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- Added property functions which can be executed and chained during property binding to set values of properties [CL 34087989 by mikko mononen in ue5-main branch]
67 lines
3.0 KiB
C++
67 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeBooleanAlgebraPropertyFunctions.h"
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#include "StateTreeExecutionContext.h"
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#include "StateTreeNodeDescriptionHelpers.h"
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#define LOCTEXT_NAMESPACE "StateTree"
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namespace UE::StateTree::BooleanPropertyFunctions::Internal
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{
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#if WITH_EDITOR
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FText GetDescriptionForOperation(FText OperationText, const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting)
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{
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const FStateTreeBooleanOperationPropertyFunctionInstanceData& InstanceData = InstanceDataView.Get<FStateTreeBooleanOperationPropertyFunctionInstanceData>();
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FText LeftValue = BindingLookup.GetBindingSourceDisplayName(FStateTreePropertyPath(ID, GET_MEMBER_NAME_CHECKED(FStateTreeBooleanOperationPropertyFunctionInstanceData, bLeft)), Formatting);
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if (LeftValue.IsEmpty())
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{
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LeftValue = UE::StateTree::DescHelpers::GetBoolText(InstanceData.bLeft, Formatting);
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}
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FText RightValue = BindingLookup.GetBindingSourceDisplayName(FStateTreePropertyPath(ID, GET_MEMBER_NAME_CHECKED(FStateTreeBooleanOperationPropertyFunctionInstanceData, bRight)), Formatting);
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if (RightValue.IsEmpty())
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{
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RightValue = UE::StateTree::DescHelpers::GetBoolText(InstanceData.bRight, Formatting);
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}
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const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
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? LOCTEXT("BoolFuncRich", "({Left} <s>{Operation}</> {Right})")
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: LOCTEXT("BoolFunc", "({Left} {Operation} {Right})");
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return FText::FormatNamed(Format,
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TEXT("Left"), LeftValue,
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TEXT("Operation"), OperationText,
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TEXT("Right"), RightValue);
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}
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#endif // WITH_EDITOR
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}
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void FStateTreeBooleanAndPropertyFunction::Execute(FStateTreeExecutionContext& Context) const
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{
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FStateTreeBooleanOperationPropertyFunctionInstanceData& InstanceData = Context.GetInstanceData(*this);
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InstanceData.bResult = InstanceData.bLeft && InstanceData.bRight;
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}
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#if WITH_EDITOR
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FText FStateTreeBooleanAndPropertyFunction::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
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{
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return UE::StateTree::BooleanPropertyFunctions::Internal::GetDescriptionForOperation(LOCTEXT("BoolAnd", "and"), ID, InstanceDataView, BindingLookup, Formatting);
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}
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#endif // WITH_EDITOR
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void FStateTreeBooleanOrPropertyFunction::Execute(FStateTreeExecutionContext& Context) const
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{
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FStateTreeBooleanOperationPropertyFunctionInstanceData& InstanceData = Context.GetInstanceData(*this);
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InstanceData.bResult = InstanceData.bLeft || InstanceData.bRight;
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}
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#if WITH_EDITOR
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FText FStateTreeBooleanOrPropertyFunction::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
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{
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return UE::StateTree::BooleanPropertyFunctions::Internal::GetDescriptionForOperation(LOCTEXT("BoolOr", "or"), ID, InstanceDataView, BindingLookup, Formatting);
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}
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#endif // WITH_EDITOR
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#undef LOCTEXT_NAMESPACE
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