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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]
77 lines
2.3 KiB
C++
77 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeDebugTextTask.h"
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#include "StateTreeExecutionContext.h"
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#include "GameFramework/Actor.h"
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#include "DrawDebugHelpers.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDebugTextTask)
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#define LOCTEXT_NAMESPACE "StateTree"
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EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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if (!bEnabled)
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{
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return EStateTreeRunStatus::Succeeded;
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}
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const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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const UWorld* World = Context.GetWorld();
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if (World == nullptr && InstanceData.ReferenceActor != nullptr)
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{
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World = InstanceData.ReferenceActor->GetWorld();
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}
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// Reference actor is not required (offset will be used as a global world location)
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// but a valid world is required.
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if (World == nullptr)
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{
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return EStateTreeRunStatus::Failed;
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}
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DrawDebugString(World, Offset, Text, InstanceData.ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale);
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return EStateTreeRunStatus::Running;
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}
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void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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if (!bEnabled)
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{
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return;
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}
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const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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const UWorld* World = Context.GetWorld();
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if (World == nullptr && InstanceData.ReferenceActor != nullptr)
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{
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World = InstanceData.ReferenceActor->GetWorld();
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}
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// Reference actor is not required (offset was used as a global world location)
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// but a valid world is required.
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if (World == nullptr)
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{
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return;
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}
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// Drawing an empty text will remove the HUD DebugText entries associated to the target actor
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DrawDebugString(World, Offset, "", InstanceData.ReferenceActor);
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}
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#if WITH_EDITOR
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FText FStateTreeDebugTextTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
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{
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const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
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? LOCTEXT("DebugTextRich", "<b>Debug Text</> \"{Text}\"")
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: LOCTEXT("DebugText", "Debug Text \"{Text}\"");
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return FText::FormatNamed(Format,
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TEXT("Text"), FText::FromString(Text));
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}
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#endif
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#undef LOCTEXT_NAMESPACE |