You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- 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]
76 lines
2.9 KiB
C
76 lines
2.9 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "StateTreeTaskBase.h"
|
|
|
|
#include "EnvironmentQuery/EnvQueryTypes.h"
|
|
#include "NativeGameplayTags.h"
|
|
#include "StateTreePropertyRef.h"
|
|
|
|
#include "StateTreeRunEnvQueryTask.generated.h"
|
|
|
|
USTRUCT()
|
|
struct FStateTreeRunEnvQueryInstanceData
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
// Result of the query. If an array is binded, it will output all the created values otherwise it will output the best one.
|
|
UPROPERTY(EditAnywhere, Category = Out, meta = (RefType = "/Script/CoreUObject.Vector, /Script/Engine.Actor", CanRefToArray))
|
|
FStateTreePropertyRef Result;
|
|
|
|
// The query will be run with this actor has the owner object.
|
|
UPROPERTY(EditAnywhere, Category = Context)
|
|
TObjectPtr<AActor> QueryOwner = nullptr;
|
|
|
|
// The query template to run
|
|
UPROPERTY(EditAnywhere, Category = Parameter)
|
|
TObjectPtr<UEnvQuery> QueryTemplate;
|
|
|
|
// Query config associated with the query template.
|
|
UPROPERTY(EditAnywhere, EditFixedSize, Category = Parameter)
|
|
TArray<FAIDynamicParam> QueryConfig;
|
|
|
|
/** determines which item will be stored (All = only first matching) */
|
|
UPROPERTY(EditAnywhere, Category = Parameter)
|
|
TEnumAsByte<EEnvQueryRunMode::Type> RunMode = EEnvQueryRunMode::SingleResult;
|
|
|
|
TSharedPtr<FEnvQueryResult> QueryResult = nullptr;
|
|
|
|
int32 RequestId = INDEX_NONE;
|
|
};
|
|
|
|
/**
|
|
* Task that runs an async environment query and outputs the result to an outside parameter. Supports Actor and vector types EQS.
|
|
* The task is usually run in a sibling state to the result user will be with the data being stored in the parent state's parameters.
|
|
* - Parent (Has an EQS result parameter)
|
|
* - Run Env Query (If success go to Use Query Result)
|
|
* - Use Query Result
|
|
*/
|
|
USTRUCT(meta = (DisplayName = "Run Env Query", Category = "Common"))
|
|
struct FStateTreeRunEnvQueryTask : public FStateTreeTaskCommonBase
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
using FInstanceDataType = FStateTreeRunEnvQueryInstanceData;
|
|
|
|
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;
|
|
virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
|
|
|
|
#if WITH_EDITOR
|
|
virtual void PostEditInstanceDataChangeChainProperty(const FPropertyChangedChainEvent& PropertyChangedEvent, FStateTreeDataView InstanceDataView) override;
|
|
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
|
|
virtual FName GetIconName() const override
|
|
{
|
|
return FName("StateTreeEditorStyle|Node.Find");
|
|
}
|
|
virtual FColor GetIconColor() const override
|
|
{
|
|
return UE::StateTree::Colors::Grey;
|
|
}
|
|
#endif // WITH_EDITOR
|
|
};
|