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+ Added StateTree parameters usable for data bindings and that could be overriden on context initialization by a StateTreeReference + Added StateTreeReference struct to hold a reference to a StateTree asset along with a list of values to parameterized the tree. + Added named external data items that are defined bt the Schema and for which values must be provided at runtime through the execution context. + Added delegate OnPostCompile after successful compilation. The StateTreeReference listens to it to validate its parameters + EditorData now contains its own version of the schema and parameters. On successful compilation they are copied over the StateTree own properties. #rnx #rb mikko.mononen #preflight 6255d281647ad886b3593cb0 [CL 19727363 by Yoan StAmant in ue5-main branch]
73 lines
2.6 KiB
C++
73 lines
2.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeTypes.h"
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#include "StateTreePropertyBindingCompiler.h"
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#include "StateTreeCompilerLog.h"
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class UStateTree;
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class UStateTreeState;
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class UStateTreeEditorData;
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struct FStateTreeEditorNode;
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struct FStateTreeStateLink;
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/**
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* Helper class to convert StateTree editor representation into a compact data.
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* Holds data needed during compiling.
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*/
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struct STATETREEEDITORMODULE_API FStateTreeCompiler
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{
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public:
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explicit FStateTreeCompiler(FStateTreeCompilerLog& InLog)
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: Log(InLog)
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{
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}
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bool Compile(UStateTree& InStateTree);
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private:
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bool ResolveTransitionState(const UStateTreeState& SourceState, const FStateTreeStateLink& Link, FStateTreeHandle& OutTransitionHandle) const;
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FStateTreeHandle GetStateHandle(const FGuid& StateID) const;
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UStateTreeState* GetState(const FGuid& StateID);
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static FString GetExecutionPathString(const TConstArrayView<const UStateTreeState*> Path);
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static bool IsPathLinked(const TConstArrayView<const UStateTreeState*> Path);
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bool CreateExecutionInfos();
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bool CreateExecutionInfosRecursive(UStateTreeState& State, TArray<const UStateTreeState*>& Path);
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bool CreateStates();
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bool CreateStateRecursive(UStateTreeState& State, const FStateTreeHandle Parent);
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bool CreateStateTasks();
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bool CreateStateEvaluators();
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bool CreateStateTransitions();
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bool CreateConditions(UStateTreeState& State, TConstArrayView<FStateTreeEditorNode> Conditions);
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bool CreateCondition(UStateTreeState& State, const FStateTreeEditorNode& CondNode, const EStateTreeConditionOperand Operand, const int8 DeltaIndent);
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bool CreateTask(UStateTreeState& State, const FStateTreeEditorNode& TaskNode);
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bool CreateEvaluator(UStateTreeState& State, const FStateTreeEditorNode& EvalNode);
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bool GetAndValidateBindings(UStateTreeState& State, const FStateTreeBindableStructDesc& TargetStruct, TArray<FStateTreeEditorPropertyBinding>& OutBindings) const;
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bool IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const;
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struct FExecutionPath
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{
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FExecutionPath() = default;
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explicit FExecutionPath(const TConstArrayView<const UStateTreeState*> InPath) : Path(InPath) {}
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TArray<const UStateTreeState*> Path;
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};
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struct FStateExecutionInfo
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{
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TArray<FExecutionPath> ExecutionPaths;
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};
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FStateTreeCompilerLog& Log;
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UStateTree* StateTree = nullptr;
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UStateTreeEditorData* TreeData = nullptr;
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TMap<FGuid, int32> IDToState;
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TArray<UStateTreeState*> SourceStates;
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TMap<UStateTreeState*, FStateExecutionInfo> ExecutionInfos;
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FStateTreePropertyBindingCompiler BindingsCompiler;
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};
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