You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Renamed uses of item to node - Added base class for Conditions, Evals & Tasks #jira UE-140363 #rb mieszko.zielinski #preflight 61fa4083db42673a6020f1fb #lockdown julien.marchand #ROBOMERGE-AUTHOR: mikko.mononen #ROBOMERGE-SOURCE: CL 18841581 in //UE5/Release-5.0/... via CL 18841871 via CL 18842048 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042) [CL 18842354 by mikko mononen in ue5-main branch]
52 lines
1.6 KiB
C++
52 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "StateTreeTypes.h"
|
|
#include "StateTreePropertyBindingCompiler.h"
|
|
#include "StateTreeCompilerLog.h"
|
|
|
|
class UStateTree;
|
|
class UStateTreeState;
|
|
class UStateTreeEditorData;
|
|
struct FStateTreeEditorNode;
|
|
struct FStateTreeStateLink;
|
|
|
|
/**
|
|
* Helper class to convert StateTree editor representation into a compact baked data.
|
|
* Holds data needed during baking.
|
|
*/
|
|
struct STATETREEEDITORMODULE_API FStateTreeBaker
|
|
{
|
|
public:
|
|
|
|
FStateTreeBaker(FStateTreeCompilerLog& InLog)
|
|
: Log(InLog)
|
|
{
|
|
}
|
|
|
|
bool Bake(UStateTree& InStateTree);
|
|
|
|
private:
|
|
|
|
bool ResolveTransitionState(const UStateTreeState& SourceState, const FStateTreeStateLink& Link, FStateTreeHandle& OutTransitionHandle) const;
|
|
FStateTreeHandle GetStateHandle(const FGuid& StateID) const;
|
|
|
|
bool CreateStates();
|
|
bool CreateStateRecursive(UStateTreeState& State, const FStateTreeHandle Parent);
|
|
bool CreateStateTransitions();
|
|
bool CreateCondition(const FStateTreeEditorNode& CondNode);
|
|
bool CreateTask(const FStateTreeEditorNode& TaskNode);
|
|
bool CreateEvaluator(const FStateTreeEditorNode& EvalNode);
|
|
bool GetAndValidateBindings(const FStateTreeBindableStructDesc& TargetStruct, TArray<FStateTreeEditorPropertyBinding>& OutBindings) const;
|
|
bool IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const;
|
|
|
|
FStateTreeCompilerLog& Log;
|
|
UStateTree* StateTree = nullptr;
|
|
UStateTreeEditorData* TreeData = nullptr;
|
|
TMap<FGuid, int32> IDToState;
|
|
TArray<UStateTreeState*> SourceStates;
|
|
FStateTreePropertyBindingCompiler BindingsCompiler;
|
|
};
|