Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeEvents.h
mikko mononen cec24c894d StateTree: Added support for event payload in transitions and event capture for states. (contributed)
- Transitions can now be set up to require a specific payload type and/or a gameplay tag
- Required transition event payload is visible to property bindind for transition conditions
- States can require an event type as enter condition, the event is captured when state is selected
- Required state event payload is visible to binding for state enter conditions, tasks and transistions

[CL 32082269 by mikko mononen in ue5-main branch]
2024-03-07 06:53:02 -05:00

186 lines
4.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameplayTagContainer.h"
#include "StructView.h"
#include "StateTreeIndexTypes.h"
#include "StateTreeEvents.generated.h"
/** Enum used for flow control during event iteration. */
UENUM()
enum class EStateTreeLoopEvents : uint8
{
/** Continues to next event. */
Next,
/** Stops the event handling loop. */
Break,
};
/**
* StateTree event with payload.
*/
USTRUCT(BlueprintType)
struct STATETREEMODULE_API FStateTreeEvent
{
GENERATED_BODY()
FStateTreeEvent() = default;
explicit FStateTreeEvent(const FGameplayTag InTag)
: Tag(InTag)
{
}
explicit FStateTreeEvent(const FGameplayTag InTag, const FConstStructView InPayload, const FName InOrigin)
: Tag(InTag)
, Payload(InPayload)
, Origin(InOrigin)
{
}
friend FORCEINLINE uint32 GetTypeHash(const FStateTreeEvent& Event)
{
uint32 Hash = GetTypeHash(Event.Tag);
if (Event.Payload.IsValid())
{
Hash = HashCombineFast(Hash, Event.Payload.GetScriptStruct()->GetStructTypeHash(Event.Payload.GetMemory()));
}
return Hash;
}
/** Tag describing the event */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default", meta=(Categories="StateTreeEvent"))
FGameplayTag Tag;
/** Optional payload for the event. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default")
FInstancedStruct Payload;
/** Optional info to describe who sent the event. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Default")
FName Origin;
};
/**
* A struct wrapping FStateTreeEvent in shared struct, used to make it easier to refer to the events during State Tree update.
*/
USTRUCT()
struct FStateTreeSharedEvent
{
GENERATED_BODY()
FStateTreeSharedEvent() = default;
explicit FStateTreeSharedEvent(const FGameplayTag InTag, const FConstStructView InPayload, const FName InOrigin)
: Event(MakeShared<FStateTreeEvent>(InTag, InPayload, InOrigin))
{}
explicit FStateTreeSharedEvent(const FStateTreeEvent& InEvent)
: Event(MakeShared<FStateTreeEvent>(InEvent))
{}
void AddStructReferencedObjects(FReferenceCollector& Collector);
const FStateTreeEvent* Get() const
{
return Event.Get();
}
FStateTreeEvent* GetMutable()
{
return Event.Get();
}
const FStateTreeEvent* operator->() const
{
return Event.Get();
}
FStateTreeEvent* operator->()
{
return Event.Get();
}
const FStateTreeEvent& operator*()
{
check(Event.IsValid());
return *Event.Get();
}
FStateTreeEvent& operator*() const
{
check(Event.IsValid());
return *Event.Get();
}
bool IsValid() const
{
return Event.IsValid();
}
bool operator==(const FStateTreeSharedEvent& Other) const
{
return Event == Other.Event;
}
protected:
TSharedPtr<FStateTreeEvent> Event;
};
template<>
struct TStructOpsTypeTraits<FStateTreeSharedEvent> : public TStructOpsTypeTraitsBase2<FStateTreeSharedEvent>
{
enum
{
WithAddStructReferencedObjects = true,
};
};
/**
* Event queue buffering all the events to be processed by a State Tree.
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreeEventQueue
{
GENERATED_BODY()
/** Maximum number of events that can be buffered. */
static constexpr int32 MaxActiveEvents = 64;
/** @return const view to all the events in the buffer. */
TConstArrayView<FStateTreeSharedEvent> GetEventsView() const
{
return SharedEvents;
}
UE_DEPRECATED(5.5, "Use GetEventsView() instead.")
TConstArrayView<FStateTreeEvent> GetEvents() const { return {}; }
/** Resets the events in the event queue */
void Reset()
{
SharedEvents.Reset();
}
/**
* Buffers and event to be sent to the State Tree.
* @param Owner Optional pointer to an owner UObject that is used for logging errors.
* @param Tag tag identifying the event.
* @param Payload Optional reference to the payload struct.
* @param Origin Optional name identifying the origin of the event.
*/
void SendEvent(const UObject* Owner, const FGameplayTag& Tag, const FConstStructView Payload = FConstStructView(), const FName Origin = FName());
protected:
// Used by FStateTreeExecutionState to implement deprecated functionality.
TArray<FStateTreeSharedEvent>& GetEventsArray() { return SharedEvents; };
UPROPERTY()
TArray<FStateTreeSharedEvent> SharedEvents;
friend struct FStateTreeInstanceData;
};