Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeTaskBlueprintBase.h
henrik karlsson 9a1d5b1ad4 [Engine/Plugins]
* Ran IWYU on ~170 plugins to remove includes not needed. Public api still keep old includes inside #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2

#preflight 63d09351574ab9cae4670216
#rb none

[CL 23844750 by henrik karlsson in ue5-main branch]
2023-01-25 02:42:36 -05:00

106 lines
4.8 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);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "EnterState"))
EStateTreeRunStatus ReceiveEnterState(const FStateTreeTransitionResult& Transition);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "ExitState"))
void ReceiveExitState(const FStateTreeTransitionResult& Transition);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "StateCompleted"))
void ReceiveStateCompleted(const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates CompletedActiveStates);
UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "Tick"))
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);
/**
* 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 bHasEnterState : 1;
uint8 bHasExitState : 1;
uint8 bHasStateCompleted : 1;
uint8 bHasTick : 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;
UPROPERTY()
TSubclassOf<UStateTreeTaskBlueprintBase> TaskClass = nullptr;
};
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#include "CoreMinimal.h"
#include "StateTreeEvents.h"
#endif