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- 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]
64 lines
1.8 KiB
C++
64 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeDebugTextTask.h"
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#include "StateTreeExecutionContext.h"
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#include "StateTreeLinker.h"
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#include "GameFramework/Actor.h"
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#include "DrawDebugHelpers.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDebugTextTask)
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EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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if (!bEnabled)
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{
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return EStateTreeRunStatus::Succeeded;
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}
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const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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const UWorld* World = Context.GetWorld();
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if (World == nullptr && InstanceData.ReferenceActor != nullptr)
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{
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World = InstanceData.ReferenceActor->GetWorld();
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}
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// Reference actor is not required (offset will be used as a global world location)
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// but a valid world is required.
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if (World == nullptr)
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{
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return EStateTreeRunStatus::Failed;
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}
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DrawDebugString(World, Offset, Text, InstanceData.ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale);
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return EStateTreeRunStatus::Running;
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}
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void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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if (!bEnabled)
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{
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return;
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}
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const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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const UWorld* World = Context.GetWorld();
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if (World == nullptr && InstanceData.ReferenceActor != nullptr)
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{
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World = InstanceData.ReferenceActor->GetWorld();
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}
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// Reference actor is not required (offset was used as a global world location)
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// but a valid world is required.
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if (World == nullptr)
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{
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return;
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}
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// Drawing an empty text will remove the HUD DebugText entries associated to the target actor
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DrawDebugString(World, Offset, "", InstanceData.ReferenceActor);
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}
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