancedInputComponent, FInputCommand |
| CommandInputComponent.cpp | #include | InputCommandData.h | UInputCommandData, FInputCommand |
| CommandInputComponent.cpp | #include | EnhancedInputComponent.h | UEnhancedInputComponent |
| CommandInputComponent.cpp | #include | EnhancedInputSubsystems.h | UEnhancedInputLocalPlayerSubsystem |
| CommandInputComponent.cpp | #include | InputAction.h | UInputAction |
| InputCommandData.h | #include | CommandEndpoint.h | FCommandMeta, FContinuousPayload, FDiscreteMeta |
| InputCommandData.h | 前向声明 | — | UInputAction |
## 关键依赖链
1. Input to Command: Enhanced Input → UCommandInputComponent::BuildPacket → FInputCommand (from UInputCommandData) → FCommandPacket → OnCommandOutput delegate
2. Command Routing: FCommandPacket → UCommandRouter::ReceiveCommand (hop check) → RouteDiscreteCommand/RouteContinuousCommand → IsEndpointMatched → child ICommandEndpoint::ReceiveCommand
3. Upward Propagation: child endpoint outputs → UCommandRouter::OnRegisteredEndpointOutputCommand → if bIsUpward → re-inject locally + forward upward
4. State Change Propagation: child endpoint state changes → UCommandRouter::OnRegisteredEndpointStateChanged → tag aggregation update → CommitTagsToInterest
5. Auto-Wiring: UCommandRouterComponent::BeginPlay → AutoRegisterEndpoints → discovers sibling ICommandEndpoint on owner Actor → RegisterEndpoint
6. Endpoint Auto-Registration: UEndpointComponent::BeginPlay → finds sibling UCommandRouterComponent → self-registers with InternalRouter
7. Blueprint Endpoint Pattern: ICommandEndpoint (BP implementation) → GetEndpointDispatcher_BP → UEndpointDispatcher → delegates broadcast to C++ observers