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

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "StateTreeTypes.h"
#include "StateTreeTaskBase.generated.h"
struct FStateTreeExecutionContext;
/**
* Base struct for StateTree Tasks.
* Tasks are logic executed in an active state.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeTaskBase
{
GENERATED_BODY()
FStateTreeTaskBase() = default;
virtual ~FStateTreeTaskBase() {}
/** @return Struct that represents the runtime data of the task. */
virtual const UStruct* GetInstanceDataType() const { return nullptr; };
/**
* Called when the StateTree asset is linked. Allows to resolve references to other StateTree data.
* @see TStateTreeExternalDataHandle
* @see TStateTreeInstanceDataPropertyHandle
* @param Linker Reference to the linker
* @return true if linking succeeded.
*/
virtual bool Link(FStateTreeLinker& Linker) { return true; }
/**
* Called when a new state is entered and task is part of active states. The change type parameter describes if the task's state
* was previously part of the list of active states (Sustained), or if it just became active (Changed).
* @param Context Reference to current execution context.
* @param ChangeType Describes the change type (Changed/Sustained).
* @param Transition Describes the states involved in the transition
* @return Succeed/Failed will end the state immediately and trigger to select new state, Running will carry on to tick the state.
*/
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const { return EStateTreeRunStatus::Running; }
/**
* Called when a current state is exited and task is part of active states. The change type parameter describes if the task's state
* will be active after the transition (Sustained), or if it will became inactive (Changed).
* @param Context Reference to current execution context.
* @param ChangeType Describes the change type (Changed/Sustained).
* @param Transition Describes the states involved in the transition
*/
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const {}
/**
* Called Right after a state has been completed. StateCompleted is called in reverse order to allow to propagate state to Evaluators and Tasks that
* are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
* @param Context Reference to current execution context.
* @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed).
* @param CompletedState Handle of the state that was completed.
*/
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeHandle CompletedState) const {}
/**
* Called during state tree tick when the task is on active state.
* @param Context Reference to current execution context.
* @param DeltaTime Time since last StateTree tick.
* @return Running status of the state: Running if still in progress, Succeeded if execution is done and succeeded, Failed if execution is done and failed.
*/
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const { return EStateTreeRunStatus::Running; };
#if WITH_GAMEPLAY_DEBUGGER
virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const;
#endif
UPROPERTY(EditAnywhere, Category = Task, meta = (EditCondition = "false", EditConditionHides))
FName Name;
/** Property binding copy batch handle. */
UPROPERTY()
FStateTreeHandle BindingsBatch = FStateTreeHandle::Invalid;
/** The runtime data's data view index in the StateTreeExecutionContext, and source struct index in property binding. */
UPROPERTY()
uint16 DataViewIndex = 0;
UPROPERTY()
uint16 InstanceIndex = 0;
UPROPERTY()
uint8 bInstanceIsObject : 1;
};