Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Tasks/StateTreeDebugTextTask.cpp
bryan sefcik 50d4fac9e0 Updated ../Engine/Plugins/... to inline gen.cpp files
Before:
3548 unity files
Total CPU Time: 47343.578125 s
Total time in Parallel executor: 494.60 seconds

After:
3445 unity files
Total CPU Time: 46044.671875 s
Total time in Parallel executor: 468.51 seconds

#jira
#preflight 63336159b20e73a098b7f24f

[CL 22218213 by bryan sefcik in ue5-main branch]
2022-09-28 01:06:15 -04:00

78 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeDebugTextTask.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeLinker.h"
#include "GameFramework/Actor.h"
#include "DrawDebugHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDebugTextTask)
bool FStateTreeDebugTextTask::Link(FStateTreeLinker& Linker)
{
Linker.LinkExternalData(ReferenceActorHandle);
return true;
}
EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return EStateTreeRunStatus::Succeeded;
}
const UWorld* World = Context.GetWorld();
AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle);
if (World == nullptr && ReferenceActor != nullptr)
{
World = ReferenceActor->GetWorld();
}
else if (ReferenceActor == nullptr)
{
ReferenceActor = Cast<AActor>(Context.GetOwner());
}
// Reference actor is not required (offset will be used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return EStateTreeRunStatus::Failed;
}
DrawDebugString(World, Offset, Text, ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale);
return EStateTreeRunStatus::Running;
}
void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return;
}
const UWorld* World = Context.GetWorld();
AActor* ReferenceActor = Context.GetExternalDataPtr(ReferenceActorHandle);
if (World == nullptr && ReferenceActor != nullptr)
{
World = ReferenceActor->GetWorld();
}
else if (ReferenceActor == nullptr)
{
ReferenceActor = Cast<AActor>(Context.GetOwner());
}
// Reference actor is not required (offset was used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return;
}
// Drawing an empty text will remove the HUD DebugText entries associated to the target actor
DrawDebugString(World, Offset, "", ReferenceActor);
}