Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Tasks/StateTreeDelayTask.h
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

46 lines
1.5 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTaskBase.h"
#include "StateTreeDelayTask.generated.h"
USTRUCT()
struct STATETREEMODULE_API FStateTreeDelayTaskInstanceData
{
GENERATED_BODY()
/** Delay before the task ends. */
UPROPERTY(EditAnywhere, Category = Parameter, meta = (EditCondition = "!bRunForever", ClampMin="0.0"))
float Duration = 1.f;
/** Adds random range to the Duration. */
UPROPERTY(EditAnywhere, Category = Parameter, meta = (EditCondition = "!bRunForever", ClampMin="0.0"))
float RandomDeviation = 0.f;
/** If true the task will run forever until a transition stops it. */
UPROPERTY(EditAnywhere, Category = Parameter)
bool bRunForever = false;
/** Internal countdown in seconds. */
float RemainingTime = 0.f;
};
/**
* Simple task to wait indefinitely or for a given time (in seconds) before succeeding.
*/
USTRUCT(meta = (DisplayName = "Delay Task"))
struct STATETREEMODULE_API FStateTreeDelayTask : public FStateTreeTaskCommonBase
{
GENERATED_BODY()
typedef FStateTreeDelayTaskInstanceData InstanceDataType;
FStateTreeDelayTask() = default;
virtual const UStruct* GetInstanceDataType() const override { return InstanceDataType::StaticStruct(); }
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const override;
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
};