Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Tasks/StateTreeDelayTask.cpp
luciano ferraro 933610488f Refactor the StateTree delay task to:
- 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]
2022-09-10 00:01:26 -04:00

36 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeDelayTask.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeLinker.h"
EStateTreeRunStatus FStateTreeDelayTask::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
if (!InstanceData.bRunForever)
{
InstanceData.RemainingTime = FMath::FRandRange(
FMath::Max(0.0f, InstanceData.Duration - InstanceData.RandomDeviation), (InstanceData.Duration + InstanceData.RandomDeviation));
}
return EStateTreeRunStatus::Running;
}
EStateTreeRunStatus FStateTreeDelayTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
if (!InstanceData.bRunForever)
{
InstanceData.RemainingTime -= DeltaTime;
if (InstanceData.RemainingTime <= 0.f)
{
return EStateTreeRunStatus::Succeeded;
}
}
return EStateTreeRunStatus::Running;
}