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- allow smart object creation from definition, transform and owner descriptor struct that will use dynamic ids - moved FSmartObjectHandleFactory to the SmartObjectTypes and added method to get a dynamic id - replaced registration type `WithCollection` by `BindToExistingInstance` in USmartObjectComponent since it can also be used for objects not tied to a component lifetime created from CreateSmartObject - allow subsystem component accessor to force hydrate the actor associated to a smart object. - fixed automation test to use the right property to set a definition asset now that it has been renamed #rb Mieszko.Zielinski, mikko.mononen #tests QAGame, unit tests, Juno [CL 31295548 by yoan stamant in 5.4 branch]
614 lines
20 KiB
C++
614 lines
20 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SmartObjectTypes.h"
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#include "SmartObjectDefinition.h"
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#include "SmartObjectRuntime.generated.h"
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class USmartObjectComponent;
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namespace UE::SmartObject
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{
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uint16 GetMaskForEnabledReasonTag(const FGameplayTag Tag);
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}
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/** Delegate fired when a given tag is added or removed. Tags on smart object are not using reference counting so count will be 0 or 1 */
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UE_DEPRECATED(5.2, "Tag changes are now broadcasted using FOnSmartObjectEvent.")
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DECLARE_DELEGATE_TwoParams(FOnSmartObjectTagChanged, const FGameplayTag, int32);
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/**
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* Enumeration to represent the runtime state of a slot
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*/
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UENUM()
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enum class ESmartObjectSlotState : uint8
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{
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Invalid,
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/** Slot is available */
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Free,
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/** Slot is claimed but interaction is not active yet */
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Claimed,
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/** Slot is claimed and interaction is active */
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Occupied,
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/** Slot can no longer be claimed or used since the parent object and its slot are disabled (e.g. instance tags) */
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Disabled UE_DEPRECATED(5.2, "Use IsEnabled() instead."),
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};
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/**
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* Indicates if the subsystem should try to spawn the actor associated to the smartobject
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* if it is currently owned by an instanced actor.
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*/
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UENUM()
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enum class ETrySpawnActorIfDehydrated : uint8
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{
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No,
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Yes
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};
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/**
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* Struct describing a reservation between a user and a smart object slot.
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*/
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USTRUCT(BlueprintType)
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struct SMARTOBJECTSMODULE_API FSmartObjectClaimHandle
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{
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GENERATED_BODY()
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FSmartObjectClaimHandle(const FSmartObjectHandle InSmartObjectHandle, const FSmartObjectSlotHandle InSlotHandle, const FSmartObjectUserHandle& InUser)
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: SmartObjectHandle(InSmartObjectHandle), SlotHandle(InSlotHandle), UserHandle(InUser)
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{}
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FSmartObjectClaimHandle()
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{}
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bool operator==(const FSmartObjectClaimHandle& Other) const
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{
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return SmartObjectHandle == Other.SmartObjectHandle
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&& SlotHandle == Other.SlotHandle
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&& UserHandle == Other.UserHandle;
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}
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bool operator!=(const FSmartObjectClaimHandle& Other) const
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{
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return !(*this == Other);
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}
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friend FString LexToString(const FSmartObjectClaimHandle& Handle)
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{
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return FString::Printf(TEXT("Object:%s Slot:%s User:%s"), *LexToString(Handle.SmartObjectHandle), *LexToString(Handle.SlotHandle), *LexToString(Handle.UserHandle));
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}
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void Invalidate() { *this = InvalidHandle; }
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/**
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* Indicates that the handle was properly assigned by a call to 'Claim' but doesn't guarantee that the associated
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* object and slot are still registered in the simulation.
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* This information requires a call to `USmartObjectSubsystem::IsClaimedObjectValid` using the handle.
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*/
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bool IsValid() const
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{
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return SmartObjectHandle.IsValid()
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&& SlotHandle.IsValid()
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&& UserHandle.IsValid();
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}
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static const FSmartObjectClaimHandle InvalidHandle;
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/** Handle to the Smart Object where the claimed slot belongs to. */
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Transient, Category="Default")
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FSmartObjectHandle SmartObjectHandle;
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/** Handle of the claimed slot. */
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UPROPERTY(BlueprintReadOnly, EditAnywhere, Transient, Category="Default")
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FSmartObjectSlotHandle SlotHandle;
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/** Handle describing the user which claimed the slot. */
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UPROPERTY(EditAnywhere, Transient, Category="Default")
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FSmartObjectUserHandle UserHandle;
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};
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/**
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* Runtime data holding the final slot transform (i.e. parent transform applied on slot local offset and rotation)
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*/
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USTRUCT()
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struct UE_DEPRECATED(5.3, "Transform is moved to FSmartObjectRuntimeSlot.") SMARTOBJECTSMODULE_API FSmartObjectSlotTransform : public FSmartObjectSlotStateData
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{
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GENERATED_BODY()
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const FTransform& GetTransform() const { return Transform; }
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FTransform& GetMutableTransform() { return Transform; }
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void SetTransform(const FTransform& InTransform) { Transform = InTransform; }
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protected:
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UPROPERTY(Transient)
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FTransform Transform;
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};
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/** Delegate to notify when a given slot gets invalidated and the interaction must be aborted */
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DECLARE_DELEGATE_TwoParams(FOnSlotInvalidated, const FSmartObjectClaimHandle&, ESmartObjectSlotState /* Current State */);
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/**
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* Struct to store and manage state of a runtime instance associated to a given slot definition
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*/
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USTRUCT()
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struct FSmartObjectRuntimeSlot
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{
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GENERATED_BODY()
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public:
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/* Provide default constructor to be able to compile template instantiation 'UScriptStruct::TCppStructOps<FSmartObjectSlotState>' */
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/* Also public to pass void 'UScriptStruct::TCppStructOps<FSmartObjectSlotState>::ConstructForTests(void *)' */
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FSmartObjectRuntimeSlot() : bSlotEnabled(true), bObjectEnabled(true) {}
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FVector3f GetSlotOffset() const { return Offset; }
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FRotator3f GetSlotRotation() const { return Rotation; }
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FTransform GetSlotLocalTransform() const
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{
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return FTransform(FRotator(Rotation), FVector(Offset));
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}
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FTransform GetSlotWorldTransform(const FTransform& OwnerTransform) const
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{
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return FTransform(FRotator(Rotation), FVector(Offset)) * OwnerTransform;
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}
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/** @return Current claim state of the slot. */
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ESmartObjectSlotState GetState() const { return State; }
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UE_DEPRECATED(5.4, "Use CanBeClaimed() with priority instead.")
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bool CanBeClaimed() const
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{
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return CanBeClaimed(ESmartObjectClaimPriority::Normal);
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}
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/**
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* Sets the slot claimed.
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* @param ClaimPriority Claim priority, a slot claimed at lower priority can be claimed by higher priority (unless already in use).
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* @return True if the slot can be claimed. */
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bool CanBeClaimed(ESmartObjectClaimPriority ClaimPriority) const
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{
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return IsEnabled()
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&& (State == ESmartObjectSlotState::Free
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|| (State == ESmartObjectSlotState::Claimed
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&& ClaimedPriority < ClaimPriority));
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}
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/** @return the runtime gameplay tags of the slot. */
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const FGameplayTagContainer& GetTags() const { return Tags; }
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/** @return true if both the slot and its parent smart object are enabled. */
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bool IsEnabled() const { return bSlotEnabled && bObjectEnabled; }
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/** @return User data struct that can be associated to the slot when claimed or used. */
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FConstStructView GetUserData() const { return UserData; }
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FInstancedStructContainer& GetMutableStateData() { return StateData; }
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const FInstancedStructContainer& GetStateData() const { return StateData; }
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/** Indicates if preconditions were successfully initialized. */
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bool ArePreconditionsInitialized() const
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{
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return PreconditionState.IsInitialized();
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}
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protected:
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/** Struct could have been nested inside the subsystem but not possible with USTRUCT */
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friend class USmartObjectSubsystem;
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friend struct FSmartObjectRuntime;
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UE_DEPRECATED(5.4, "Use Claim() with priority instead.")
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bool Claim(const FSmartObjectUserHandle& InUser)
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{
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return Claim(InUser, ESmartObjectClaimPriority::Normal);
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}
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bool Claim(const FSmartObjectUserHandle& InUser, ESmartObjectClaimPriority ClaimPriority);
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bool Release(const FSmartObjectClaimHandle& ClaimHandle, const bool bAborted);
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friend FString LexToString(const FSmartObjectRuntimeSlot& Slot)
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{
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return FString::Printf(TEXT("User:%s State:%s"), *LexToString(Slot.User), *UEnum::GetValueAsString(Slot.State));
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}
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/** Offset of the slot relative to the Smart Object. */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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FVector3f Offset = FVector3f::ZeroVector;
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/** Rotation of the slot relative to the Smart Object. */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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FRotator3f Rotation = FRotator3f::ZeroRotator;
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/** Runtime tags associated with this slot. */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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FGameplayTagContainer Tags;
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/** Struct used to store contextual data of the user when claiming or using a slot. */
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FInstancedStruct UserData;
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/** Slot state data that can be added at runtime. */
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FInstancedStructContainer StateData;
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/** Delegate used to notify when a slot gets invalidated. See RegisterSlotInvalidationCallback */
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FOnSlotInvalidated OnSlotInvalidatedDelegate;
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/** Handle to the user that reserves or uses the slot */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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FSmartObjectUserHandle User;
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/** World condition runtime state. */
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UPROPERTY(Transient)
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mutable FWorldConditionQueryState PreconditionState;
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/** Current availability state of the slot */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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ESmartObjectSlotState State = ESmartObjectSlotState::Free;
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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ESmartObjectClaimPriority ClaimedPriority = ESmartObjectClaimPriority::None;
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/** True if the slot is enabled */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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uint8 bSlotEnabled : 1;
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/** True if the parent smart object is enabled */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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uint8 bObjectEnabled : 1;
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};
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using FSmartObjectSlotClaimState UE_DEPRECATED(5.2, "Deprecated struct. Please use FSmartObjectRuntimeSlot instead.") = FSmartObjectRuntimeSlot;
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/**
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* Struct to store and manage state of a runtime instance associated to a given smart object definition
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*/
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USTRUCT()
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struct FSmartObjectRuntime
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{
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GENERATED_BODY()
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public:
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/* Provide default constructor to be able to compile template instantiation 'UScriptStruct::TCppStructOps<FSmartObjectRuntime>' */
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/* Also public to pass void 'UScriptStruct::TCppStructOps<FSmartObjectRuntime>::ConstructForTests(void *)' */
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FSmartObjectRuntime() {}
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FSmartObjectHandle GetRegisteredHandle() const { return RegisteredHandle; }
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const FTransform& GetTransform() const { return Transform; }
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const USmartObjectDefinition& GetDefinition() const { checkf(Definition != nullptr, TEXT("Initialized from a valid reference from the constructor")); return *Definition; }
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/** Returns all tags assigned to the smart object instance */
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const FGameplayTagContainer& GetTags() const { return Tags; }
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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/** Returns delegate that is invoked whenever a tag is added or removed */
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UE_DEPRECATED(5.2, "Tag changes are now broadcasted using FOnSmartObjectEvent. Please use GetEventDelegate().")
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FOnSmartObjectTagChanged& GetTagChangedDelegate() { return OnTagChangedDelegate; }
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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/** @return reference to the Smart Object event delegate. */
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const FOnSmartObjectEvent& GetEventDelegate() const { return OnEvent; }
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/** @return mutable reference to the Smart Object event delegate. */
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FOnSmartObjectEvent& GetMutableEventDelegate() { return OnEvent; }
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/**
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* Indicates if the Smart Object is enabled regardless of the reason.
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* @return True of the Smart Object is enabled.
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*/
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bool IsEnabled() const
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{
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return DisableFlags == 0;
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}
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/**
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* Indicates if the Smart Object is enabled based on a specific reason.
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* @param ReasonTag Valid Tag to specify the reason for changing the enabled state of the object. Method will ensure if not valid (i.e. None).
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* @return True of the Smart Object is enabled.
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*/
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bool IsEnabledForReason(FGameplayTag ReasonTag) const;
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/**
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* Enables or disables the entire smart object.
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* @param ReasonTag Valid Tag to specify the reason for changing the enabled state of the object. Method will ensure if not valid (i.e. None).
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* @param bEnabled Flag indicating if the object should be enable or not.
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*/
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void SetEnabled(FGameplayTag ReasonTag, bool bEnabled);
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/**
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* Returns the actor associated to the smart object instance.
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* @param TrySpawnActorIfDehydrated Indicates if the instance should try to spawn the actor/component
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* associated to the smartobject if it is currently owned by an instanced actor.
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* @return Pointer to owner actor if present.
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*/
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AActor* GetOwnerActor(ETrySpawnActorIfDehydrated TrySpawnActorIfDehydrated = ETrySpawnActorIfDehydrated::No) const;
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/**
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* Returns the actor associated to the smart object instance.
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* @param TrySpawnActorIfDehydrated Indicates if the instance should try to spawn the actor/component
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* associated to the smartobject if it is currently owned by an instanced actor.
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* @return Pointer to owning component if present.
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*/
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USmartObjectComponent* GetOwnerComponent(ETrySpawnActorIfDehydrated TrySpawnActorIfDehydrated = ETrySpawnActorIfDehydrated::No) const;
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/** @return handle of the specified slot. */
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const FSmartObjectRuntimeSlot& GetSlot(const int32 Index) const
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{
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return Slots[Index];
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}
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FSmartObjectRuntimeSlot& GetMutableSlot(const int32 Index)
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{
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return Slots[Index];
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}
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TConstArrayView<FSmartObjectRuntimeSlot> GetSlots() const
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{
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return Slots;
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}
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UE_DEPRECATED(5.3, "You can access the slots directly via GetSlots().")
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FSmartObjectSlotHandle GetSlotHandle(const int32 Index) const
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{
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return {};
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}
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/** Indicates if preconditions were successfully initialized. */
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bool ArePreconditionsInitialized() const
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{
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return PreconditionState.IsInitialized();
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}
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#if WITH_SMARTOBJECT_DEBUG
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FString DebugGetDisableFlagsString() const;
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#endif // WITH_SMARTOBJECT_DEBUG
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private:
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/** Struct could have been nested inside the subsystem but not possible with USTRUCT */
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friend class USmartObjectSubsystem;
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explicit FSmartObjectRuntime(const USmartObjectDefinition& Definition);
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void SetTransform(const FTransform& Value) { Transform = Value; }
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void SetRegisteredHandle(const FSmartObjectHandle Value) { RegisteredHandle = Value; }
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/**
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* Enables or disables the entire smart object using the bit mask from a reason tag.
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* @param bEnabled Flag indicating if the object should be enable or not.
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* @param ReasonMask Bit mask associated to the reason for disabling the object.
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*/
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void SetEnabled(bool bEnabled, uint16 ReasonMask);
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/**
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* Creates full actor from instanced actor owner, if any.
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* That actor will register its SmartObjectComponents that will then update OwnerComponent.
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*/
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bool ResolveOwnerActor() const;
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/** World condition runtime state. */
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UPROPERTY(Transient)
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mutable FWorldConditionQueryState PreconditionState;
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/** Runtime slots */
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UPROPERTY(Transient)
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TArray<FSmartObjectRuntimeSlot> Slots;
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/** Associated smart object definition */
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UPROPERTY()
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TObjectPtr<const USmartObjectDefinition> Definition = nullptr;
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/** Component that owns the Smart Object. May be empty if the parent Actor is not loaded. */
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UPROPERTY()
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TWeakObjectPtr<USmartObjectComponent> OwnerComponent;
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/** Struct used to store contextual data of the owner of that SmartObject. */
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FInstancedStruct OwnerData;
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/** Instance specific transform */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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FTransform Transform;
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/** Tags applied to the current instance */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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FGameplayTagContainer Tags;
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/** Delegate fired whenever a new tag is added or an existing one gets removed */
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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FOnSmartObjectTagChanged OnTagChangedDelegate;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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/** Delegate that is fired when the Smart Object changes. */
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FOnSmartObjectEvent OnEvent;
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/** RegisteredHandle != FSmartObjectHandle::Invalid when registered with SmartObjectSubsystem */
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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FSmartObjectHandle RegisteredHandle;
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/** Spatial representation data associated to the current instance */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject", meta = (BaseStruct = "/Script/SmartObjectsModule.SmartObjectSpatialEntryData", ExcludeBaseStruct))
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FInstancedStruct SpatialEntryData;
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#if UE_ENABLE_DEBUG_DRAWING
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FBox Bounds = FBox(EForceInit::ForceInit);
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#endif
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/**
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* Each slot has its own enabled state but the parent instance also have a more high level state that could be split into different reasons.
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* Note: The enabled state is stored as disable bits to make it easier to check for "is the object disabled for a given or any reason".
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*/
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UPROPERTY(Transient, VisibleAnywhere, Category=SmartObjects)
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uint16 DisableFlags = 0;
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public:
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static constexpr int32 MaxNumDisableFlags = sizeof(DisableFlags) * 8;
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};
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectSlotView
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{
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GENERATED_BODY()
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public:
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FSmartObjectSlotView() = default;
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bool IsValid() const { return SlotHandle.IsValid() && Runtime && Slot; }
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FSmartObjectSlotHandle GetSlotHandle() const { return SlotHandle; }
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/**
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* Returns a reference to the slot state data of the specified type.
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* Method will fail a check if the slot doesn't have the given type.
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*/
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template<typename T>
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T& GetStateData() const
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{
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static_assert(TIsDerivedFrom<T, FSmartObjectSlotStateData>::IsDerived,
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"Given struct doesn't represent a valid runtime data type. Make sure to inherit from FSmartObjectSlotStateData or one of its child-types.");
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checkf(Slot, TEXT("StateData can only be accessed through a valid SlotView"));
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T* Item = nullptr;
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for (FStructView Data : Slot->GetMutableStateData())
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{
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Item = Data.template GetPtr<T>();
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if (Item != nullptr)
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{
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break;
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}
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}
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check(Item);
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return *Item;
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}
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/**
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* Returns a pointer to the slot state data of the specified type.
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* Method will return null if the slot doesn't have the given type.
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*/
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template<typename T>
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T* GetStateDataPtr() const
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{
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static_assert(TIsDerivedFrom<T, FSmartObjectSlotStateData>::IsDerived,
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"Given struct doesn't represent a valid runtime data type. Make sure to inherit from FSmartObjectSlotStateData or one of its child-types.");
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checkf(Slot, TEXT("StateData can only be accessed through a valid SlotView"));
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for (FStructView Data : Slot->GetMutableStateData())
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{
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if (T* Item = Data.template GetPtr<T>())
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{
|
|
return Item;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
/**
|
|
* Returns a reference to the definition of the slot's parent object.
|
|
* Method will fail a check if called on an invalid SlotView.
|
|
* @note The definition fragment is always created and assigned when creating an entity associated to a slot
|
|
* so a valid SlotView is guaranteed to be able to provide it.
|
|
*/
|
|
const USmartObjectDefinition& GetSmartObjectDefinition() const
|
|
{
|
|
checkf(Runtime, TEXT("Definition can only be accessed through a valid SlotView"));
|
|
return Runtime->GetDefinition();
|
|
}
|
|
|
|
/**
|
|
* Returns a reference to the main definition of the slot.
|
|
* Method will fail a check if called on an invalid SlotView.
|
|
*/
|
|
const FSmartObjectSlotDefinition& GetDefinition() const
|
|
{
|
|
checkf(Runtime, TEXT("Definition can only be accessed through a valid SlotView"));
|
|
return Runtime->GetDefinition().GetSlot(SlotHandle.GetSlotIndex());
|
|
}
|
|
|
|
/**
|
|
* Fills the provided GameplayTagContainer with the activity tags associated to the slot according to the tag filtering policy.
|
|
* Method will fail a check if called on an invalid SlotView.
|
|
*/
|
|
void GetActivityTags(FGameplayTagContainer& OutActivityTags) const
|
|
{
|
|
GetSmartObjectDefinition().GetSlotActivityTags(GetDefinition(), OutActivityTags);
|
|
}
|
|
|
|
/**
|
|
* Returns a reference to the definition data of the specified type from the main slot definition.
|
|
* Method will fail a check if the slot definition doesn't contain the given type.
|
|
*/
|
|
template<typename T>
|
|
const T& GetDefinitionData() const
|
|
{
|
|
const FSmartObjectSlotDefinition& SlotDefinition = GetDefinition();
|
|
return SlotDefinition.template GetDefinitionData<T>();
|
|
}
|
|
|
|
/**
|
|
* Returns a pointer to the definition data of the specified type from the main slot definition.
|
|
* Method will return null if the slot doesn't contain the given type.
|
|
*/
|
|
template<typename T>
|
|
const T* GetDefinitionDataPtr() const
|
|
{
|
|
const FSmartObjectSlotDefinition& SlotDefinition = GetDefinition();
|
|
return SlotDefinition.template GetDefinitionDataPtr<T>();
|
|
}
|
|
|
|
/** @return the claim state of the slot. */
|
|
ESmartObjectSlotState GetState() const
|
|
{
|
|
checkf(Slot, TEXT("State can only be accessed through a valid SlotView"));
|
|
return Slot->GetState();
|
|
}
|
|
|
|
UE_DEPRECATED(5.4, "Use CanBeClaimed() with priority instead.")
|
|
bool CanBeClaimed() const
|
|
{
|
|
return CanBeClaimed(ESmartObjectClaimPriority::Normal);
|
|
}
|
|
|
|
/** @return true of the slot can be claimed. */
|
|
bool CanBeClaimed(ESmartObjectClaimPriority ClaimPriority) const
|
|
{
|
|
checkf(Slot, TEXT("Claim can only be accessed through a valid SlotView"));
|
|
return Slot->CanBeClaimed(ClaimPriority);
|
|
}
|
|
|
|
/** @return true if the slot and the object is enabled. */
|
|
bool IsEnabled() const
|
|
{
|
|
checkf(Slot, TEXT("Enabled can only be accessed through a valid SlotView"));
|
|
return Slot->IsEnabled();
|
|
}
|
|
|
|
/** @return runtime gameplay tags of the slot. */
|
|
const FGameplayTagContainer& GetTags() const
|
|
{
|
|
checkf(Slot, TEXT("Tags can only be accessed through a valid SlotView"));
|
|
return Slot->GetTags();
|
|
}
|
|
|
|
/** @return handle to the owning Smart Object. */
|
|
FSmartObjectHandle GetOwnerRuntimeObject() const
|
|
{
|
|
return SlotHandle.GetSmartObjectHandle();
|
|
}
|
|
|
|
private:
|
|
friend class USmartObjectSubsystem;
|
|
|
|
FSmartObjectSlotView(const FSmartObjectSlotHandle InSlotHandle, FSmartObjectRuntime& InRuntime, FSmartObjectRuntimeSlot& InSlot)
|
|
: SlotHandle(InSlotHandle)
|
|
, Runtime(&InRuntime)
|
|
, Slot(&InSlot)
|
|
{}
|
|
|
|
FSmartObjectSlotHandle SlotHandle;
|
|
FSmartObjectRuntime* Runtime;
|
|
FSmartObjectRuntimeSlot* Slot;
|
|
};
|