Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Tasks/StateTreeDelayTask.cpp
bryan sefcik 50d4fac9e0 Updated ../Engine/Plugins/... to inline gen.cpp files
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]
2022-09-28 01:06:15 -04:00

39 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeDelayTask.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeLinker.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDelayTask)
EStateTreeRunStatus FStateTreeDelayTask::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
if (!InstanceData.bRunForever)
{
InstanceData.RemainingTime = FMath::FRandRange(
FMath::Max(0.0f, InstanceData.Duration - InstanceData.RandomDeviation), (InstanceData.Duration + InstanceData.RandomDeviation));
}
return EStateTreeRunStatus::Running;
}
EStateTreeRunStatus FStateTreeDelayTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
if (!InstanceData.bRunForever)
{
InstanceData.RemainingTime -= DeltaTime;
if (InstanceData.RemainingTime <= 0.f)
{
return EStateTreeRunStatus::Succeeded;
}
}
return EStateTreeRunStatus::Running;
}