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yoan stamant 506e82ba24 [StateTree] stop logic on EndPlay for auto-activated components (start logic) that are not associated to an AI owner.
#rnx
#rb mikko.mononen, mieszko.zielinksi
#preflight 641454f05d3e25354f15d9ae

[CL 24687982 by yoan stamant in ue5-main branch]
2023-03-17 09:41:07 -04:00

117 lines
4.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BrainComponent.h"
#include "GameplayTaskOwnerInterface.h"
#include "StateTreeReference.h"
#include "StateTreeInstanceData.h"
#include "UObject/Package.h"
#include "StateTreeComponent.generated.h"
enum class EStateTreeRunStatus : uint8;
struct FGameplayTag;
struct FStateTreeEvent;
struct FStateTreeExecutionContext;
class UStateTree;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FStateTreeRunStatusChanged, EStateTreeRunStatus, StateTreeRunStatus);
UCLASS(ClassGroup = AI, HideCategories = (Activation, Collision), meta = (BlueprintSpawnableComponent))
class GAMEPLAYSTATETREEMODULE_API UStateTreeComponent : public UBrainComponent, public IGameplayTaskOwnerInterface
{
GENERATED_BODY()
public:
UStateTreeComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
// BEGIN UActorComponent overrides
virtual void InitializeComponent() override;
virtual void UninitializeComponent() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
// END UActorComponent overrides
// BEGIN UBrainComponent overrides
virtual void StartLogic() override;
virtual void RestartLogic() override;
virtual void StopLogic(const FString& Reason) override;
virtual void Cleanup() override;
virtual void PauseLogic(const FString& Reason) override;
virtual EAILogicResuming::Type ResumeLogic(const FString& Reason) override;
virtual bool IsRunning() const override;
virtual bool IsPaused() const override;
// END UBrainComponent overrides
// BEGIN IGameplayTaskOwnerInterface
virtual UGameplayTasksComponent* GetGameplayTasksComponent(const UGameplayTask& Task) const override;
virtual AActor* GetGameplayTaskOwner(const UGameplayTask* Task) const override;
virtual AActor* GetGameplayTaskAvatar(const UGameplayTask* Task) const override;
virtual uint8 GetGameplayTaskDefaultPriority() const override;
virtual void OnGameplayTaskInitialized(UGameplayTask& Task) override;
// END IGameplayTaskOwnerInterface
/**
* Sets whether the State Tree is started automatically on being play.
* This function sets the bStartLogicAutomatically property, and should be used mostly from constructions sscripts.
* If you wish to start the logic manually, call StartLogic().
*/
UFUNCTION(BlueprintCallable, Category = "Gameplay|StateTree")
void SetStartLogicAutomatically(const bool bInStartLogicAutomatically);
/** Sends event to the running StateTree. */
UFUNCTION(BlueprintCallable, Category = "Gameplay|StateTree")
void SendStateTreeEvent(const FStateTreeEvent& Event);
/** Sends event to the running StateTree. */
void SendStateTreeEvent(const FGameplayTag Tag, const FConstStructView Payload = FConstStructView(), const FName Origin = FName());
/** Returns the current run status of the StateTree. */
UFUNCTION(BlueprintPure, Category = "Gameplay|StateTree")
EStateTreeRunStatus GetStateTreeRunStatus() const;
/** Called when the run status of the StateTree has changed */
UPROPERTY(BlueprintAssignable, Category = "Gameplay|StateTree")
FStateTreeRunStatusChanged OnStateTreeRunStatusChanged;
#if WITH_GAMEPLAY_DEBUGGER
virtual FString GetDebugInfoString() const override;
#endif // WITH_GAMEPLAY_DEBUGGER
protected:
#if WITH_EDITORONLY_DATA
virtual void PostLoad() override;
#endif
bool SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors = false);
#if WITH_EDITORONLY_DATA
UE_DEPRECATED(5.1, "This property has been deprecated. Use StateTreeReference instead.")
UPROPERTY()
TObjectPtr<UStateTree> StateTree_DEPRECATED;
#endif
UPROPERTY(EditAnywhere, Category = AI, meta=(Schema="/Script/GameplayStateTreeModule.StateTreeComponentSchema"))
FStateTreeReference StateTreeRef;
/** If true, the StateTree logic is started on begin play. Otherwise StartLogic() needs to be called. */
UPROPERTY(EditAnywhere, Category = AI)
bool bStartLogicAutomatically = true;
UPROPERTY(Transient)
FStateTreeInstanceData InstanceData;
/** if set, state tree execution is allowed */
uint8 bIsRunning : 1;
/** if set, execution requests will be postponed */
uint8 bIsPaused : 1;
};
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#include "StateTreeExecutionContext.h"
#include "Tasks/AITask.h"
#endif