Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectRuntime.cpp
mikko mononen c06beb8571 SmartObject improvements
- Fixed hashing when adding shared fragment for smart object slot definition
- Added per slot Runtime Tags
- Added common event handling for Smart Object and Slot changes and events
- Added annotations, which are slot definition data that has visualization
- Added linked slot annotation which allows behavior reuse on slots
- Added editor only ID for each slot so that they can be identified during edits
- Added SmartObject slot reference type that can be used to reference other slots in the Smart Object
- Changed Smart Object bDisable to bEnabled
- Added separate enabled state for slots
- Changed Smart Object disable to send an event, not forcefully unclaim
- Added more visualization support for Smart Object editor (canvas, visualize annotations)
- Changed Smart Object editor to use the commonly transform for slots
- Remove Smart Object Component instance from the asset editor as it was not needed

#rb Stephen.Holmes
#preflight 6360f0cf63608aee36e01ba5

[CL 22888712 by mikko mononen in ue5-main branch]
2022-11-01 15:11:25 -04:00

72 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectRuntime.h"
#include "SmartObjectSubsystem.h"
#include "MassEntityManager.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectRuntime)
const FSmartObjectClaimHandle FSmartObjectClaimHandle::InvalidHandle = {};
//----------------------------------------------------------------------//
// FSmartObjectRuntime
//----------------------------------------------------------------------//
FSmartObjectRuntime::FSmartObjectRuntime(const USmartObjectDefinition& InDefinition)
: Definition(&InDefinition)
, bEnabled(true)
{
const int32 NumSlotDefinitions = InDefinition.GetSlots().Num();
SlotHandles.SetNum(NumSlotDefinitions);
}
//----------------------------------------------------------------------//
// FSmartObjectRuntimeSlot
//----------------------------------------------------------------------//
bool FSmartObjectRuntimeSlot::Claim(const FSmartObjectUserHandle& InUser)
{
if (bEnabled && State == ESmartObjectSlotState::Free)
{
State = ESmartObjectSlotState::Claimed;
User = InUser;
return true;
}
return false;
}
bool FSmartObjectRuntimeSlot::Release(const FSmartObjectClaimHandle& ClaimHandle, const bool bAborted)
{
if (!ensureMsgf(ClaimHandle.IsValid(), TEXT("Attempting to release a slot using an invalid handle: %s"), *LexToString(ClaimHandle)))
{
return false;
}
bool bReleased = false;
if (State != ESmartObjectSlotState::Claimed && State != ESmartObjectSlotState::Occupied)
{
UE_LOG(LogSmartObject, Error, TEXT("Expected slot state is 'Claimed' or 'Occupied' but current state is '%s'. Slot will not be released"),
*UEnum::GetValueAsString(State));
}
else if (ClaimHandle.UserHandle != User)
{
UE_LOG(LogSmartObject, Error, TEXT("User '%s' is trying to release slot claimed or used by other user '%s'. Slot will not be released"),
*LexToString(ClaimHandle.UserHandle), *LexToString(User));
}
else
{
if (bAborted)
{
const bool bFunctionWasExecuted = OnSlotInvalidatedDelegate.ExecuteIfBound(ClaimHandle, State);
UE_LOG(LogSmartObject, Verbose, TEXT("Slot invalidated callback was%scalled for %s"), bFunctionWasExecuted ? TEXT(" ") : TEXT(" not "), *LexToString(ClaimHandle));
}
State = ESmartObjectSlotState::Free;
User.Invalidate();
bReleased = true;
}
return bReleased;
}