// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Misc/Guid.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() {} /** * Called when the StateTree asset is linked. Allows to resolve references to other StateTree data. * @see TStateTreeItemHandle. * @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) { 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) {} /** * 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) {} /** * 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) { return EStateTreeRunStatus::Failed; }; #if WITH_GAMEPLAY_DEBUGGER virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const; #endif UPROPERTY(EditAnywhere, Category = Task, meta = (EditCondition = "false", EditConditionHides)) FName Name; #if WITH_EDITORONLY_DATA UPROPERTY(EditAnywhere, Category = Task, meta = (IgnoreForMemberInitializationTest, EditCondition = "false", EditConditionHides)) // Hack, we want the ID to be found as IPropertyHandle, but do not want to display it. FGuid ID; #endif UPROPERTY() FStateTreeHandle BindingsBatch = FStateTreeHandle::Invalid; // Property binding copy batch handle. UPROPERTY() uint16 SourceStructIndex = 0; // Property binding Source Struct index of the task. }; template<> struct TStructOpsTypeTraits : public TStructOpsTypeTraitsBase2 { enum { WithPureVirtual = true, }; };