Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectDefinition.h
yoan stamant 73f02f5af9 [SmartObjects] integration of (18039396, 18230600, 18263205, 18300133, 18301080) from UE5
#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]
2021-11-26 15:48:13 -05:00

185 lines
6.8 KiB
C++

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