Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeConditionBase.h
mikko mononen 344561a7f0 StateTree: Fix for abstract classes showing up in class selector
- added condition to prevent abstract classes being selected
- made some base node types hidden

#jira UE-149895
#rb Mieszko.Zielinski
#preflight 62849197614041edb75978ea

[CL 20258008 by mikko mononen in ue5-main branch]
2022-05-18 02:35:34 -04:00

70 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTypes.h"
#include "StateTreeNodeBase.h"
#include "StateTreeExecutionContext.h"
#if WITH_EDITOR
#include "StateTreePropertyBindings.h"
#endif
#include "StateTreeConditionBase.generated.h"
#if WITH_EDITOR
struct IStateTreeBindingLookup;
struct FStateTreeEditorPropertyPath;
#endif
/**
* Base struct for all conditions.
*/
USTRUCT(meta = (Hidden))
struct STATETREEMODULE_API FStateTreeConditionBase : public FStateTreeNodeBase
{
GENERATED_BODY()
#if WITH_EDITOR
/**
* Called when binding of any of the properties in the condition changes.
* @param ID ID of the item, can be used make property paths to this item.
* @param InstanceData view to the instance data, can be struct or class.
* @param SourcePath Source path of the new binding.
* @param TargetPath Target path of the new binding (the property in the condition).
* @param BindingLookup Reference to binding lookup which can be used to reason about property paths.
*/
virtual void OnBindingChanged(const FGuid& ID, FStateTreeDataView InstanceData, const FStateTreeEditorPropertyPath& SourcePath, const FStateTreeEditorPropertyPath& TargetPath, const IStateTreeBindingLookup& BindingLookup) {}
#endif
/** @return True if the condition passes. */
virtual bool TestCondition(FStateTreeExecutionContext& Context) const { return false; }
UPROPERTY()
EStateTreeConditionOperand Operand = EStateTreeConditionOperand::And;
UPROPERTY()
int8 DeltaIndent = 0;
};
/**
* Base class (namespace) for all common Conditions that are generally applicable.
* This allows schemas to safely include all conditions child of this struct.
*/
USTRUCT(meta = (Hidden))
struct STATETREEMODULE_API FStateTreeConditionCommonBase : public FStateTreeConditionBase
{
GENERATED_BODY()
};
/** Helper macro to define instance data as simple constructible. */
#define STATETREE_POD_INSTANCEDATA(Type) \
template <> struct TIsPODType<Type> { enum { Value = true }; }; \
template<> \
struct TStructOpsTypeTraits<Type> : public TStructOpsTypeTraitsBase2<Type> \
{ \
enum \
{ \
WithZeroConstructor = true, \
WithNoDestructor = true, \
}; \
};