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138 lines
6.2 KiB
C
138 lines
6.2 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeNodeBase.h"
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#include "StateTreeExecutionTypes.h"
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#include "StateTreeTaskBase.generated.h"
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struct FStateTreeExecutionContext;
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/**
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* Base struct for StateTree Tasks.
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* Tasks are logic executed in an active state.
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*/
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USTRUCT(meta = (Hidden))
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struct STATETREEMODULE_API FStateTreeTaskBase : public FStateTreeNodeBase
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{
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GENERATED_BODY()
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FStateTreeTaskBase()
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: bShouldStateChangeOnReselect(true)
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, bShouldCallTick(true)
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, bShouldCallTickOnlyOnEvents(false)
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, bShouldCopyBoundPropertiesOnTick(true)
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, bShouldCopyBoundPropertiesOnExitState(true)
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, bShouldAffectTransitions(false)
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, bTaskEnabled(true)
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{
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}
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UE_DEPRECATED(5.5, "Use EnterState without the EStateTreeStateChangeType.")
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/**
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* Note: The API has been deprecated. ChangeType is moved into FStateTreeTransitionResult.
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* You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true.
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*/
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virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const final { return EStateTreeRunStatus::Running; }
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UE_DEPRECATED(5.5, "Use ExitState without the EStateTreeStateChangeType.")
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/**
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* Note: The API has been deprecated. ChangeType is moved into FStateTreeTransitionResult.
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* You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true.
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*/
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virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const final {}
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/**
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* Called when a new state is entered and task is part of active states.
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* @param Context Reference to current execution context.
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* @param Transition Describes the states involved in the transition
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* @return Succeed/Failed will end the state immediately and trigger to select new state, Running will carry on to tick the state.
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*/
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virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const { return EStateTreeRunStatus::Running; }
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/**
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* Called when a current state is exited and task is part of active states.
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* @param Context Reference to current execution context.
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* @param Transition Describes the states involved in the transition
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*/
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virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const {}
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/**
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* Called right after a state has been completed, but before new state has been selected. StateCompleted is called in reverse order to allow to propagate state to other Tasks that
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* are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
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* @param Context Reference to current execution context.
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* @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed).
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* @param CompletedActiveStates Active states at the time of completion.
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*/
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virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const {}
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/**
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* Called during state tree tick when the task is on active state.
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* Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set.
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* @param Context Reference to current execution context.
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* @param DeltaTime Time since last StateTree tick.
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* @return Running status of the state: Running if still in progress, Succeeded if execution is done and succeeded, Failed if execution is done and failed.
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*/
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virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const { return EStateTreeRunStatus::Running; };
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/**
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* Called when state tree triggers transitions. This method is called during transition handling, before state's tick and event transitions are handled.
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* Note: the method is called only if bShouldAffectTransitions is set.
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* @param Context Reference to current execution context.
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*/
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virtual void TriggerTransitions(FStateTreeExecutionContext& Context) const {};
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#if WITH_EDITOR
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virtual FName GetIconName() const override
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{
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return FName("StateTreeEditorStyle|Node.Task");
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}
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virtual FColor GetIconColor() const override
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{
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return UE::StateTree::Colors::Grey;
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}
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#endif
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#if WITH_GAMEPLAY_DEBUGGER
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virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const;
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#endif
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/**
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* If set to true, the task will receive EnterState/ExitState even if the state was previously active.
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* Generally this should be true for action type tasks, like playing animation,
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* and false on state like tasks like claiming a resource that is expected to be acquired on child states.
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* Default value is true. */
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uint8 bShouldStateChangeOnReselect : 1;
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/** If set to true, Tick() is called. Not ticking implies no property copy. Default true. */
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uint8 bShouldCallTick : 1;
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/** If set to true, Tick() is called only when there are events. No effect if bShouldCallTickState is true. Not ticking implies no property copy. Default false. */
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uint8 bShouldCallTickOnlyOnEvents : 1;
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/** If set to true, copy the values of bound properties before calling Tick(). Default true. */
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uint8 bShouldCopyBoundPropertiesOnTick : 1;
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/** If set to true, copy the values of bound properties before calling ExitState(). Default true. */
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uint8 bShouldCopyBoundPropertiesOnExitState : 1;
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/** If set to true, TriggerTransitions() is called during transition handling. Default false. */
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uint8 bShouldAffectTransitions : 1;
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/** True if the node is Enabled (i.e. not explicitly disabled in the asset). */
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UPROPERTY()
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uint8 bTaskEnabled : 1;
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UPROPERTY()
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EStateTreeTransitionPriority TransitionHandlingPriority = EStateTreeTransitionPriority::Normal;
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};
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/**
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* Base class (namespace) for all common Tasks that are generally applicable.
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* This allows schemas to safely include all conditions child of this struct.
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*/
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USTRUCT(meta = (Hidden))
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struct STATETREEMODULE_API FStateTreeTaskCommonBase : public FStateTreeTaskBase
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{
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GENERATED_BODY()
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};
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