Files
mikko mononen 19bc060246 StateTree: Added support for description and icon for BP nodes.
#rb Thomas.Sarkanen, Yoan.StAmant

[CL 33098383 by mikko mononen in ue5-main branch]
2024-04-19 05:44:13 -04:00

163 lines
8.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Templates/SubclassOf.h"
#include "StateTreeTaskBase.h"
#include "StateTreeNodeBlueprintBase.h"
#include "StateTreeTaskBlueprintBase.generated.h"
struct FStateTreeExecutionContext;
/*
* Base class for Blueprint based Tasks.
*/
UCLASS(Abstract, Blueprintable)
class STATETREEMODULE_API UStateTreeTaskBlueprintBase : public UStateTreeNodeBlueprintBase
{
GENERATED_BODY()
public:
UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer);
/**
* Called when a new state is entered and task is part of active states.
* Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
*
* GameplayTasks and other latent actions should be generally triggered on EnterState. When using a GameplayTasks it's required
* to manually cancel active tasks on ExitState if the GameplayTask's lifetime is tied to the State Tree task.
*
* @param Transition Describes the states involved in the transition
*/
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "EnterState"))
void ReceiveLatentEnterState(const FStateTreeTransitionResult& Transition);
/**
* Called when a current state is exited and task is part of active states.
* @param Transition Describes the states involved in the transition
*/
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "ExitState"))
void ReceiveExitState(const FStateTreeTransitionResult& Transition);
/**
* Called right after a state has been completed, but before new state has been selected. StateCompleted is called in reverse order to allow to propagate state to other Tasks that
* are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
* @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed).
* @param CompletedActiveStates Active states at the time of completion.
*/
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "StateCompleted"))
void ReceiveStateCompleted(const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates CompletedActiveStates);
/**
* Called during state tree tick when the task is on active state.
* Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
*
* Triggering GameplayTasks and other latent action should generally be done on EnterState. Tick is called on each update (or event)
* and can cause huge amount of task added if the logic is not handled carefully.
* Tick should be generally be used for monitoring that require polling, or actions that require constant ticking.
*
* Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set.
* @param DeltaTime Time since last StateTree tick.
*/
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "Tick"))
void ReceiveLatentTick(const float DeltaTime);
UE_DEPRECATED(5.3, "Use the new EnterState event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running.")
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "EnterState (Deprecated)", DeprecatedFunction, DeprecationMessage="Use the new EnterState event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running."))
EStateTreeRunStatus ReceiveEnterState(const FStateTreeTransitionResult& Transition);
UE_DEPRECATED(5.3, "Use the new Tick event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running.")
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "Tick (Deprecated)", DeprecatedFunction, DeprecationMessage="Use the new Tick event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running."))
EStateTreeRunStatus ReceiveTick(const float DeltaTime);
protected:
/**
* Note: The API has been deprecated. ChangeType is moved into FStateTreeTransitionResult.
* You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true.
*/
UE_DEPRECATED(5.2, "Use EnterState without ChangeType instead.")
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) final { return EStateTreeRunStatus::Running; }
UE_DEPRECATED(5.2, "Use ExitState without ChangeType instead.")
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) final {};
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition);
virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition);
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates);
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime);
/** Finish the task and sets it's status. */
UFUNCTION(BlueprintCallable, Category = "StateTree", meta = (HideSelfPin = "true", DisplayName = "Finish Task"))
void FinishTask(const bool bSucceeded = true)
{
RunStatus = bSucceeded ? EStateTreeRunStatus::Succeeded : EStateTreeRunStatus::Failed;
}
/** Run status when using latent EnterState and Tick */
EStateTreeRunStatus RunStatus = EStateTreeRunStatus::Running;
/**
* If set to true, the task will receive EnterState/ExitState even if the state was previously active.
* Generally this should be true for action type tasks, like playing animation,
* and false on state like tasks like claiming a resource that is expected to be acquired on child states. */
UPROPERTY(EditDefaultsOnly, Category="Default")
uint8 bShouldStateChangeOnReselect : 1;
/**
* If set to true, Tick() is called. Not ticking implies no property copy. Default true.
* Note: this is intentionally not a property, should be only set by C++ derived classes when the tick should not be called.
*/
uint8 bShouldCallTick : 1;
/** If set to true, Tick() is called. Default false. */
UPROPERTY(EditDefaultsOnly, Category="Default")
uint8 bShouldCallTickOnlyOnEvents : 1;
/** If set to true, copy the values of bound properties before calling Tick(). Default true. */
UPROPERTY(EditDefaultsOnly, Category="Default")
uint8 bShouldCopyBoundPropertiesOnTick : 1;
/** If set to true, copy the values of bound properties before calling ExitState(). Default true. */
UPROPERTY(EditDefaultsOnly, Category="Default")
uint8 bShouldCopyBoundPropertiesOnExitState : 1;
uint8 bHasExitState : 1;
uint8 bHasStateCompleted : 1;
uint8 bHasLatentEnterState : 1;
uint8 bHasLatentTick : 1;
UE_DEPRECATED(5.3, "Use bHasLatentEnterState instead.")
uint8 bHasEnterState_DEPRECATED : 1;
UE_DEPRECATED(5.3, "Use bHasLatentTick instead.")
uint8 bHasTick_DEPRECATED : 1;
friend struct FStateTreeBlueprintTaskWrapper;
};
/**
* Wrapper for Blueprint based Tasks.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeBlueprintTaskWrapper : public FStateTreeTaskBase
{
GENERATED_BODY()
virtual const UStruct* GetInstanceDataType() const override { return TaskClass; };
virtual EDataValidationResult Compile(FStateTreeDataView InstanceDataView, TArray<FText>& ValidationMessages) override;
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const override;
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
#if WITH_EDITOR
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
virtual FName GetIconName() const override;
virtual FColor GetIconColor() const override;
#endif
UPROPERTY()
TSubclassOf<UStateTreeTaskBlueprintBase> TaskClass = nullptr;
};
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#include "CoreMinimal.h"
#include "StateTreeEvents.h"
#endif