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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeConditionBase.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTypes.h"
#include "StateTreeNodeBase.h"
#include "StateTreeExecutionContext.h"
#if WITH_EDITOR
#include "StateTreePropertyBindings.h"
#endif
#include "StateTreeConditionBase.generated.h"
#if WITH_EDITOR
struct IStateTreeBindingLookup;
struct FStateTreeEditorPropertyPath;
#endif
/**
* Base struct for all conditions.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeConditionBase : public FStateTreeNodeBase
{
GENERATED_BODY()
#if WITH_EDITOR
/** @return Rich text description of the condition. */
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceData, const IStateTreeBindingLookup& BindingLookup) const { return FText::GetEmpty(); }
/**
* Called when binding of any of the properties in the condition changes.
* @param ID ID of the item, can be used make property paths to this item.
* @param InstanceData view to the instance data, can be struct or class.
* @param SourcePath Source path of the new binding.
* @param TargetPath Target path of the new binding (the property in the condition).
* @param BindingLookup Reference to binding lookup which can be used to reason about property paths.
*/
virtual void OnBindingChanged(const FGuid& ID, FStateTreeDataView InstanceData, const FStateTreeEditorPropertyPath& SourcePath, const FStateTreeEditorPropertyPath& TargetPath, const IStateTreeBindingLookup& BindingLookup) {}
#endif
/** @return True if the condition passes. */
virtual bool TestCondition(FStateTreeExecutionContext& Context) const { return false; }
};
/**
* Base class (namespace) for all common Conditions that are generally applicable.
* This allows schemas to safely include all conditions child of this struct.
*/
USTRUCT(meta = (Hidden))
struct STATETREEMODULE_API FStateTreeConditionCommonBase : public FStateTreeConditionBase
{
GENERATED_BODY()
};