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- Changed existing conditions to use the simpler instance data getter - Added UObject based conditions - Renamed condition file for consistency #rb Mieszko.Zielinski #preflight 6304879ca45b007ea268d917 [CL 21512046 by mikko mononen in ue5-main branch]
24 lines
913 B
C++
24 lines
913 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeDelayTask.h"
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#include "StateTreeExecutionContext.h"
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#include "StateTreeLinker.h"
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EStateTreeRunStatus FStateTreeDelayTask::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
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{
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InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
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InstanceData.Time = 0.f;
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return EStateTreeRunStatus::Running;
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}
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EStateTreeRunStatus FStateTreeDelayTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
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{
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InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
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InstanceData.Time += DeltaTime;
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return InstanceData.Duration <= 0.0f ? EStateTreeRunStatus::Running : (InstanceData.Time < InstanceData.Duration ? EStateTreeRunStatus::Running : EStateTreeRunStatus::Succeeded);
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}
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