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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StructUtils/PropertyBag.h"
#include "GameplayTagContainer.h"
#include "StateTreeReference.generated.h"
class UStateTree;
/**
* Struct to hold reference to a StateTree asset along with values to parameterized it.
*/
USTRUCT(BlueprintType)
struct STATETREEMODULE_API FStateTreeReference
{
GENERATED_BODY()
/** @return true if the reference is set. */
bool IsValid() const
{
return StateTree != nullptr;
}
/** Sets the StateTree asset and referenced parameters. */
void SetStateTree(UStateTree* NewStateTree)
{
StateTree = NewStateTree;
SyncParameters();
}
/** @return const pointer to the referenced StateTree asset. */
const UStateTree* GetStateTree() const
{
return StateTree;
}
/** @return pointer to the referenced StateTree asset. */
UStateTree* GetMutableStateTree()
{
return StateTree;
}
/** @return reference to the parameters for the referenced StateTree asset. */
const FInstancedPropertyBag& GetParameters() const
{
ConditionallySyncParameters();
return Parameters;
}
/** @return reference to the parameters for the referenced StateTree asset. */
FInstancedPropertyBag& GetMutableParameters()
{
ConditionallySyncParameters();
return Parameters;
}
/**
* Enforce self parameters to be compatible with those exposed by the selected StateTree asset.
*/
void SyncParameters();
/**
* Sync provided parameters to be compatible with those exposed by the selected StateTree asset.
*/
UE_DEPRECATED(5.4, "Use SyncParameters() instead.")
void SyncParametersToMatchStateTree(FInstancedPropertyBag& ParametersToSync) const;
/**
* Indicates if current parameters are compatible with those available in the selected StateTree asset.
* @return true when parameters requires to be synced to be compatible with those available in the selected StateTree asset, false otherwise.
*/
bool RequiresParametersSync() const;
/** Sync parameters to match the asset if required. */
void ConditionallySyncParameters() const;
/** @return true if the property of specified ID is overridden. */
bool IsPropertyOverridden(const FGuid PropertyID) const
{
return PropertyOverrides.Contains(PropertyID);
}
/** Sets the override status of specified property by ID. */
void SetPropertyOverridden(const FGuid PropertyID, const bool bIsOverridden);
bool Serialize(FStructuredArchive::FSlot Slot);
void PostSerialize(const FArchive& Ar);
protected:
UPROPERTY(EditAnywhere, Category = "")
TObjectPtr<UStateTree> StateTree = nullptr;
UPROPERTY(EditAnywhere, Category = "", meta = (FixedLayout))
FInstancedPropertyBag Parameters;
/** Array of overridden properties. Non-overridden properties will inherit the values from the StateTree default parameters. */
UPROPERTY(EditAnywhere, Category = "")
TArray<FGuid> PropertyOverrides;
friend class FStateTreeReferenceDetails;
};
template<>
struct TStructOpsTypeTraits<FStateTreeReference> : public TStructOpsTypeTraitsBase2<FStateTreeReference>
{
enum
{
WithStructuredSerializer = true,
WithPostSerialize = true,
};
};
/**
* Item describing a state tree override for a state with a specific tag.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeReferenceOverrideItem
{
GENERATED_BODY()
FStateTreeReferenceOverrideItem() = default;
FStateTreeReferenceOverrideItem(const FGameplayTag InStateTag, const FStateTreeReference& InStateTreeReference)
: StateTag(InStateTag)
, StateTreeReference(InStateTreeReference)
{
}
FGameplayTag GetStateTag() const
{
return StateTag;
}
const FStateTreeReference& GetStateTreeReference() const
{
return StateTreeReference;
}
private:
/** Exact tag used to match against a tag on a linked State Tree state. */
UPROPERTY(EditAnywhere, Category = "")
FGameplayTag StateTag;
/** State Tree and parameters to replace the linked state asset with. */
UPROPERTY(EditAnywhere, Category = "", meta=(SchemaCanBeOverriden))
FStateTreeReference StateTreeReference;
friend class FStateTreeReferenceOverridesDetails;
};
/**
* Overrides for linked State Trees. This table is used to override State Tree references on linked states.
* If a linked state's tag is exact match of the tag specified on the table, the reference from the table is used instead.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeReferenceOverrides
{
GENERATED_BODY()
/** Removes all overrides. */
void Reset()
{
OverrideItems.Reset();
}
/** Adds or replaces override for a selected tag. */
void AddOverride(const FGameplayTag StateTag, const FStateTreeReference& StateTreeReference)
{
FStateTreeReferenceOverrideItem* FoundOverride = OverrideItems.FindByPredicate([StateTag](const FStateTreeReferenceOverrideItem& Override)
{
return Override.GetStateTag() == StateTag;
});
if (FoundOverride)
{
*FoundOverride = FStateTreeReferenceOverrideItem(StateTag, StateTreeReference);
}
else
{
OverrideItems.Emplace(StateTag, StateTreeReference);
}
}
/** Returns true if removing an override succeeded. */
bool RemoveOverride(const FGameplayTag StateTag)
{
const int32 Index = OverrideItems.IndexOfByPredicate([StateTag](const FStateTreeReferenceOverrideItem& Override)
{
return Override.GetStateTag() == StateTag;
});
if (Index != INDEX_NONE)
{
OverrideItems.RemoveAtSwap(Index);
return true;
}
return false;
}
TConstArrayView<FStateTreeReferenceOverrideItem> GetOverrideItems() const
{
return OverrideItems;
}
private:
UPROPERTY(EditAnywhere, Category = "")
TArray<FStateTreeReferenceOverrideItem> OverrideItems;
friend class FStateTreeReferenceOverridesDetails;
};