// 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() };