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// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeDelayTask.h"
#include "StateTreeExecutionContext.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDelayTask)
EStateTreeRunStatus FStateTreeDelayTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
if (!InstanceData.bRunForever)
{
InstanceData.RemainingTime = FMath::FRandRange(
FMath::Max(0.0f, InstanceData.Duration - InstanceData.RandomDeviation), (InstanceData.Duration + InstanceData.RandomDeviation));
}
return EStateTreeRunStatus::Running;
}
EStateTreeRunStatus FStateTreeDelayTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
if (!InstanceData.bRunForever)
{
InstanceData.RemainingTime -= DeltaTime;
if (InstanceData.RemainingTime <= 0.f)
{
return EStateTreeRunStatus::Succeeded;
}
}
return EStateTreeRunStatus::Running;
}