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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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2023-01-25 02:42:36 -05:00
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#include "PropertyBag.h"
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#include "StateTreeReference.generated.h"
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class UStateTree;
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/**
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* Struct to hold reference to a StateTree asset along with values to parameterized it.
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*/
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeReference
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{
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GENERATED_BODY()
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/** @return true if the reference is set. */
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bool IsValid() const
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{
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return StateTree != nullptr;
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}
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/** Sets the StateTree asset and referenced parameters. */
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void SetStateTree(UStateTree* NewStateTree)
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{
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StateTree = NewStateTree;
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SyncParameters();
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}
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/** @return const pointer to the referenced StateTree asset. */
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const UStateTree* GetStateTree() const
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{
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return StateTree;
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}
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/** @return pointer to the referenced StateTree asset. */
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UStateTree* GetMutableStateTree()
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{
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return StateTree;
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}
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/** @return reference to the parameters for the referenced StateTree asset. */
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const FInstancedPropertyBag& GetParameters() const
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{
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ConditionallySyncParameters();
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return Parameters;
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}
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/** @return reference to the parameters for the referenced StateTree asset. */
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FInstancedPropertyBag& GetMutableParameters()
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{
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ConditionallySyncParameters();
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return Parameters;
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}
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/**
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* Enforce self parameters to be compatible with those exposed by the selected StateTree asset.
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*/
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void SyncParameters() { SyncParametersToMatchStateTree(Parameters); }
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/**
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* Sync provided parameters to be compatible with those exposed by the selected StateTree asset.
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*/
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void SyncParametersToMatchStateTree(FInstancedPropertyBag& ParametersToSync) const;
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/**
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* Indicates if current parameters are compatible with those available in the selected StateTree asset.
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* @return true when parameters requires to be synced to be compatible with those available in the selected StateTree asset, false otherwise.
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*/
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bool RequiresParametersSync() const;
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/** Sync parameters to match the asset if required. */
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void ConditionallySyncParameters() const;
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protected:
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UPROPERTY(EditAnywhere, Category = "")
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TObjectPtr<UStateTree> StateTree = nullptr;
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UPROPERTY(EditAnywhere, Category = "", meta = (FixedLayout))
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FInstancedPropertyBag Parameters;
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};
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
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#include "StateTreeTypes.h"
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#endif
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