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- Fix crash when undoing a move or delete - Cleaned up the logic for move and delete #jira UE-149306 #review #preflight 62614403360b45c32a8b2494 [CL 19847123 by mikko mononen in ue5-main branch]
163 lines
4.5 KiB
C++
163 lines
4.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeState.h"
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#include "StateTree.h"
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#include "StateTreeConditionBase.h"
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#include "StateTreeEvaluatorBase.h"
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#include "StateTreeTaskBase.h"
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#include "StateTreeDelegates.h"
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#include "CoreMinimal.h"
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#include "UObject/Field.h"
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//////////////////////////////////////////////////////////////////////////
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// FStateTreeStateLink
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void FStateTreeStateLink::Set(const EStateTreeTransitionType InType, const UStateTreeState* InState)
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{
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Type = InType;
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if (Type == EStateTreeTransitionType::GotoState)
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{
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check(InState);
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Name = InState->Name;
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ID = InState->ID;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// FStateTreeTransition
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FStateTreeTransition::FStateTreeTransition(const EStateTreeTransitionEvent InEvent, const EStateTreeTransitionType InType, const UStateTreeState* InState)
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{
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Event = InEvent;
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State.Set(InType, InState);
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}
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//////////////////////////////////////////////////////////////////////////
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// UStateTreeState
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UStateTreeState::UStateTreeState(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, ID(FGuid::NewGuid())
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{
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}
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#if WITH_EDITOR
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void UStateTreeState::PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeChainProperty(PropertyChangedEvent);
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FProperty* Property = PropertyChangedEvent.Property;
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FProperty* MemberProperty = nullptr;
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if (PropertyChangedEvent.PropertyChain.GetActiveMemberNode())
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{
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MemberProperty = PropertyChangedEvent.PropertyChain.GetActiveMemberNode()->GetValue();
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}
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if (Property)
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{
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if (Property->GetOwnerClass() == UStateTreeState::StaticClass()
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&& Property->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, Name))
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{
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UStateTree* StateTree = GetTypedOuter<UStateTree>();
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if (ensure(StateTree))
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{
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UE::StateTree::Delegates::OnIdentifierChanged.Broadcast(*StateTree);
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}
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}
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if (Property->GetOwnerClass() == UStateTreeState::StaticClass()
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&& Property->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, Type))
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{
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if (Type == EStateTreeStateType::Group || Type == EStateTreeStateType::Linked)
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{
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// Remove any tasks and evaluators.
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Tasks.Reset();
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Evaluators.Reset();
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}
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if (Type != EStateTreeStateType::Linked)
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{
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LinkedState = FStateTreeStateLink();
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}
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}
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if (MemberProperty)
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{
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// Ensure unique ID on duplicated items.
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if (PropertyChangedEvent.ChangeType == EPropertyChangeType::Duplicate)
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{
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if (MemberProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, Evaluators))
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{
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const int32 ArrayIndex = PropertyChangedEvent.GetArrayIndex(MemberProperty->GetFName().ToString());
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if (Evaluators.IsValidIndex(ArrayIndex))
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{
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if (FStateTreeEvaluatorBase* Eval = Evaluators[ArrayIndex].Node.GetMutablePtr<FStateTreeEvaluatorBase>())
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{
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Eval->Name = FName(Eval->Name.ToString() + TEXT(" Duplicate"));
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}
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Evaluators[ArrayIndex].ID = FGuid::NewGuid();
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}
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}
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if (MemberProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, Tasks))
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{
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const int32 ArrayIndex = PropertyChangedEvent.GetArrayIndex(MemberProperty->GetFName().ToString());
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if (Tasks.IsValidIndex(ArrayIndex))
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{
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if (FStateTreeTaskBase* Task = Tasks[ArrayIndex].Node.GetMutablePtr<FStateTreeTaskBase>())
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{
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Task->Name = FName(Task->Name.ToString() + TEXT(" Duplicate"));
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}
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Tasks[ArrayIndex].ID = FGuid::NewGuid();
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}
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}
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if (MemberProperty->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeState, EnterConditions))
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{
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const int32 ArrayIndex = PropertyChangedEvent.GetArrayIndex(MemberProperty->GetFName().ToString());
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if (EnterConditions.IsValidIndex(ArrayIndex))
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{
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EnterConditions[ArrayIndex].ID = FGuid::NewGuid();
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}
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}
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// TODO: Transition conditions.
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}
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}
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}
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}
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void UStateTreeState::PostLoad()
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{
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Super::PostLoad();
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// Make sure state has transactional flags to make it work with undo (to fix a bug where root states were created without this flag).
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if (!HasAnyFlags(RF_Transactional))
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{
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SetFlags(RF_Transactional);
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}
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}
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#endif
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UStateTreeState* UStateTreeState::GetNextSiblingState() const
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{
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if (!Parent)
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{
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return nullptr;
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}
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for (int32 ChildIdx = 0; ChildIdx < Parent->Children.Num(); ChildIdx++)
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{
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if (Parent->Children[ChildIdx] == this)
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{
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const int NextIdx = ChildIdx + 1;
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if (NextIdx < Parent->Children.Num())
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{
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return Parent->Children[NextIdx];
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}
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break;
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}
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}
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return nullptr;
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}
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