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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeTaskBlueprintBase.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeTaskBlueprintBase.h"
#include "CoreMinimal.h"
#include "StateTreeExecutionContext.h"
#include "BlueprintNodeHelpers.h"
//----------------------------------------------------------------------//
// UStateTreeTaskBlueprintBase
//----------------------------------------------------------------------//
UStateTreeTaskBlueprintBase::UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bHasEnterState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveEnterState"), *this, *StaticClass());
bHasExitState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveExitState"), *this, *StaticClass());
bHasStateCompleted = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveStateCompleted"), *this, *StaticClass());
bHasTick = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTick"), *this, *StaticClass());
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
{
if (bHasEnterState)
{
FScopedCurrentContext(*this, Context);
return ReceiveEnterState(ChangeType, Transition);
}
return EStateTreeRunStatus::Running;
}
void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
{
if (bHasExitState)
{
FScopedCurrentContext(*this, Context);
ReceiveExitState(ChangeType, Transition);
}
}
void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates)
{
if (bHasStateCompleted)
{
FScopedCurrentContext(*this, Context);
ReceiveStateCompleted(CompletionStatus, CompletedActiveStates);
}
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
{
if (bHasTick)
{
FScopedCurrentContext(*this, Context);
return ReceiveTick(DeltaTime);
}
return EStateTreeRunStatus::Running;
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintTaskWrapper
//----------------------------------------------------------------------//
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
return Instance->EnterState(Context, ChangeType, Transition);
}
void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
Instance->ExitState(Context, ChangeType, Transition);
}
void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
Instance->StateCompleted(Context, CompletionStatus, CompletedActiveStates);
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
return Instance->Tick(Context, DeltaTime);
}