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- Added icons and icon colors for ST nodes - Implemented icons for some common ST nodes - Small update to ST logic icons - Added icons to the task list in State treeview row, adjusted task list BG color to make icons visible - Fixed ST editor tabs icons and names (e.g. there were two tabs that had the same label) - Moved ST node picker to separate class - Moved category array customization to common helper function - Added node icons to the ST node picker - Add node button is not node selector too (simila to Niagara) - Consolidated the add button style across all lists - Cleaned up the node customization - Moved type selector, debug, and property controls into one menu at right - The combined menu can be also summoned using right click - Renaming now has to be triggered via the menu - Replacing node happens via menu - Most of the row was left "clickable" to later use it for selection - Improved the visualization and controls for the expression indentation - Cleaned up state customization - Moved parameters to own category (similar to the tree params) - Moved event to the enter conditions category - Cleaned up transition customization - Improved the transition display - Consolidated add button styles #jira UE-180608 #rb Juan.Portillo, Mieszko.Zielinski [CL 33030431 by mikko mononen in ue5-main branch]
113 lines
4.5 KiB
C++
113 lines
4.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AISystem.h"
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#include "NavFilters/NavigationQueryFilter.h"
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#include "Tasks/StateTreeAITask.h"
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#include "Templates/SubclassOf.h"
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#include "StateTreeMoveToTask.generated.h"
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class AActor;
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class AAIController;
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class IGameplayTaskOwnerInterface;
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class UAITask_MoveTo;
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struct FAIMoveRequest;
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USTRUCT()
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struct FStateTreeMoveToTaskInstanceData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category = Context)
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TObjectPtr<AAIController> AIController = nullptr;
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UPROPERTY(EditAnywhere, Category = Parameter)
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FVector Destination = FVector::Zero();
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UPROPERTY(EditAnywhere, Category = Parameter)
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TObjectPtr<AActor> TargetActor;
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/** fixed distance added to threshold between AI and goal location in destination reach test */
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UPROPERTY(EditAnywhere, Category = Parameter, meta=(ClampMin = "0.0", UIMin="0.0"))
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float AcceptableRadius = GET_AI_CONFIG_VAR(AcceptanceRadius);
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/** if the task is expected to react to changes to location in input
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* this property can be used to tweak sensitivity of the mechanism. Value is
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* recommended to be less than AcceptableRadius */
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UPROPERTY(EditAnywhere, Category = Parameter, meta = (ClampMin = "0.0", UIMin = "0.0", EditCondition="bTrackMovingGoal"))
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float DestinationMoveTolerance = 0.f;
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/** "None" will result in default filter being used */
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UPROPERTY(EditAnywhere, Category = Parameter)
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TSubclassOf<UNavigationQueryFilter> FilterClass;
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UPROPERTY(EditAnywhere, Category = Parameter)
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bool bAllowStrafe = GET_AI_CONFIG_VAR(bAllowStrafing);
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/** if set, use incomplete path when goal can't be reached */
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UPROPERTY(EditAnywhere, Category = Parameter)
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bool bAllowPartialPath = GET_AI_CONFIG_VAR(bAcceptPartialPaths);
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/** if set, path to goal actor will update itself when actor moves */
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UPROPERTY(EditAnywhere, Category = Parameter)
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bool bTrackMovingGoal = true;
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/** if set, the goal location will need to be navigable */
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UPROPERTY(EditAnywhere, Category = Parameter)
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bool bRequireNavigableEndLocation = true;
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/** if set, goal location will be projected on navigation data (navmesh) before using */
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UPROPERTY(EditAnywhere, Category = Parameter)
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bool bProjectGoalLocation = true;
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/** if set, radius of AI's capsule will be added to threshold between AI and goal location in destination reach test */
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UPROPERTY(EditAnywhere, Category = Parameter)
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bool bReachTestIncludesAgentRadius = GET_AI_CONFIG_VAR(bFinishMoveOnGoalOverlap);
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/** if set, radius of goal's capsule will be added to threshold between AI and goal location in destination reach test */
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UPROPERTY(EditAnywhere, Category = Parameter)
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bool bReachTestIncludesGoalRadius = GET_AI_CONFIG_VAR(bFinishMoveOnGoalOverlap);
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UPROPERTY(Transient)
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TObjectPtr<UAITask_MoveTo> MoveToTask = nullptr;
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UPROPERTY(Transient)
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TScriptInterface<IGameplayTaskOwnerInterface> TaskOwner = nullptr;
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};
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/**
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* Task moving the given AIController's pawn using the AITask_MoveTo framework. Succeed when move ends at destinations, fails if move is impossible.
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*/
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USTRUCT(meta = (DisplayName = "Move To", Category = "AI|Action"))
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struct FStateTreeMoveToTask : public FStateTreeAIActionTaskBase
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{
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GENERATED_BODY()
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using FInstanceDataType = FStateTreeMoveToTaskInstanceData;
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virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
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GAMEPLAYSTATETREEMODULE_API virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
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GAMEPLAYSTATETREEMODULE_API virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
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GAMEPLAYSTATETREEMODULE_API virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
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GAMEPLAYSTATETREEMODULE_API virtual UAITask_MoveTo* PrepareMoveToTask(FStateTreeExecutionContext& Context, AAIController& Controller, UAITask_MoveTo* ExistingTask, FAIMoveRequest& MoveRequest) const;
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GAMEPLAYSTATETREEMODULE_API virtual EStateTreeRunStatus PerformMoveTask(FStateTreeExecutionContext& Context, AAIController& Controller) const;
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#if WITH_EDITOR
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virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
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virtual FName GetIconName() const override
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{
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return FName("StateTreeEditorStyle|Node.Movement");
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}
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virtual FColor GetIconColor() const override
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{
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return UE::StateTree::Colors::Grey;
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}
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#endif // WITH_EDITOR
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}; |