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- accept 0s delay - have a bool to run forever - support random deviation #jira [REVIEW] [at]Mikko.Mononen, [at]Yoan.Stamant [FYI] Loic.Devaux, Josselin.Francois, Nicolas.Bonnelly, Phil.Cole #preflight 631b1c5d967ffc68fb16c3de [CL 21935524 by luciano ferraro in ue5-main branch]
36 lines
1.1 KiB
C++
36 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeDelayTask.h"
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#include "StateTreeExecutionContext.h"
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#include "StateTreeLinker.h"
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EStateTreeRunStatus FStateTreeDelayTask::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
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{
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InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
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if (!InstanceData.bRunForever)
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{
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InstanceData.RemainingTime = FMath::FRandRange(
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FMath::Max(0.0f, InstanceData.Duration - InstanceData.RandomDeviation), (InstanceData.Duration + InstanceData.RandomDeviation));
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}
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return EStateTreeRunStatus::Running;
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}
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EStateTreeRunStatus FStateTreeDelayTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
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{
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InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
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if (!InstanceData.bRunForever)
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{
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InstanceData.RemainingTime -= DeltaTime;
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if (InstanceData.RemainingTime <= 0.f)
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{
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return EStateTreeRunStatus::Succeeded;
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}
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}
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return EStateTreeRunStatus::Running;
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}
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