// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "StateTreeTypes.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 { GENERATED_BODY() virtual ~FStateTreeConditionBase() {} /** @return Struct that represents the runtime data of the condition. */ 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; } #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; } /** 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; }; /** * 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() };