Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeTaskBlueprintBase.cpp
mikko mononen 186e03b32e StateTree: Improved event handling
- Moved event queue to it's own struct
- Changed the SendEvent() API to accept struct view to prevent instanced struct copy in common cases
- Fixed event handling in case EnterState() fails.
- Added option for Tasks to disavble ticking, or to be ticked only when there are events
- Added option for Tasks handle when properties are copied
- Changed DebugText to use external Actor reference
- Changed DelayTask to use the new GetInstanceData which does not need type
- Added TStateTreeInstanceDataStructRef which can be used to access struct instance data in delegates

#rb Maxime.Mercier Luciano.Ferraro
#preflight 6360dd302b5338aceb2d0343

[CL 22888708 by mikko mononen in ue5-main branch]
2022-11-01 15:11:19 -04:00

124 lines
4.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeTaskBlueprintBase.h"
#include "CoreMinimal.h"
#include "StateTreeExecutionContext.h"
#include "BlueprintNodeHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeTaskBlueprintBase)
//----------------------------------------------------------------------//
// UStateTreeTaskBlueprintBase
//----------------------------------------------------------------------//
UStateTreeTaskBlueprintBase::UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, bShouldStateChangeOnReselect(true)
, bShouldCallTickOnlyOnEvents(false)
{
bHasEnterState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveEnterState"), *this, *StaticClass());
bHasExitState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveExitState"), *this, *StaticClass());
bHasStateCompleted = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveStateCompleted"), *this, *StaticClass());
bHasTick = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTick"), *this, *StaticClass());
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
{
if (bHasEnterState)
{
FScopedCurrentContext(*this, Context);
return ReceiveEnterState(Transition);
}
return EStateTreeRunStatus::Running;
}
void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
{
if (bHasExitState)
{
FScopedCurrentContext(*this, Context);
ReceiveExitState(Transition);
}
}
void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates)
{
if (bHasStateCompleted)
{
FScopedCurrentContext(*this, Context);
ReceiveStateCompleted(CompletionStatus, CompletedActiveStates);
}
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
{
if (bHasTick)
{
FScopedCurrentContext(*this, Context);
return ReceiveTick(DeltaTime);
}
return EStateTreeRunStatus::Running;
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintTaskWrapper
//----------------------------------------------------------------------//
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
// @todo: remove this and copy bShouldStateChangeOnReselect from the instance instead.
// This is not currently possible todo. Maybe we should have some kind of pre-compile validation pass where this could be done.
const bool bShouldCallStateChange = Transition.ChangeType == EStateTreeStateChangeType::Changed
|| (Transition.ChangeType == EStateTreeStateChangeType::Sustained && Instance->bShouldStateChangeOnReselect);
if (bShouldCallStateChange)
{
return Instance->EnterState(Context, Transition);
}
return EStateTreeRunStatus::Running;
}
void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
// @todo: remove this and copy bShouldStateChangeOnReselect from the instance instead.
// This is not currently possible todo. Maybe we should have some kind of pre-compile validation pass where this could be done.
const bool bShouldCallStateChange = Transition.ChangeType == EStateTreeStateChangeType::Changed
|| (Transition.ChangeType == EStateTreeStateChangeType::Sustained && Instance->bShouldStateChangeOnReselect);
if (bShouldCallStateChange)
{
Instance->ExitState(Context, Transition);
}
}
void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
Instance->StateCompleted(Context, CompletionStatus, CompletedActiveStates);
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
// @todo: reflect this value into the node.
const bool bNeedsTick = !Instance->bShouldCallTickOnlyOnEvents
|| (Instance->bShouldCallTickOnlyOnEvents && !Context.GetEventsToProcess().IsEmpty());
if (bNeedsTick)
{
return Instance->Tick(Context, DeltaTime);
}
return EStateTreeRunStatus::Running;
}