Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeTaskBlueprintBase.cpp
mikko mononen ef8889a1c4 StateTree: Added functionality to call and reuse a subtree
- Removed unnecessary checks for specific transition (handled in enter state logic)
- Added state type to StateTreeState, State, Group, or Linked
- StateTreeState property customization hides properties based on type
- Allow a state to link to another state
- Changed baker binding validation to handle linked states
- Added linked state handling in execution context
- Updated UI deal with linked states
- Updated gameplay debugger to deal with linked states
- Moved automatic Root state adding from Editor data to editor open (tests were broken due to extra root state)
- Fixed tests and added simple test for linked state
- Added meta to tag to state link to allow to select only direct states (no next, etc)
- Added counter to track state changes (mainly for debugging)

#jira UE-147509
#review
#preflight 624beb69637925b5d306d8e7

[CL 19621621 by mikko mononen in ue5-main branch]
2022-04-05 03:20:57 -04:00

90 lines
3.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeTaskBlueprintBase.h"
#include "CoreMinimal.h"
#include "StateTreeExecutionContext.h"
//----------------------------------------------------------------------//
// UStateTreeTaskBlueprintBase
//----------------------------------------------------------------------//
EStateTreeRunStatus UStateTreeTaskBlueprintBase::ReceiveEnterState_Implementation(AActor* OwnerActor, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
{
return EStateTreeRunStatus::Running;
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
{
AActor* OwnerActor = GetOwnerActor(Context);
return ReceiveEnterState(OwnerActor, ChangeType, Transition);
}
void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
{
AActor* OwnerActor = GetOwnerActor(Context);
ReceiveExitState(OwnerActor, ChangeType, Transition);
}
void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates)
{
AActor* OwnerActor = GetOwnerActor(Context);
ReceiveStateCompleted(OwnerActor, CompletionStatus, CompletedActiveStates);
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
{
AActor* OwnerActor = GetOwnerActor(Context);
return ReceiveTick(OwnerActor, DeltaTime);
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintTaskWrapper
//----------------------------------------------------------------------//
bool FStateTreeBlueprintTaskWrapper::Link(FStateTreeLinker& Linker)
{
const UStateTreeTaskBlueprintBase* TaskCDO = TaskClass ? TaskClass->GetDefaultObject<UStateTreeTaskBlueprintBase>() : nullptr;
if (TaskCDO != nullptr)
{
TaskCDO->LinkExternalData(Linker, ExternalDataHandles);
}
return true;
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeTaskBlueprintBase>(DataViewIndex);
check(Instance);
Instance->CopyExternalData(Context, ExternalDataHandles);
return Instance->EnterState(Context, ChangeType, Transition);
}
void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeTaskBlueprintBase>(DataViewIndex);
check(Instance);
Instance->CopyExternalData(Context, ExternalDataHandles);
Instance->ExitState(Context, ChangeType, Transition);
}
void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeTaskBlueprintBase>(DataViewIndex);
check(Instance);
Instance->CopyExternalData(Context, ExternalDataHandles);
Instance->StateCompleted(Context, CompletionStatus, CompletedActiveStates);
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeTaskBlueprintBase>(DataViewIndex);
check(Instance);
Instance->CopyExternalData(Context, ExternalDataHandles);
return Instance->Tick(Context, DeltaTime);
}