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* 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]
52 lines
1.5 KiB
C
52 lines
1.5 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 "StateTreeEvaluatorBase.generated.h"
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struct FStateTreeExecutionContext;
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/**
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* Base struct of StateTree Evaluators.
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* Evaluators calculate and expose data to be used for decision making in a StateTree.
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*/
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USTRUCT(meta = (Hidden))
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struct STATETREEMODULE_API FStateTreeEvaluatorBase : public FStateTreeNodeBase
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{
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GENERATED_BODY()
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/**
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* Called when StateTree is started.
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* @param Context Reference to current execution context.
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*/
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virtual void TreeStart(FStateTreeExecutionContext& Context) const {}
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/**
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* Called when StateTree is stopped.
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* @param Context Reference to current execution context.
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*/
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virtual void TreeStop(FStateTreeExecutionContext& Context) const {}
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/**
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* Called each frame to update the evaluator.
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* @param Context Reference to current execution context.
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* @param DeltaTime Time since last StateTree tick, or 0 if called during preselection.
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*/
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virtual void Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const {}
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#if WITH_GAMEPLAY_DEBUGGER
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virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const;
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#endif // WITH_GAMEPLAY_DEBUGGER
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};
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/**
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* Base class (namespace) for all common Evaluators that are generally applicable.
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* This allows schemas to safely include all Evaluators child of this struct.
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*/
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USTRUCT(Meta=(Hidden))
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struct STATETREEMODULE_API FStateTreeEvaluatorCommonBase : public FStateTreeEvaluatorBase
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{
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GENERATED_BODY()
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};
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