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- cache event queue for the whole active duration of the nodes - this allows events to be sent outside tick (e.g. from delegate callbacks) #preflight 638deb98c0652bbec2df9368 [CL 23389834 by mikko mononen in ue5-main branch]
114 lines
4.5 KiB
C++
114 lines
4.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Blueprint/StateTreeTaskBlueprintBase.h"
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#include "CoreMinimal.h"
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#include "StateTreeExecutionContext.h"
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#include "BlueprintNodeHelpers.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeTaskBlueprintBase)
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//----------------------------------------------------------------------//
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// UStateTreeTaskBlueprintBase
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//----------------------------------------------------------------------//
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UStateTreeTaskBlueprintBase::UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, bShouldStateChangeOnReselect(true)
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, bShouldCallTick(true)
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, bShouldCallTickOnlyOnEvents(false)
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, bShouldCopyBoundPropertiesOnTick(true)
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, bShouldCopyBoundPropertiesOnExitState(true)
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{
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bHasEnterState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveEnterState"), *this, *StaticClass());
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bHasExitState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveExitState"), *this, *StaticClass());
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bHasStateCompleted = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveStateCompleted"), *this, *StaticClass());
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bHasTick = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTick"), *this, *StaticClass());
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}
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EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
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{
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// Task became active, cache event queue and owner.
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SetCachedEventQueueFromContext(Context);
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if (bHasEnterState)
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{
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return ReceiveEnterState(Transition);
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}
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return EStateTreeRunStatus::Running;
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}
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void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
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{
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if (bHasExitState)
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{
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ReceiveExitState(Transition);
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}
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// Task became inactive, clear cached event queue and owner.
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ClearCachedEventQueue();
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}
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void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates)
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{
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if (bHasStateCompleted)
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{
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ReceiveStateCompleted(CompletionStatus, CompletedActiveStates);
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}
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}
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EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
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{
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if (bHasTick)
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{
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return ReceiveTick(DeltaTime);
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}
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return EStateTreeRunStatus::Running;
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}
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//----------------------------------------------------------------------//
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// FStateTreeBlueprintTaskWrapper
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//----------------------------------------------------------------------//
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EDataValidationResult FStateTreeBlueprintTaskWrapper::Compile(FStateTreeDataView InstanceDataView, TArray<FText>& ValidationMessages)
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{
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const UStateTreeTaskBlueprintBase& InstanceData = InstanceDataView.Get<UStateTreeTaskBlueprintBase>();
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// Copy over ticking related options.
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bShouldStateChangeOnReselect = InstanceData.bShouldStateChangeOnReselect;
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bShouldCallTick = InstanceData.bShouldCallTick || InstanceData.bHasTick;
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bShouldCallTickOnlyOnEvents = InstanceData.bShouldCallTickOnlyOnEvents;
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bShouldCopyBoundPropertiesOnTick = InstanceData.bShouldCopyBoundPropertiesOnTick;
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bShouldCopyBoundPropertiesOnExitState = InstanceData.bShouldCopyBoundPropertiesOnExitState;
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return EDataValidationResult::Valid;
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}
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EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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return Instance->EnterState(Context, Transition);
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}
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void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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Instance->ExitState(Context, Transition);
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}
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void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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Instance->StateCompleted(Context, CompletionStatus, CompletedActiveStates);
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}
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EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
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{
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UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
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check(Instance);
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return Instance->Tick(Context, DeltaTime);
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}
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