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#jira none #review-17882783 #robomerge 5.0 [CL 17882855 by mikko mononen in ue5-main branch]
81 lines
3.8 KiB
C++
81 lines
3.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Misc/Guid.h"
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#include "StateTreeTypes.h"
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#include "StateTreeTaskBase.generated.h"
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struct FStateTreeExecutionContext;
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/**
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* Base struct for StateTree Tasks.
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* Tasks are logic executed in an active state.
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*/
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USTRUCT()
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struct STATETREEMODULE_API FStateTreeTaskBase
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{
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GENERATED_BODY()
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FStateTreeTaskBase() = default;
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virtual ~FStateTreeTaskBase() {}
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/**
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* Called when a new state is entered and task is part of active states. The change type parameter describes if the task's state
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* was previously part of the list of active states (Sustained), or if it just became active (Changed).
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* @param Context Reference to current execution context.
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* @param ChangeType Describes the change type (Changed/Sustained).
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* @param Transition Describes the states involved in the transition
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* @return Succeed/Failed will end the state immediately and trigger to select new state, Running will carry on to tick the state.
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*/
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virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) { return EStateTreeRunStatus::Running; }
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/**
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* Called when a current state is exited and task is part of active states. The change type parameter describes if the task's state
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* will be active after the transition (Sustained), or if it will became inactive (Changed).
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* @param Context Reference to current execution context.
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* @param ChangeType Describes the change type (Changed/Sustained).
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* @param Transition Describes the states involved in the transition
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*/
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virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) {}
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/**
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* Called Right after a state has been completed. StateCompleted is called in reverse order to allow to propagate state to Evaluators and Tasks that
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* are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
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* @param Context Reference to current execution context.
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* @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed).
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* @param CompletedState Handle of the state that was completed.
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*/
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virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeHandle CompletedState) {}
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/**
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* Called during state tree tick when the task is on active state.
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* @param Context Reference to current execution context.
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* @param DeltaTime Time since last StateTree tick.
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* @return Running status of the state: Running if still in progress, Succeeded if execution is done and succeeded, Failed if execution is done and failed.
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*/
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virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) { return EStateTreeRunStatus::Failed; };
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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
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UPROPERTY(EditAnywhere, Category = Task, meta = (EditCondition = "false", EditConditionHides))
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FName Name;
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#if WITH_EDITORONLY_DATA
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UPROPERTY(EditAnywhere, Category = Task, meta = (IgnoreForMemberInitializationTest, EditCondition = "false", EditConditionHides)) // Hack, we want the ID to be found as IPropertyHandle, but do not want to display it.
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FGuid ID;
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#endif
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UPROPERTY()
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FStateTreeHandle BindingsBatch = FStateTreeHandle::Invalid; // Property binding copy batch handle.
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UPROPERTY()
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uint16 SourceStructIndex = 0; // Property binding Source Struct index of the task.
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};
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template<> struct TStructOpsTypeTraits<FStateTreeTaskBase> : public TStructOpsTypeTraitsBase2<FStateTreeTaskBase> { enum { WithPureVirtual = true, }; };
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