doc: 将CharacterControl模块的文档部分转化为中文

This commit is contained in:
meishibiezb
2026-06-06 04:57:13 +08:00
parent a8bdf281ff
commit b64cf33f6c
13 changed files with 39 additions and 39 deletions

View File

@@ -7,13 +7,13 @@
- **模块**: CharacterControl
## 功能概述
Translates Enhanced Input actions into FCommandPacket commands. BeginPlay adds InputMappingContext to local player subsystem, then binds all InputActions from CommandData. BuildPacket converts Boolean/Axis1D/Axis2D/Axis3D values to FVector3f. Continuous commands use Triggered (every frame), discrete use Started. OnPacketBuilt virtual hook for inspection/modification. Default hop limits: 3 continuous, 5 discrete.
将增强输入(Enhanced Input)动作转换为 FCommandPacket 命令。BeginPlay InputMappingContext 添加到本地玩家子系统,然后从 CommandData 绑定所有 InputAction。BuildPacket 将布尔值/一维轴/二维轴/三维轴值转换为 FVector3f。连续命令使用 Triggered每帧触发离散命令使用 StartedOnPacketBuilt 虚函数钩子用于检查/修改。默认跳数限制:连续命令为 3离散命令为 5。
## 设计用意
Bridge between UE Enhanced Input and tag-based routing. Decouples gameplay logic from input bindings - systems subscribe to tags instead. Same input can trigger different responses based on state. Hop limit differentiation reflects frequency differences.
UE 增强输入与基于标签的路由之间的桥梁。将游戏逻辑与输入绑定解耦——系统通过标签订阅而非直接绑定。同一输入可基于状态触发不同响应。跳数限制的差异化反映了频率差异。
## 职责范围
Input-to-command translation. Binds Enhanced Input actions, converts values to command packets, outputs via delegate. Does NOT route commands.
输入到命令的转换。绑定增强输入动作,将值转换为命令数据包,通过委托输出。不负责路由命令。
## 项目内依赖
| 依赖项 | 关系 | 源文件 |