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Before: 3548 unity files Total CPU Time: 47343.578125 s Total time in Parallel executor: 494.60 seconds After: 3445 unity files Total CPU Time: 46044.671875 s Total time in Parallel executor: 468.51 seconds #jira #preflight 63336159b20e73a098b7f24f [CL 22218213 by bryan sefcik in ue5-main branch]
93 lines
3.8 KiB
C++
93 lines
3.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Blueprint/StateTreeTaskBlueprintBase.h"
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#include "CoreMinimal.h"
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#include "StateTreeExecutionContext.h"
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#include "BlueprintNodeHelpers.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeTaskBlueprintBase)
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//----------------------------------------------------------------------//
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// UStateTreeTaskBlueprintBase
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//----------------------------------------------------------------------//
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UStateTreeTaskBlueprintBase::UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bHasEnterState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveEnterState"), *this, *StaticClass());
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bHasExitState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveExitState"), *this, *StaticClass());
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bHasStateCompleted = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveStateCompleted"), *this, *StaticClass());
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bHasTick = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTick"), *this, *StaticClass());
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}
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EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
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{
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if (bHasEnterState)
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{
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FScopedCurrentContext(*this, Context);
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return ReceiveEnterState(ChangeType, Transition);
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}
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return EStateTreeRunStatus::Running;
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}
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void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
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{
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if (bHasExitState)
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{
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FScopedCurrentContext(*this, Context);
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ReceiveExitState(ChangeType, Transition);
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}
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}
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void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates)
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{
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if (bHasStateCompleted)
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{
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FScopedCurrentContext(*this, Context);
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ReceiveStateCompleted(CompletionStatus, CompletedActiveStates);
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}
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}
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EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
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{
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if (bHasTick)
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{
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FScopedCurrentContext(*this, Context);
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return ReceiveTick(DeltaTime);
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}
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return EStateTreeRunStatus::Running;
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}
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//----------------------------------------------------------------------//
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// FStateTreeBlueprintTaskWrapper
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//----------------------------------------------------------------------//
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EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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return Instance->EnterState(Context, ChangeType, Transition);
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}
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void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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Instance->ExitState(Context, ChangeType, Transition);
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}
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void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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Instance->StateCompleted(Context, CompletionStatus, CompletedActiveStates);
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}
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EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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return Instance->Tick(Context, DeltaTime);
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}
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