You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
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]
78 lines
2.1 KiB
C++
78 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "StateTreeDebugTextTask.h"
|
|
#include "StateTreeExecutionContext.h"
|
|
#include "StateTreeLinker.h"
|
|
#include "GameFramework/Actor.h"
|
|
#include "DrawDebugHelpers.h"
|
|
|
|
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDebugTextTask)
|
|
|
|
bool FStateTreeDebugTextTask::Link(FStateTreeLinker& Linker)
|
|
{
|
|
Linker.LinkExternalData(ReferenceActorHandle);
|
|
return true;
|
|
}
|
|
|
|
EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
|
|
{
|
|
if (!bEnabled)
|
|
{
|
|
return EStateTreeRunStatus::Succeeded;
|
|
}
|
|
|
|
const UWorld* World = Context.GetWorld();
|
|
|
|
AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle);
|
|
if (World == nullptr && ReferenceActor != nullptr)
|
|
{
|
|
World = ReferenceActor->GetWorld();
|
|
}
|
|
else if (ReferenceActor == nullptr)
|
|
{
|
|
ReferenceActor = Cast<AActor>(Context.GetOwner());
|
|
}
|
|
|
|
// Reference actor is not required (offset will be used as a global world location)
|
|
// but a valid world is required.
|
|
if (World == nullptr)
|
|
{
|
|
return EStateTreeRunStatus::Failed;
|
|
}
|
|
|
|
DrawDebugString(World, Offset, Text, ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale);
|
|
|
|
return EStateTreeRunStatus::Running;
|
|
}
|
|
|
|
void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
|
|
{
|
|
if (!bEnabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const UWorld* World = Context.GetWorld();
|
|
|
|
AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle);
|
|
if (World == nullptr && ReferenceActor != nullptr)
|
|
{
|
|
World = ReferenceActor->GetWorld();
|
|
}
|
|
else if (ReferenceActor == nullptr)
|
|
{
|
|
ReferenceActor = Cast<AActor>(Context.GetOwner());
|
|
}
|
|
|
|
// Reference actor is not required (offset was used as a global world location)
|
|
// but a valid world is required.
|
|
if (World == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Drawing an empty text will remove the HUD DebugText entries associated to the target actor
|
|
DrawDebugString(World, Offset, "", ReferenceActor);
|
|
}
|
|
|