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52 lines
1.4 KiB
C
52 lines
1.4 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeTypes.h"
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#include "StateTreeNodeBase.generated.h"
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/**
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* Base struct of StateTree Conditions, Evaluators, and Tasks.
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*/
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeNodeBase
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{
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GENERATED_BODY()
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FStateTreeNodeBase() = default;
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virtual ~FStateTreeNodeBase() {}
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/** @return Struct that represents the runtime data of the evaluator. */
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virtual const UStruct* GetInstanceDataType() const { return nullptr; };
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/**
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* Called when the StateTree asset is linked. Allows to resolve references to other StateTree data.
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* @see TStateTreeExternalDataHandle
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* @see TStateTreeInstanceDataPropertyHandle
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* @param Linker Reference to the linker
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* @return true if linking succeeded.
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*/
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virtual bool Link(FStateTreeLinker& Linker) { return true; }
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/** Name of the node. */
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UPROPERTY(EditDefaultsOnly, Category = "", meta=(EditCondition = "false", EditConditionHides))
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FName Name;
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/** Property binding copy batch handle. */
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UPROPERTY()
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FStateTreeHandle BindingsBatch = FStateTreeHandle::Invalid;
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/** The runtime data's data view index in the StateTreeExecutionContext, and source struct index in property binding. */
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UPROPERTY()
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uint16 DataViewIndex = 0;
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/** Index in runtime instance storage. */
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UPROPERTY()
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uint16 InstanceIndex = 0;
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/** True if the instance is an UObject. */
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UPROPERTY()
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uint8 bInstanceIsObject : 1;
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};
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