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- Added specific "subtree" states which can be linked to via a "linked" state - Subtrees can only bind data back to the their root state (or tree "global" data) - Added property bag based parameters to subtree and linked states - Update (transient) property bag structs before resolving property paths - Linked states reflect their parameters from the state they link to - Added property binding to and from parameters - Relaxed the property binding to fail if the source data is not available - Allow enter conditions to bind to tasks, and fail the expression if trying to access unaccessible data - Added icon for linked and subtree states - Added source type for all binding source structs - Added UStateTreeEditorData::VisitHierarchy to simplify iterating over all states #jira UE-147507 #rb Yoan.StAmant #preflight 626a47182d28b9d0f77223f5 [CL 19954567 by mikko mononen in ue5-main branch]
55 lines
2.0 KiB
C++
55 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeTypes.h"
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#include "StateTreePropertyBindingCompiler.h"
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#include "StateTreeCompilerLog.h"
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class UStateTree;
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class UStateTreeState;
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class UStateTreeEditorData;
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struct FStateTreeEditorNode;
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struct FStateTreeStateLink;
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/**
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* Helper class to convert StateTree editor representation into a compact data.
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* Holds data needed during compiling.
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*/
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struct STATETREEEDITORMODULE_API FStateTreeCompiler
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{
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public:
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explicit FStateTreeCompiler(FStateTreeCompilerLog& InLog)
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: Log(InLog)
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{
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}
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bool Compile(UStateTree& InStateTree);
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private:
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bool ResolveTransitionState(const UStateTreeState& SourceState, const FStateTreeStateLink& Link, FStateTreeHandle& OutTransitionHandle) const;
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FStateTreeHandle GetStateHandle(const FGuid& StateID) const;
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UStateTreeState* GetState(const FGuid& StateID);
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bool CreateStates();
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bool CreateStateRecursive(UStateTreeState& State, const FStateTreeHandle Parent);
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bool CreateStateTasksAndParameters();
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bool CreateStateEvaluators();
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bool CreateStateTransitions();
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bool CreateConditions(UStateTreeState& State, TConstArrayView<FStateTreeEditorNode> Conditions);
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bool CreateCondition(UStateTreeState& State, const FStateTreeEditorNode& CondNode, const EStateTreeConditionOperand Operand, const int8 DeltaIndent);
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bool CreateTask(UStateTreeState& State, const FStateTreeEditorNode& TaskNode);
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bool CreateEvaluator(UStateTreeState& State, const FStateTreeEditorNode& EvalNode);
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bool GetAndValidateBindings(UStateTreeState& State, const FStateTreeBindableStructDesc& TargetStruct, TArray<FStateTreeEditorPropertyBinding>& OutBindings) const;
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bool IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const;
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FStateTreeCompilerLog& Log;
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UStateTree* StateTree = nullptr;
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UStateTreeEditorData* TreeData = nullptr;
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TMap<FGuid, int32> IDToState;
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TArray<UStateTreeState*> SourceStates;
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FStateTreePropertyBindingCompiler BindingsCompiler;
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};
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