Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeTaskBlueprintBase.cpp
mikko mononen e2fd3455a9 StateTree: Allow tasks to request transitions
- Added ability for tasks to request transitions
- Added buffered transition requests
- Added callback method to FStateTreeTaskBase which is called during transition triggering
- Allow FStateTreeStateLink to be added to tasks and conditions (resolved automatically during compile)

#jira UE-174250
#preflight 63ca7ee8977c62635603afcb

[CL 23815873 by mikko mononen in ue5-main branch]
2023-01-23 12:48:04 -05:00

114 lines
4.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeTaskBlueprintBase.h"
#include "Blueprint/StateTreeNodeBlueprintBase.h"
#include "StateTreeExecutionContext.h"
#include "BlueprintNodeHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeTaskBlueprintBase)
//----------------------------------------------------------------------//
// UStateTreeTaskBlueprintBase
//----------------------------------------------------------------------//
UStateTreeTaskBlueprintBase::UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, bShouldStateChangeOnReselect(true)
, bShouldCallTick(true)
, bShouldCallTickOnlyOnEvents(false)
, bShouldCopyBoundPropertiesOnTick(true)
, bShouldCopyBoundPropertiesOnExitState(true)
{
bHasEnterState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveEnterState"), *this, *StaticClass());
bHasExitState = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveExitState"), *this, *StaticClass());
bHasStateCompleted = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveStateCompleted"), *this, *StaticClass());
bHasTick = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTick"), *this, *StaticClass());
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
{
// Task became active, cache event queue and owner.
SetCachedInstanceDataFromContext(Context);
if (bHasEnterState)
{
return ReceiveEnterState(Transition);
}
return EStateTreeRunStatus::Running;
}
void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition)
{
if (bHasExitState)
{
ReceiveExitState(Transition);
}
// Task became inactive, clear cached event queue and owner.
ClearCachedInstanceData();
}
void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates)
{
if (bHasStateCompleted)
{
ReceiveStateCompleted(CompletionStatus, CompletedActiveStates);
}
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
{
if (bHasTick)
{
return ReceiveTick(DeltaTime);
}
return EStateTreeRunStatus::Running;
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintTaskWrapper
//----------------------------------------------------------------------//
EDataValidationResult FStateTreeBlueprintTaskWrapper::Compile(FStateTreeDataView InstanceDataView, TArray<FText>& ValidationMessages)
{
const UStateTreeTaskBlueprintBase& InstanceData = InstanceDataView.Get<UStateTreeTaskBlueprintBase>();
// Copy over ticking related options.
bShouldStateChangeOnReselect = InstanceData.bShouldStateChangeOnReselect;
bShouldCallTick = InstanceData.bShouldCallTick || InstanceData.bHasTick;
bShouldCallTickOnlyOnEvents = InstanceData.bShouldCallTickOnlyOnEvents;
bShouldCopyBoundPropertiesOnTick = InstanceData.bShouldCopyBoundPropertiesOnTick;
bShouldCopyBoundPropertiesOnExitState = InstanceData.bShouldCopyBoundPropertiesOnExitState;
return EDataValidationResult::Valid;
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
return Instance->EnterState(Context, Transition);
}
void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
Instance->ExitState(Context, Transition);
}
void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
Instance->StateCompleted(Context, CompletionStatus, CompletedActiveStates);
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceDataPtr<UStateTreeTaskBlueprintBase>(*this);
check(Instance);
return Instance->Tick(Context, DeltaTime);
}