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45 lines
1.1 KiB
C++
45 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeNodeBase.h"
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#include "StateTreeConsiderationBase.generated.h"
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struct FStateTreeExecutionContext;
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enum class EStateTreeExpressionOperand : uint8;
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/**
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* This feature is experimental and the API is expected to change.
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* Base struct for all utility considerations.
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*/
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USTRUCT(meta = (Hidden))
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struct STATETREEMODULE_API FStateTreeConsiderationBase : public FStateTreeNodeBase
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{
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GENERATED_BODY()
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FStateTreeConsiderationBase();
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public:
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float GetNormalizedScore(FStateTreeExecutionContext& Context) const;
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protected:
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virtual float GetScore(FStateTreeExecutionContext& Context) const { return 0.f; };
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public:
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UPROPERTY()
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EStateTreeExpressionOperand Operand;
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UPROPERTY()
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int8 DeltaIndent;
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};
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/**
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* Base class (namespace) for all common Utility Considerations that are generally applicable.
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* This allows schemas to safely include all considerations child of this struct.
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*/
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USTRUCT(meta = (Hidden))
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struct STATETREEMODULE_API FStateTreeConsiderationCommonBase : public FStateTreeConsiderationBase
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{
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GENERATED_BODY()
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};
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