Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Tasks/StateTreeDelayTask.cpp
mikko mononen f7c48b982d StateTree: Change Task EnterState/ExitState signature
- Removed change type from EnterState/ExitState and moved it to transition result
- Added bShouldStateChangeOnReselect which allows to configure a task to behave more like state
- Updated existing tasks

#jira UE-156544
#rb Mieszko.Zielinski
#preflight 6333f6dca907d7192f5f0ccc

[CL 22221382 by mikko mononen in ue5-main branch]
2022-09-28 09:55:53 -04:00

39 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeDelayTask.h"
#include "StateTreeExecutionContext.h"
#include "StateTreeLinker.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDelayTask)
EStateTreeRunStatus FStateTreeDelayTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
if (!InstanceData.bRunForever)
{
InstanceData.RemainingTime = FMath::FRandRange(
FMath::Max(0.0f, InstanceData.Duration - InstanceData.RandomDeviation), (InstanceData.Duration + InstanceData.RandomDeviation));
}
return EStateTreeRunStatus::Running;
}
EStateTreeRunStatus FStateTreeDelayTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
InstanceDataType& InstanceData = Context.GetInstanceData<InstanceDataType>(*this);
if (!InstanceData.bRunForever)
{
InstanceData.RemainingTime -= DeltaTime;
if (InstanceData.RemainingTime <= 0.f)
{
return EStateTreeRunStatus::Succeeded;
}
}
return EStateTreeRunStatus::Running;
}