Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeTaskBlueprintBase.cpp
mikko mononen 11ea4b3fa0 StateTree: UObject and BP support
- connect GetWorld() of FStateTreeExecutionContext explicitly to the owner
- take MassSignalSubsystem as parameter to FMassStateTreeExecutionContext directly
- separated DataViewIndex (what others see) and InstanceIndex/bInstanceIsObject (where the pointert comes from) on StateTree items
- allow item instance to be a struct or object
- added editor support for both struct or object based instance
- added Blueprint base classes for Eval, Task and Condition
- Update UStateTreeBrainComponent

#jira UE-135723

#ROBOMERGE-AUTHOR: mikko.mononen
#ROBOMERGE-SOURCE: CL 18280804 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 18280809 by mikko mononen in ue5-release-engine-test branch]
2021-11-24 04:26:29 -05:00

90 lines
3.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeTaskBlueprintBase.h"
#include "CoreMinimal.h"
#include "StateTreeExecutionContext.h"
//----------------------------------------------------------------------//
// UStateTreeTaskBlueprintBase
//----------------------------------------------------------------------//
EStateTreeRunStatus UStateTreeTaskBlueprintBase::ReceiveEnterState_Implementation(AActor* OwnerActor, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
{
return EStateTreeRunStatus::Running;
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
{
AActor* OwnerActor = GetOwnerActor(Context);
return ReceiveEnterState(OwnerActor, ChangeType, Transition);
}
void UStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition)
{
AActor* OwnerActor = GetOwnerActor(Context);
ReceiveExitState(OwnerActor, ChangeType, Transition);
}
void UStateTreeTaskBlueprintBase::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeHandle CompletedState)
{
AActor* OwnerActor = GetOwnerActor(Context);
ReceiveStateCompleted(OwnerActor, CompletionStatus, CompletedState);
}
EStateTreeRunStatus UStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context, const float DeltaTime)
{
AActor* OwnerActor = GetOwnerActor(Context);
return ReceiveTick(OwnerActor, DeltaTime);
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintTaskWrapper
//----------------------------------------------------------------------//
bool FStateTreeBlueprintTaskWrapper::Link(FStateTreeLinker& Linker)
{
const UStateTreeTaskBlueprintBase* TaskCDO = TaskClass ? TaskClass->GetDefaultObject<UStateTreeTaskBlueprintBase>() : nullptr;
if (TaskCDO != nullptr)
{
TaskCDO->LinkExternalData(Linker, ExternalDataHandles);
}
return true;
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeTaskBlueprintBase>(DataViewIndex);
check(Instance);
Instance->CopyExternalData(Context, ExternalDataHandles);
return Instance->EnterState(Context, ChangeType, Transition);
}
void FStateTreeBlueprintTaskWrapper::ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeTaskBlueprintBase>(DataViewIndex);
check(Instance);
Instance->CopyExternalData(Context, ExternalDataHandles);
Instance->ExitState(Context, ChangeType, Transition);
}
void FStateTreeBlueprintTaskWrapper::StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeHandle CompletedState) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeTaskBlueprintBase>(DataViewIndex);
check(Instance);
Instance->CopyExternalData(Context, ExternalDataHandles);
Instance->StateCompleted(Context, CompletionStatus, CompletedState);
}
EStateTreeRunStatus FStateTreeBlueprintTaskWrapper::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
UStateTreeTaskBlueprintBase* Instance = Context.GetInstanceObjectInternal<UStateTreeTaskBlueprintBase>(DataViewIndex);
check(Instance);
Instance->CopyExternalData(Context, ExternalDataHandles);
return Instance->Tick(Context, DeltaTime);
}