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#ROBOMERGE-OWNER: yoan.stamant #ROBOMERGE-AUTHOR: yoan.stamant #ROBOMERGE-SOURCE: CL 18301426 via CL 18301593 via CL 18301595 via CL 18301822 via CL 18301845 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18301862 by yoan stamant in ue5-release-engine-test branch]
185 lines
6.8 KiB
C++
185 lines
6.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameplayTagContainer.h"
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#include "Engine/DataAsset.h"
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#include "SmartObjectDefinition.generated.h"
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class UGameplayBehaviorConfig;
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/**
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* Abstract class that can be extended to bind a new type of behavior framework
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* to the smart objects by defining the required definition.
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*/
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UCLASS(Abstract, NotBlueprintable, EditInlineNew, CollapseCategories, HideDropdown)
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class SMARTOBJECTSMODULE_API USmartObjectBehaviorDefinition : public UObject
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{
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GENERATED_BODY()
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};
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/**
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* SmartObject behavior definition for the GameplayBehavior framework
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*/
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UCLASS()
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class SMARTOBJECTSMODULE_API USmartObjectGameplayBehaviorDefinition : public USmartObjectBehaviorDefinition
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, Category = SmartObject, Instanced)
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UGameplayBehaviorConfig* GameplayBehaviorConfig;
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};
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/**
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* Persistent and sharable definition of a smart object slot.
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*/
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectSlot
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{
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GENERATED_BODY()
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/** This slot is available only for users matching this query. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FGameplayTagQuery UserTagFilter;
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/** Offset relative to the parent object where the slot is located. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FVector Offset;
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/** Direction relative to the parent object that the slot is facing. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FVector Direction;
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/**
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* All available definitions associated to this slot.
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* This allows multiple frameworks to provide their specific behavior definition to the slot.
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* Note that there should be only one definition of each type since the first one will be selected.
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*/
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UPROPERTY(EditDefaultsOnly, Category = SmartObject, Instanced)
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TArray<USmartObjectBehaviorDefinition*> BehaviorDefinitions;
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#if WITH_EDITORONLY_DATA
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UPROPERTY(EditAnywhere, Category = SmartObject)
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FColor DEBUG_DrawColor;
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#endif // WITH_EDITORONLY_DATA
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FSmartObjectSlot()
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: Offset(FVector::ZeroVector), Direction(FVector::ForwardVector)
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#if WITH_EDITORONLY_DATA
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, DEBUG_DrawColor(FColor::Yellow)
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#endif // WITH_EDITORONLY_DATA
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{}
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};
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/**
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* Helper struct to wrap basic functionalities to store the index of a slot in a SmartObject definition
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*/
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USTRUCT(BlueprintType)
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struct SMARTOBJECTSMODULE_API FSmartObjectSlotIndex
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{
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GENERATED_BODY()
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explicit FSmartObjectSlotIndex(const int32 InSlotIndex = INDEX_NONE) : Index(InSlotIndex) {}
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bool IsValid() const { return Index != INDEX_NONE; }
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void Invalidate() { Index = INDEX_NONE; }
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operator int32() const { return Index; }
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bool operator==(const FSmartObjectSlotIndex& Other) const { return Index == Other.Index; }
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FString Describe() const { return FString::Printf(TEXT("[Slot:%d]"), Index); }
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private:
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UPROPERTY(Transient)
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int32 Index = INDEX_NONE;
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};
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/**
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* Asset to create sharable SmartObject definitions that can be used by different templates.
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*/
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UCLASS(BlueprintType, Blueprintable, CollapseCategories)
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class SMARTOBJECTSMODULE_API USmartObjectDefinition : public UDataAsset
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{
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GENERATED_BODY()
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public:
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/**
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* Retrieves a specific type of behavior definition for a given slot.
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* When the slot doesn't provide one or if the provided index is not valid
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* the search will look in the object default definitions.
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*
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* @param SlotIndex Index of the slot for which the definition is requested
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* @param DefinitionClass Type of the requested behavior definition
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* @return The behavior definition found or null if none are available for the requested type.
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*/
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const USmartObjectBehaviorDefinition* GetBehaviorDefinition(const FSmartObjectSlotIndex& SlotIndex, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass) const;
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/** Returns a view on all the slot definitions */
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TConstArrayView<FSmartObjectSlot> GetSlots() const { return Slots; }
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/** Adds and returns a reference to a defaulted slot (used for testing purposes) */
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FSmartObjectSlot& DebugAddSlot() { return Slots.AddDefaulted_GetRef(); }
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/**
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* Returns the transform (in world space) of the given slot index.
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* @param OwnerTransform Transform (in world space) of the slot owner.
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* @param SlotIndex Index within the list of slots.
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* @return Transform (in world space) of the slot associated to SlotIndex.
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* @note Method will ensure on invalid invalid index.
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*/
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TOptional<FTransform> GetSlotTransform(const FTransform& OwnerTransform, const FSmartObjectSlotIndex SlotIndex) const;
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/** Returns the tag query to run on the user tags to accept this definition */
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const FGameplayTagQuery& GetUserTagFilter() const { return UserTagFilter; }
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/** Returns the tag query to run on the owner tags to accept this definition */
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const FGameplayTagQuery& GetObjectTagFilter() const { return ObjectTagFilter; }
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/** Returns the list of tags describing the activity associated to this definition */
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const FGameplayTagContainer& GetActivityTags() const { return ActivityTags; }
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/**
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* Performs validation and logs errors if any. An object using an invalid definition
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* will not be registered in the simulation.
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* The result of the validation is stored until next validation and can be retrieved using `IsValid`.
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* @return true if the definition is valid
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*/
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bool Validate() const;
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/** Provides a description of the definition */
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FString Describe() const;
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/** Returns result of the last validation if `Validate` was called; unset otherwise. */
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TOptional<bool> IsValid() const { return bValid; }
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private:
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/** Finds first behavior definition of a given class in the provided list of definitions. */
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static const USmartObjectBehaviorDefinition* GetBehaviorDefinitionByType(const TArray<USmartObjectBehaviorDefinition*>& BehaviorDefinitions, const TSubclassOf<USmartObjectBehaviorDefinition>& DefinitionClass);
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/**
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* Where SmartObject's user needs to stay to be able to activate it. These
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* will be used by AI to approach the object. Locations are relative to object's location.
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*/
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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TArray<FSmartObjectSlot> Slots;
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/** List of behavior definitions of different types provided to SO's user if the slot does not provide one. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject, Instanced)
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TArray<USmartObjectBehaviorDefinition*> DefaultBehaviorDefinitions;
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/** This object is available only for users matching this query. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FGameplayTagQuery UserTagFilter;
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/** This object is available only when instance matches this query. */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FGameplayTagQuery ObjectTagFilter;
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/** Tags identifying this Smart Object's use case. Can be used while looking for objects supporting given activity */
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UPROPERTY(EditDefaultsOnly, Category = SmartObject)
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FGameplayTagContainer ActivityTags;
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mutable TOptional<bool> bValid;
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};
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