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