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- Added new EnterState and TickState and deprecated olds ones - Added function to finish the state #jira UE-187149 [CL 25947504 by mikko mononen in ue5-main branch]
149 lines
5.9 KiB
C++
149 lines
5.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Blueprint/StateTreeTaskBlueprintBase.h"
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#include "Blueprint/StateTreeNodeBlueprintBase.h"
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#include "StateTreeExecutionContext.h"
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#include "BlueprintNodeHelpers.h"
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#include "Engine/World.h"
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#include "TimerManager.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeTaskBlueprintBase)
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//----------------------------------------------------------------------//
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// UStateTreeTaskBlueprintBase
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//----------------------------------------------------------------------//
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UStateTreeTaskBlueprintBase::UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, bShouldStateChangeOnReselect(true)
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, bShouldCallTick(true)
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, bShouldCallTickOnlyOnEvents(false)
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, bShouldCopyBoundPropertiesOnTick(true)
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, bShouldCopyBoundPropertiesOnExitState(true)
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{
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bHasExitState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveExitState"), *this, *StaticClass());
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bHasStateCompleted = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveStateCompleted"), *this, *StaticClass());
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bHasLatentEnterState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveLatentEnterState"), *this, *StaticClass());
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bHasLatentTick = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveLatentTick"), *this, *StaticClass());
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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bHasEnterState_DEPRECATED = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveEnterState"), *this, *StaticClass());
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bHasTick_DEPRECATED = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTick"), *this, *StaticClass());
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
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{
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// Task became active, cache event queue and owner.
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SetCachedInstanceDataFromContext(Context);
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// Reset status to running since the same task may be restarted.
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RunStatus = EStateTreeRunStatus::Running;
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if (bHasLatentEnterState)
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{
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// Note: the name contains latent just to differentiate it from the deprecated version (the old version did not allow latent actions to be started).
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ReceiveLatentEnterState(Transition);
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}
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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else if (bHasEnterState_DEPRECATED)
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{
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return ReceiveEnterState(Transition);
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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return RunStatus;
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}
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void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
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{
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if (bHasExitState)
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{
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ReceiveExitState(Transition);
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}
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if (UWorld* CurrentWorld = GetWorld())
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{
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CurrentWorld->GetLatentActionManager().RemoveActionsForObject(this);
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CurrentWorld->GetTimerManager().ClearAllTimersForObject(this);
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}
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// Task became inactive, clear cached event queue and owner.
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ClearCachedInstanceData();
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}
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void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates)
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{
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if (bHasStateCompleted)
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{
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ReceiveStateCompleted(CompletionStatus, CompletedActiveStates);
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}
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}
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EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
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{
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if (bHasLatentTick)
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{
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// Note: the name contains latent just to differentiate it from the deprecated version (the old version did not allow latent actions to be started).
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ReceiveLatentTick(DeltaTime);
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}
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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else if (bHasTick_DEPRECATED)
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{
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return ReceiveTick(DeltaTime);
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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return RunStatus;
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}
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//----------------------------------------------------------------------//
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// FStateTreeBlueprintTaskWrapper
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//----------------------------------------------------------------------//
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EDataValidationResult FStateTreeBlueprintTaskWrapper::Compile(FStateTreeDataView InstanceDataView, TArray<FText>& ValidationMessages)
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{
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const UStateTreeTaskBlueprintBase& InstanceData = InstanceDataView.Get<UStateTreeTaskBlueprintBase>();
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// Copy over ticking related options.
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bShouldStateChangeOnReselect = InstanceData.bShouldStateChangeOnReselect;
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bShouldCallTick = InstanceData.bShouldCallTick || InstanceData.bHasLatentTick;
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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bShouldCallTick |= InstanceData.bHasTick_DEPRECATED;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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bShouldCallTickOnlyOnEvents = InstanceData.bShouldCallTickOnlyOnEvents;
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bShouldCopyBoundPropertiesOnTick = InstanceData.bShouldCopyBoundPropertiesOnTick;
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bShouldCopyBoundPropertiesOnExitState = InstanceData.bShouldCopyBoundPropertiesOnExitState;
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return EDataValidationResult::Valid;
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}
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EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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return Instance->EnterState(Context, Transition);
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}
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void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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Instance->ExitState(Context, Transition);
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}
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void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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Instance->StateCompleted(Context, CompletionStatus, CompletedActiveStates);
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}
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EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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return Instance->Tick(Context, DeltaTime);
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}
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