// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "StateTreeTypes.h" #include "StateTreeNodeBase.h" #include "StateTreeEvaluatorBase.generated.h" struct FStateTreeExecutionContext; /** * Base struct of StateTree Evaluators. * Evaluators calculate and expose data to be used for decision making in a StateTree. */ USTRUCT(meta = (Hidden)) struct STATETREEMODULE_API FStateTreeEvaluatorBase : public FStateTreeNodeBase { GENERATED_BODY() /** * Called when a new state is entered and evaluator is part of active states. The change type parameter describes if the evaluator'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 */ UE_DEPRECATED(5.1, "This function will be removed for 5.1.") virtual void EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const {} /** * Called when a current state is exited and evaluator is part of active states. The change type parameter describes if the evaluator'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 */ UE_DEPRECATED(5.1, "This function will be removed for 5.1.") 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 CompletedActiveStates Active states at the time of completion. */ UE_DEPRECATED(5.1, "This function will be removed for 5.1.") virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const {} UE_DEPRECATED(5.1, "This function will be removed for 5.1, use Tick() instead.") virtual void Evaluate(FStateTreeExecutionContext& Context, const EStateTreeEvaluationType EvalType, const float DeltaTime) const { } /** * Called when StateTree is started. * @param Context Reference to current execution context. */ virtual void TreeStart(FStateTreeExecutionContext& Context) const {} /** * Called when StateTree is stopped. * @param Context Reference to current execution context. */ virtual void TreeStop(FStateTreeExecutionContext& Context) const {} /** * Called each frame to update the evaluator. * @param Context Reference to current execution context. * @param DeltaTime Time since last StateTree tick, or 0 if called during preselection. */ virtual void Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const { PRAGMA_DISABLE_DEPRECATION_WARNINGS Evaluate(Context, EStateTreeEvaluationType::Tick, DeltaTime); PRAGMA_ENABLE_DEPRECATION_WARNINGS } #if WITH_GAMEPLAY_DEBUGGER virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const; #endif // WITH_GAMEPLAY_DEBUGGER }; /** * Base class (namespace) for all common Evaluators that are generally applicable. * This allows schemas to safely include all Evaluators child of this struct. */ USTRUCT(Meta=(Hidden)) struct STATETREEMODULE_API FStateTreeEvaluatorCommonBase : public FStateTreeEvaluatorBase { GENERATED_BODY() };