Files
henrik karlsson 9183978e29 [Engine/Plugins]
* Removed includes (using IWYU) in private files

#preflight 63c79978ac35a0e9dabbe408
#rb none

[CL 23770038 by henrik karlsson in ue5-main branch]
2023-01-19 00:48:07 -05:00

63 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeDebugTextTask.h"
#include "StateTreeExecutionContext.h"
#include "GameFramework/Actor.h"
#include "DrawDebugHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDebugTextTask)
EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return EStateTreeRunStatus::Succeeded;
}
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
const UWorld* World = Context.GetWorld();
if (World == nullptr && InstanceData.ReferenceActor != nullptr)
{
World = InstanceData.ReferenceActor->GetWorld();
}
// Reference actor is not required (offset will be used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return EStateTreeRunStatus::Failed;
}
DrawDebugString(World, Offset, Text, InstanceData.ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale);
return EStateTreeRunStatus::Running;
}
void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return;
}
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
const UWorld* World = Context.GetWorld();
if (World == nullptr && InstanceData.ReferenceActor != nullptr)
{
World = InstanceData.ReferenceActor->GetWorld();
}
// Reference actor is not required (offset was used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return;
}
// Drawing an empty text will remove the HUD DebugText entries associated to the target actor
DrawDebugString(World, Offset, "", InstanceData.ReferenceActor);
}