// Copyright Epic Games, Inc. All Rights Reserved. #include "StateTreeDebugTextTask.h" #include "StateTreeExecutionContext.h" #include "GameFramework/Actor.h" #include "DrawDebugHelpers.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDebugTextTask) #define LOCTEXT_NAMESPACE "StateTree" FStateTreeDebugTextTask::FStateTreeDebugTextTask() { bShouldCallTick = false; // We do not want to change the ReferenceActor if it's bound. bShouldCopyBoundPropertiesOnTick = false; bShouldCopyBoundPropertiesOnExitState = false; #if WITH_EDITORONLY_DATA bConsideredForCompletion = false; bCanEditConsideredForCompletion = false; #endif } EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const { if (!bEnabled) { return EStateTreeRunStatus::Running; } const FInstanceDataType& InstanceData = Context.GetInstanceData(*this); const UWorld* World = Context.GetWorld(); if (World == nullptr && InstanceData.ReferenceActor != nullptr) { World = InstanceData.ReferenceActor->GetWorld(); } // Reference actor is not required (offset will be used as a global world location) // but a valid world is required. if (World == nullptr) { return EStateTreeRunStatus::Failed; } if (!Text.IsEmpty()) { DrawDebugString(World, Offset, Text, InstanceData.ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale); } if (!InstanceData.BindableText.IsEmpty()) { DrawDebugString(World, Offset, InstanceData.BindableText, InstanceData.ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale); } return EStateTreeRunStatus::Running; } void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const { if (!bEnabled) { return; } const FInstanceDataType& InstanceData = Context.GetInstanceData(*this); const UWorld* World = Context.GetWorld(); if (World == nullptr && InstanceData.ReferenceActor != nullptr) { World = InstanceData.ReferenceActor->GetWorld(); } // Reference actor is not required (offset was used as a global world location) // but a valid world is required. if (World == nullptr) { return; } // Drawing an empty text will remove the HUD DebugText entries associated to the target actor DrawDebugString(World, Offset, "", InstanceData.ReferenceActor); } #if WITH_EDITOR FText FStateTreeDebugTextTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const { // Note that FStateTreeDebugTextTaskInstanceData::BindableText is not added to the formatted string // since the bindings are not copied at this point so there is nothing to display when not at runtime. const FText Format = (Formatting == EStateTreeNodeFormatting::RichText) ? LOCTEXT("DebugTextRich", "Debug Text \"{Text}\"") : LOCTEXT("DebugText", "Debug Text \"{Text}\""); return FText::FormatNamed(Format, TEXT("Text"), FText::FromString(Text)); } #endif #undef LOCTEXT_NAMESPACE