Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeEvaluatorBase.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

91 lines
4.0 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTypes.h"
#include "StateTreeNodeBase.h"
#include "StateTreeEvaluatorBase.generated.h"
struct FStateTreeExecutionContext;
/**
* Base struct of StateTree Evaluators.
* Evaluators calculate and expose data to be used for decision making in a StateTree.
*/
USTRUCT(meta = (Hidden))
struct STATETREEMODULE_API FStateTreeEvaluatorBase : public FStateTreeNodeBase
{
GENERATED_BODY()
/**
* Called when a new state is entered and evaluator is part of active states. The change type parameter describes if the evaluator's state
* was previously part of the list of active states (Sustained), or if it just became active (Changed).
* @param Context Reference to current execution context.
* @param ChangeType Describes the change type (Changed/Sustained).
* @param Transition Describes the states involved in the transition
*/
UE_DEPRECATED(5.1, "This function will be removed for 5.1.")
virtual void EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const {}
/**
* Called when a current state is exited and evaluator is part of active states. The change type parameter describes if the evaluator's state
* will be active after the transition (Sustained), or if it will became inactive (Changed).
* @param Context Reference to current execution context.
* @param ChangeType Describes the change type (Changed/Sustained).
* @param Transition Describes the states involved in the transition
*/
UE_DEPRECATED(5.1, "This function will be removed for 5.1.")
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const {}
/**
* Called Right after a state has been completed. StateCompleted is called in reverse order to allow to propagate state to Evaluators and Tasks that
* are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
* @param Context Reference to current execution context.
* @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed).
* @param CompletedActiveStates Active states at the time of completion.
*/
UE_DEPRECATED(5.1, "This function will be removed for 5.1.")
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const {}
UE_DEPRECATED(5.1, "This function will be removed for 5.1, use Tick() instead.")
virtual void Evaluate(FStateTreeExecutionContext& Context, const EStateTreeEvaluationType EvalType, const float DeltaTime) const { }
/**
* Called when StateTree is started.
* @param Context Reference to current execution context.
*/
virtual void TreeStart(FStateTreeExecutionContext& Context) const {}
/**
* Called when StateTree is stopped.
* @param Context Reference to current execution context.
*/
virtual void TreeStop(FStateTreeExecutionContext& Context) const {}
/**
* Called each frame to update the evaluator.
* @param Context Reference to current execution context.
* @param DeltaTime Time since last StateTree tick, or 0 if called during preselection.
*/
virtual void Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
Evaluate(Context, EStateTreeEvaluationType::Tick, DeltaTime);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
#if WITH_GAMEPLAY_DEBUGGER
virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const;
#endif // WITH_GAMEPLAY_DEBUGGER
};
/**
* Base class (namespace) for all common Evaluators that are generally applicable.
* This allows schemas to safely include all Evaluators child of this struct.
*/
USTRUCT(Meta=(Hidden))
struct STATETREEMODULE_API FStateTreeEvaluatorCommonBase : public FStateTreeEvaluatorBase
{
GENERATED_BODY()
};