Files
UnrealEngineUWP/Engine/Source/Runtime/AIModule/Private/EnvironmentQuery/Tests/EnvQueryTest_Random.cpp
Lukasz Furman dcd7345250 unified shared parts of AI editors (nested nodes, copy/paste/drag operations)
[CL 2456137 by Lukasz Furman in Main branch]
2015-02-23 10:30:16 -05:00

34 lines
1.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AIModulePrivate.h"
#include "EnvironmentQuery/Tests/EnvQueryTest_Random.h"
#include "EnvironmentQuery/Items/EnvQueryItemType.h"
UEnvQueryTest_Random::UEnvQueryTest_Random(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
Cost = EEnvTestCost::Low;
// "Random" is completely agnostic on item type! Any type at all is valid!
ValidItemType = UEnvQueryItemType::StaticClass();
}
void UEnvQueryTest_Random::RunTest(FEnvQueryInstance& QueryInstance) const
{
FloatValueMin.BindData(QueryInstance.Owner.Get(), QueryInstance.QueryID);
float MinThresholdValue = FloatValueMin.GetValue();
FloatValueMax.BindData(QueryInstance.Owner.Get(), QueryInstance.QueryID);
float MaxThresholdValue = FloatValueMax.GetValue();
// loop through all items
for (FEnvQueryInstance::ItemIterator It(this, QueryInstance); It; ++It)
{
It.SetScore(TestPurpose, FilterType, FMath::FRand(), MinThresholdValue, MaxThresholdValue);
}
}
FText UEnvQueryTest_Random::GetDescriptionDetails() const
{
return DescribeFloatTestParams();
}