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

49 lines
1.5 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTaskBase.h"
#include "StateTreeDelayTask.generated.h"
enum class EStateTreeRunStatus : uint8;
struct FStateTreeTransitionResult;
USTRUCT()
struct STATETREEMODULE_API FStateTreeDelayTaskInstanceData
{
GENERATED_BODY()
/** Delay before the task ends. */
UPROPERTY(EditAnywhere, Category = Parameter, meta = (EditCondition = "!bRunForever", ClampMin="0.0"))
float Duration = 1.f;
/** Adds random range to the Duration. */
UPROPERTY(EditAnywhere, Category = Parameter, meta = (EditCondition = "!bRunForever", ClampMin="0.0"))
float RandomDeviation = 0.f;
/** If true the task will run forever until a transition stops it. */
UPROPERTY(EditAnywhere, Category = Parameter)
bool bRunForever = false;
/** Internal countdown in seconds. */
float RemainingTime = 0.f;
};
/**
* Simple task to wait indefinitely or for a given time (in seconds) before succeeding.
*/
USTRUCT(meta = (DisplayName = "Delay Task"))
struct STATETREEMODULE_API FStateTreeDelayTask : public FStateTreeTaskCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeDelayTaskInstanceData;
FStateTreeDelayTask() = default;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
};