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guillaume arruda 30d8d033c8 Create basic state tree property function for int, bool, float, vector, actors
Create helper function to help create state tree property function
#rnx
#rb mikko.mononen

[CL 35337440 by guillaume arruda in ue5-main branch]
2024-08-06 07:42:19 -04:00

97 lines
4.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeBooleanAlgebraPropertyFunctions.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeNodeDescriptionHelpers.h"
#define LOCTEXT_NAMESPACE "StateTree"
namespace UE::StateTree::BooleanPropertyFunctions::Internal
{
#if WITH_EDITOR
FText GetDescriptionForOperation(FText OperationText, const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting)
{
const FStateTreeBooleanOperationPropertyFunctionInstanceData& InstanceData = InstanceDataView.Get<FStateTreeBooleanOperationPropertyFunctionInstanceData>();
FText LeftValue = BindingLookup.GetBindingSourceDisplayName(FStateTreePropertyPath(ID, GET_MEMBER_NAME_CHECKED(FStateTreeBooleanOperationPropertyFunctionInstanceData, bLeft)), Formatting);
if (LeftValue.IsEmpty())
{
LeftValue = UE::StateTree::DescHelpers::GetBoolText(InstanceData.bLeft, Formatting);
}
FText RightValue = BindingLookup.GetBindingSourceDisplayName(FStateTreePropertyPath(ID, GET_MEMBER_NAME_CHECKED(FStateTreeBooleanOperationPropertyFunctionInstanceData, bRight)), Formatting);
if (RightValue.IsEmpty())
{
RightValue = UE::StateTree::DescHelpers::GetBoolText(InstanceData.bRight, Formatting);
}
return UE::StateTree::DescHelpers::GetMathOperationText(OperationText, LeftValue, RightValue, Formatting);
}
#endif // WITH_EDITOR
} // namespace UE::StateTree::BooleanPropertyFunctions::Internal
void FStateTreeBooleanAndPropertyFunction::Execute(FStateTreeExecutionContext& Context) const
{
FStateTreeBooleanOperationPropertyFunctionInstanceData& InstanceData = Context.GetInstanceData(*this);
InstanceData.bResult = InstanceData.bLeft && InstanceData.bRight;
}
#if WITH_EDITOR
FText FStateTreeBooleanAndPropertyFunction::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
return UE::StateTree::BooleanPropertyFunctions::Internal::GetDescriptionForOperation(LOCTEXT("BoolAnd", "and"), ID, InstanceDataView, BindingLookup, Formatting);
}
#endif // WITH_EDITOR
void FStateTreeBooleanOrPropertyFunction::Execute(FStateTreeExecutionContext& Context) const
{
FStateTreeBooleanOperationPropertyFunctionInstanceData& InstanceData = Context.GetInstanceData(*this);
InstanceData.bResult = InstanceData.bLeft || InstanceData.bRight;
}
#if WITH_EDITOR
FText FStateTreeBooleanOrPropertyFunction::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
return UE::StateTree::BooleanPropertyFunctions::Internal::GetDescriptionForOperation(LOCTEXT("BoolOr", "or"), ID, InstanceDataView, BindingLookup, Formatting);
}
#endif // WITH_EDITOR
void FStateTreeBooleanXOrPropertyFunction::Execute(FStateTreeExecutionContext& Context) const
{
FStateTreeBooleanOperationPropertyFunctionInstanceData& InstanceData = Context.GetInstanceData(*this);
InstanceData.bResult = InstanceData.bLeft ^ InstanceData.bRight;
}
#if WITH_EDITOR
FText FStateTreeBooleanXOrPropertyFunction::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
return UE::StateTree::BooleanPropertyFunctions::Internal::GetDescriptionForOperation(LOCTEXT("BoolXOr", "xor"), ID, InstanceDataView, BindingLookup, Formatting);
}
#endif // WITH_EDITOR
void FStateTreeBooleanNotPropertyFunction::Execute(FStateTreeExecutionContext& Context) const
{
FStateTreeBooleanNotOperationPropertyFunctionInstanceData& InstanceData = Context.GetInstanceData(*this);
InstanceData.bResult = !InstanceData.bInput;
}
#if WITH_EDITOR
FText FStateTreeBooleanNotPropertyFunction::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
const FStateTreeBooleanNotOperationPropertyFunctionInstanceData& InstanceData = InstanceDataView.Get<FStateTreeBooleanNotOperationPropertyFunctionInstanceData>();
FText InputValue = BindingLookup.GetBindingSourceDisplayName(FStateTreePropertyPath(ID, GET_MEMBER_NAME_CHECKED(FStateTreeBooleanNotOperationPropertyFunctionInstanceData, bInput)), Formatting);
if (InputValue.IsEmpty())
{
InputValue = UE::StateTree::DescHelpers::GetBoolText(InstanceData.bInput, Formatting);
}
const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
? LOCTEXT("BoolNotFuncRich", "(<s>Not</> {Input})")
: LOCTEXT("BoolNotFunc", "(Not {Input})");
return FText::FormatNamed(Format, TEXT("Input"), InputValue);
}
#endif // WITH_EDITOR
#undef LOCTEXT_NAMESPACE