Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Tasks/StateTreeRunParallelStateTreeTask.h
mikko mononen ef148ecd80 StateTree: StateTree UI spring clean.
- Added icons and icon colors for ST nodes
- Implemented icons for some common ST nodes
- Small update to ST logic icons
- Added icons to the task list in State treeview row, adjusted task list BG color to make icons visible
- Fixed ST editor tabs icons and names (e.g. there were two tabs that had the same label)
- Moved ST node picker to separate class
- Moved category array customization to common helper function
- Added node icons to the ST node picker
- Add node button is not node selector too (simila to Niagara)
- Consolidated the add button style across all lists
- Cleaned up the node customization
  - Moved type selector, debug, and property controls into one menu at right
  - The combined menu can be also summoned using right click
  - Renaming now has to be triggered via the menu
  - Replacing node happens via menu
  - Most of the row was left "clickable" to later use it for selection
  - Improved the visualization and controls for the expression indentation
- Cleaned up state customization
  - Moved parameters to own category (similar to the tree params)
  - Moved event to the enter conditions category
- Cleaned up transition customization
  - Improved the transition display
  - Consolidated add button styles

#jira UE-180608
#rb Juan.Portillo, Mieszko.Zielinski

[CL 33030431 by mikko mononen in ue5-main branch]
2024-04-17 03:01:36 -04:00

89 lines
3.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeInstanceData.h"
#include "StateTreeReference.h"
#include "StateTreeTaskBase.h"
#include "StateTreeRunParallelStateTreeTask.generated.h"
USTRUCT()
struct FStateTreeRunParallelStateTreeTaskInstanceData
{
GENERATED_BODY()
/** State tree and parameters that will be run when this task is started. */
UPROPERTY(EditAnywhere, Category = "Parameter", meta=(SchemaCanBeOverriden))
FStateTreeReference StateTree;
UPROPERTY(Transient)
FStateTreeInstanceData TreeInstanceData;
UPROPERTY(Transient)
TObjectPtr<const UStateTree> RunningStateTree = nullptr;
};
/**
* Task that will run another state tree in the current state while allowing the current tree to continue selection and process of child state.
* It will succeed, fail or run depending on the result of the parallel tree.
* Less efficient then Linked Asset state, it has the advantage of allowing multiple trees to run in parallel.
*/
USTRUCT(meta = (DisplayName = "Run Parallel Tree", Category = "Common"))
struct STATETREEMODULE_API FStateTreeRunParallelStateTreeTask : public FStateTreeTaskCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeRunParallelStateTreeTaskInstanceData;
FStateTreeRunParallelStateTreeTask();
#if WITH_EDITORONLY_DATA
// Sets event handling priority
void SetEventHandlingPriority(const EStateTreeTransitionPriority NewPriority)
{
EventHandlingPriority = NewPriority;
}
#endif
protected:
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transitions) const override;
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
virtual void TriggerTransitions(FStateTreeExecutionContext& Context) const override;
virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
#if WITH_EDITOR
virtual EDataValidationResult Compile(FStateTreeDataView InstanceDataView, TArray<FText>& ValidationMessages) override;
virtual void PostEditInstanceDataChangeChainProperty(const FPropertyChangedChainEvent& PropertyChangedEvent, FStateTreeDataView InstanceDataView) override;
virtual void PostLoad(FStateTreeDataView InstanceDataView) override;
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
virtual FName GetIconName() const override
{
return FName("StateTreeEditorStyle|Node.RunParallel");
}
virtual FColor GetIconColor() const override
{
return UE::StateTree::Colors::Grey;
}
#endif // WITH_EDITOR
const FStateTreeReference& GetStateTreeToRun(FStateTreeExecutionContext& Context, FInstanceDataType& InstanceData) const;
/** If set the task will look at the linked state tree override to replace the state tree it's running. */
UPROPERTY(EditAnywhere, Category = Parameter)
FGameplayTag StateTreeOverrideTag;
#if WITH_EDITORONLY_DATA
/**
* At what priority the events should be handled in the parallel State Tree.
* If set to 'Normal' the order of the States in the State Tree will define the handling order.
* If the priority is set to Low, the main tree is let to handle the transitions first.
* If set to High or above, the parallel tree has change to handle events first.
* If multiple tasks has same priority, the State order of the States defines the handling order.
* The tree handling order is: States and handle from leaf to root, tasks before and handled before transitions per State.
*/
UPROPERTY(EditAnywhere, Category = Parameter)
EStateTreeTransitionPriority EventHandlingPriority = EStateTreeTransitionPriority::Normal;
#endif // WITH_EDITORONLY_DATA
};