Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreeState.cpp
mikko mononen a43fd72984 StateTree: Editor fixes
- Updated add button to new positive button style
- Change the add-state logic to add to root or subtrees if context is present (e.g. add after)
- Renamed UStateTreeState::LinkedState to LinkedSubtree to indicate what kind of state is expected
- Removed strong reference from the treeview (was preventing a StateTree asset being deleted)
- Fixed bad colors when renaming a state

#jira UE-151757, UE-151874, UE-163569, UE-150568
#rb Mieszko.Zielinski
#preflight 63369601f76de2d4d5977b94

[CL 22271644 by mikko mononen in ue5-main branch]
2022-09-30 11:31:57 -04:00

228 lines
6.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeState.h"
#include "StateTree.h"
#include "StateTreeEditorData.h"
#include "StateTreeConditionBase.h"
#include "StateTreeEvaluatorBase.h"
#include "StateTreeTaskBase.h"
#include "StateTreeDelegates.h"
#include "CoreMinimal.h"
#include "UObject/Field.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeState)
//////////////////////////////////////////////////////////////////////////
// FStateTreeStateLink
void FStateTreeStateLink::Set(const EStateTreeTransitionType InType, const UStateTreeState* InState)
{
Type = InType;
if (Type == EStateTreeTransitionType::GotoState)
{
check(InState);
Name = InState->Name;
ID = InState->ID;
}
}
//////////////////////////////////////////////////////////////////////////
// FStateTreeTransition
FStateTreeTransition::FStateTreeTransition(const EStateTreeTransitionTrigger InTrigger, const EStateTreeTransitionType InType, const UStateTreeState* InState)
: Trigger(InTrigger)
{
State.Set(InType, InState);
}
FStateTreeTransition::FStateTreeTransition(const EStateTreeTransitionTrigger InTrigger, const FGameplayTag InEventTag, const EStateTreeTransitionType InType, const UStateTreeState* InState)
: Trigger(InTrigger)
, EventTag(InEventTag)
{
State.Set(InType, InState);
}
//////////////////////////////////////////////////////////////////////////
// UStateTreeState
UStateTreeState::UStateTreeState(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, ID(FGuid::NewGuid())
{
Parameters.ID = FGuid::NewGuid();
}
#if WITH_EDITOR
void UStateTreeState::PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent)
{
Super::PostEditChangeChainProperty(PropertyChangedEvent);
FProperty* Property = PropertyChangedEvent.Property;
FProperty* MemberProperty = nullptr;
if (PropertyChangedEvent.PropertyChain.GetActiveMemberNode())
{
MemberProperty = PropertyChangedEvent.PropertyChain.GetActiveMemberNode()->GetValue();
}
if (Property)
{
if (Property->GetOwnerClass() == UStateTreeState::StaticClass()
&& Property->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, Name))
{
UStateTree* StateTree = GetTypedOuter<UStateTree>();
if (ensure(StateTree))
{
UE::StateTree::Delegates::OnIdentifierChanged.Broadcast(*StateTree);
}
}
if (Property->GetOwnerClass() == UStateTreeState::StaticClass()
&& Property->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, Type))
{
// Remove any tasks and evaluators when they are not used.
if (Type == EStateTreeStateType::Group || Type == EStateTreeStateType::Linked)
{
Tasks.Reset();
}
// If transitioning from linked state, reset the linked state.
if (Type != EStateTreeStateType::Linked)
{
LinkedSubtree = FStateTreeStateLink();
}
if (Type == EStateTreeStateType::Linked)
{
// Linked parameter layout is fixed, and copied from the linked target state.
Parameters.bFixedLayout = true;
UpdateParametersFromLinkedSubtree();
}
else if (Type == EStateTreeStateType::Subtree)
{
// Subtree parameter layout can be edited
Parameters.bFixedLayout = false;
}
else
{
Parameters.Reset();
}
}
if (Property->GetOwnerClass() == UStateTreeState::StaticClass()
&& Property->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, LinkedSubtree))
{
// When switching to new state, update the parameters.
if (Type == EStateTreeStateType::Linked)
{
UpdateParametersFromLinkedSubtree();
}
}
if (Property->GetOwnerClass() == UStateTreeState::StaticClass()
&& Property->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, Parameters))
{
if (Type == EStateTreeStateType::Subtree)
{
// Broadcast subtree parameter edits so that the linked states can adapt.
const UStateTree* StateTree = GetTypedOuter<UStateTree>();
if (ensure(StateTree))
{
UE::StateTree::Delegates::OnStateParametersChanged.Broadcast(*StateTree, ID);
}
}
}
if (MemberProperty)
{
// Ensure unique ID on duplicated items.
if (PropertyChangedEvent.ChangeType == EPropertyChangeType::Duplicate)
{
if (MemberProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, Tasks))
{
const int32 ArrayIndex = PropertyChangedEvent.GetArrayIndex(MemberProperty->GetFName().ToString());
if (Tasks.IsValidIndex(ArrayIndex))
{
if (FStateTreeTaskBase* Task = Tasks[ArrayIndex].Node.GetMutablePtr<FStateTreeTaskBase>())
{
Task->Name = FName(Task->Name.ToString() + TEXT(" Duplicate"));
}
Tasks[ArrayIndex].ID = FGuid::NewGuid();
}
}
if (MemberProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, EnterConditions))
{
const int32 ArrayIndex = PropertyChangedEvent.GetArrayIndex(MemberProperty->GetFName().ToString());
if (EnterConditions.IsValidIndex(ArrayIndex))
{
EnterConditions[ArrayIndex].ID = FGuid::NewGuid();
}
}
// TODO: Transition conditions.
}
}
}
}
void UStateTreeState::PostLoad()
{
Super::PostLoad();
// Make sure state has transactional flags to make it work with undo (to fix a bug where root states were created without this flag).
if (!HasAnyFlags(RF_Transactional))
{
SetFlags(RF_Transactional);
}
#if WITH_EDITORONLY_DATA
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// Move deprecated evaluators to editor data.
if (Evaluators_DEPRECATED.Num() > 0)
{
if (UStateTreeEditorData* TreeData = GetTypedOuter<UStateTreeEditorData>())
{
TreeData->Evaluators.Append(Evaluators_DEPRECATED);
Evaluators_DEPRECATED.Reset();
}
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#endif
}
void UStateTreeState::UpdateParametersFromLinkedSubtree()
{
if (const UStateTreeEditorData* TreeData = GetTypedOuter<UStateTreeEditorData>())
{
if (const UStateTreeState* LinkTargetState = TreeData->GetStateByID(LinkedSubtree.ID))
{
Parameters.Parameters.MigrateToNewBagInstance(LinkTargetState->Parameters.Parameters);
}
}
}
#endif
UStateTreeState* UStateTreeState::GetNextSiblingState() const
{
if (!Parent)
{
return nullptr;
}
for (int32 ChildIdx = 0; ChildIdx < Parent->Children.Num(); ChildIdx++)
{
if (Parent->Children[ChildIdx] == this)
{
const int NextIdx = ChildIdx + 1;
if (NextIdx < Parent->Children.Num())
{
return Parent->Children[NextIdx];
}
break;
}
}
return nullptr;
}