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- allow to disable enter conditions and evaluators - allow to configure state to have just one task #jira UE-135723 #preflight 61b067d35c61dba07bef0718 #ROBOMERGE-AUTHOR: mikko.mononen #ROBOMERGE-SOURCE: CL 18403954 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v896-18170469) #ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0 [CL 18403964 by mikko mononen in ue5-release-engine-test branch]
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "StateTreeTypes.h"
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#include "StateTreePropertyBindingCompiler.h"
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#include "StateTreeCompilerLog.h"
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class UStateTree;
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class UStateTreeState;
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class UStateTreeEditorData;
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struct FStateTreeCondition;
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struct FStateTreeConditionItem;
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struct FStateTreeTaskItem;
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struct FStateTreeEvaluatorItem;
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struct FStateTreeStateLink;
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/**
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* Helper class to convert StateTree editor representation into a compact baked data.
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* Holds data needed during baking.
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*/
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struct STATETREEEDITORMODULE_API FStateTreeBaker
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{
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public:
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FStateTreeBaker(FStateTreeCompilerLog& InLog)
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: Log(InLog)
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{
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}
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bool Bake(UStateTree& InStateTree);
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private:
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bool ResolveTransitionState(const UStateTreeState& SourceState, const FStateTreeStateLink& Link, FStateTreeHandle& OutTransitionHandle) const;
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FStateTreeHandle GetStateHandle(const FGuid& StateID) const;
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bool CreateStates();
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bool CreateStateRecursive(UStateTreeState& State, const FStateTreeHandle Parent);
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bool CreateStateTransitions();
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bool CreateCondition(const FStateTreeConditionItem& CondItem);
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bool GetAndValidateBindings(const FStateTreeBindableStructDesc& TargetStruct, TArray<FStateTreeEditorPropertyBinding>& OutBindings) const;
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bool IsPropertyAnyEnum(const FStateTreeBindableStructDesc& Struct, FStateTreeEditorPropertyPath Path) const;
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bool CreateTask(const FStateTreeTaskItem& TaskItem);
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bool CreateEvaluator(const FStateTreeEvaluatorItem& EvalItem);
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FStateTreeCompilerLog& Log;
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UStateTree* StateTree = nullptr;
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UStateTreeEditorData* TreeData = nullptr;
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TMap<FGuid, int32> IDToState;
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TArray<UStateTreeState*> SourceStates;
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FStateTreePropertyBindingCompiler BindingsCompiler;
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};
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