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- refactored the property binding representation, editor binding shave now more structure, and removed intermediate representation - added functionality to resolve property paths agains a known value - added instanced struct and object indirection types - added editor functionality to allow to bind to further than first level of properties - refactored editor tree traversal, allow to access values too - simplified statetree node ui - requires to recompile trees, bumped version #rb Mieszko.Zielinski #preflight 63e6204ff15c83b79312aca5 [CL 24117094 by mikko mononen in ue5-main branch]
80 lines
2.6 KiB
C++
80 lines
2.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeNodeBase.h"
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#include "StateTreeConditionBase.generated.h"
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struct FStateTreeEditorPropertyPath;
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struct FStateTreePropertyPath;
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struct FStateTreeExecutionContext;
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struct IStateTreeBindingLookup;
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enum class EStateTreeCompare : uint8
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{
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Default,
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Invert,
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};
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/**
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* Base struct for all conditions.
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*/
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USTRUCT(meta = (Hidden))
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struct STATETREEMODULE_API FStateTreeConditionBase : public FStateTreeNodeBase
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{
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GENERATED_BODY()
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#if WITH_EDITOR
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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UE_DEPRECATED(5.3, "Use version with FStateTreePropertyPath instead.")
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virtual void OnBindingChanged(const FGuid& ID, FStateTreeDataView InstanceData, const FStateTreeEditorPropertyPath& SourcePath, const FStateTreeEditorPropertyPath& TargetPath, const IStateTreeBindingLookup& BindingLookup) final {}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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/**
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* Called when binding of any of the properties in the condition changes.
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* @param ID ID of the item, can be used make property paths to this item.
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* @param InstanceData view to the instance data, can be struct or class.
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* @param SourcePath Source path of the new binding.
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* @param TargetPath Target path of the new binding (the property in the condition).
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* @param BindingLookup Reference to binding lookup which can be used to reason about property paths.
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*/
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virtual void OnBindingChanged(const FGuid& ID, FStateTreeDataView InstanceData, const FStateTreePropertyPath& SourcePath, const FStateTreePropertyPath& TargetPath, const IStateTreeBindingLookup& BindingLookup) {}
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#endif
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/** @return True if the condition passes. */
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virtual bool TestCondition(FStateTreeExecutionContext& Context) const { return false; }
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UPROPERTY()
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EStateTreeConditionOperand Operand = EStateTreeConditionOperand::And;
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UPROPERTY()
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int8 DeltaIndent = 0;
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};
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/**
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* Base class (namespace) for all common Conditions that are generally applicable.
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* This allows schemas to safely include all conditions child of this struct.
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*/
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USTRUCT(meta = (Hidden))
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struct STATETREEMODULE_API FStateTreeConditionCommonBase : public FStateTreeConditionBase
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{
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GENERATED_BODY()
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};
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/** Helper macro to define instance data as simple constructible. */
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#define STATETREE_POD_INSTANCEDATA(Type) \
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template <> struct TIsPODType<Type> { enum { Value = true }; }; \
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template<> \
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struct TStructOpsTypeTraits<Type> : public TStructOpsTypeTraitsBase2<Type> \
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{ \
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enum \
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{ \
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WithZeroConstructor = true, \
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WithNoDestructor = true, \
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}; \
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};
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
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#include "StateTreeExecutionContext.h"
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#include "StateTreePropertyBindings.h"
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#endif
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