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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Tasks/StateTreeDebugTextTask.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeDebugTextTask.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeLinker.h"
#include "GameFramework/Actor.h"
#include "DrawDebugHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDebugTextTask)
bool FStateTreeDebugTextTask::Link(FStateTreeLinker& Linker)
{
Linker.LinkExternalData(ReferenceActorHandle);
return true;
}
EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return EStateTreeRunStatus::Succeeded;
}
const UWorld* World = Context.GetWorld();
AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle);
if (World == nullptr && ReferenceActor != nullptr)
{
World = ReferenceActor->GetWorld();
}
else if (ReferenceActor == nullptr)
{
ReferenceActor = Cast<AActor>(Context.GetOwner());
}
// Reference actor is not required (offset will be used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return EStateTreeRunStatus::Failed;
}
DrawDebugString(World, Offset, Text, ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale);
return EStateTreeRunStatus::Running;
}
void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return;
}
const UWorld* World = Context.GetWorld();
AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle);
if (World == nullptr && ReferenceActor != nullptr)
{
World = ReferenceActor->GetWorld();
}
else if (ReferenceActor == nullptr)
{
ReferenceActor = Cast<AActor>(Context.GetOwner());
}
// Reference actor is not required (offset was used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return;
}
// Drawing an empty text will remove the HUD DebugText entries associated to the target actor
DrawDebugString(World, Offset, "", ReferenceActor);
}