// 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; };