# 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