// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "StateTreeNodeBase.h" #include "StateTreeExecutionTypes.h" #include "StateTreeTaskBase.generated.h" #define UE_API STATETREEMODULE_API struct FStateTreeExecutionContext; struct FStateTreeReadOnlyExecutionContext; /** * Base struct for StateTree Tasks. * Tasks are logic executed in an active state. */ USTRUCT(meta = (Hidden)) struct FStateTreeTaskBase : public FStateTreeNodeBase { GENERATED_BODY() FStateTreeTaskBase() : bShouldStateChangeOnReselect(true) , bShouldCallTick(true) , bShouldCallTickOnlyOnEvents(false) , bShouldCopyBoundPropertiesOnTick(true) , bShouldCopyBoundPropertiesOnExitState(true) , bShouldAffectTransitions(false) , bConsideredForScheduling(true) , bTaskEnabled(true) #if WITH_EDITORONLY_DATA , bConsideredForCompletion(true) , bCanEditConsideredForCompletion(true) #endif { } UE_DEPRECATED(5.5, "Use EnterState without the EStateTreeStateChangeType.") /** * Note: The API has been deprecated. ChangeType is moved into FStateTreeTransitionResult. * You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true. */ virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const final { return EStateTreeRunStatus::Running; } UE_DEPRECATED(5.5, "Use ExitState without the EStateTreeStateChangeType.") /** * Note: The API has been deprecated. ChangeType is moved into FStateTreeTransitionResult. * You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true. */ virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const final { } /** * Called when a new state is entered and task is part of active states. * @param Context Reference to current execution context. * @param Transition Describes the states involved in the transition * @return Succeed/Failed will end the state immediately and trigger to select new state, Running will carry on to tick the state. */ virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const { return EStateTreeRunStatus::Running; } /** * Called when a current state is exited and task is part of active states. * @param Context Reference to current execution context. * @param Transition Describes the states involved in the transition */ virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const { } /** * Called right after a state has been completed, but before new state has been selected. StateCompleted is called in reverse order to allow to propagate state to other Tasks that * are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state. * @param Context Reference to current execution context. * @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed). * @param CompletedActiveStates Active states at the time of completion. */ virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const { } /** * Called during state tree tick when the task is on active state. * Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set. * @param Context Reference to current execution context. * @param DeltaTime Time since last StateTree tick. * @return Running status of the state: Running if still in progress, Succeeded if execution is done and succeeded, Failed if execution is done and failed. */ virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const { return EStateTreeRunStatus::Running; } /** * Called when state tree triggers transitions. This method is called during transition handling, before state's tick and event transitions are handled. * Note: the method is called only if bShouldAffectTransitions is set. * @param Context Reference to current execution context. */ virtual void TriggerTransitions(FStateTreeExecutionContext& Context) const { }; #if WITH_EDITOR virtual FName GetIconName() const override { return FName("StateTreeEditorStyle|Node.Task"); } virtual FColor GetIconColor() const override { return UE::StateTree::Colors::Grey; } #endif #if WITH_GAMEPLAY_DEBUGGER UE_API virtual FString GetDebugInfo(const FStateTreeReadOnlyExecutionContext& Context) const; UE_DEPRECATED(5.6, "Use the version with the FStateTreeReadOnlyExecutionContext.") UE_API virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const final; #endif /** * If set to true, the task will receive EnterState/ExitState even if the state was previously active. * Generally this should be true for action type tasks, like playing animation, * and false on state like tasks like claiming a resource that is expected to be acquired on child states. * Default value is true. */ uint8 bShouldStateChangeOnReselect : 1; /** If set to true, Tick() is called. Not ticking implies no property copy. Default true. */ uint8 bShouldCallTick : 1; /** If set to true, Tick() is called only when there are events. No effect if bShouldCallTick is true. Not ticking implies no property copy. Default false. */ uint8 bShouldCallTickOnlyOnEvents : 1; /** If set to true, copy the values of bound properties before calling Tick(). Default true. */ uint8 bShouldCopyBoundPropertiesOnTick : 1; /** If set to true, copy the values of bound properties before calling ExitState(). Default true. */ uint8 bShouldCopyBoundPropertiesOnExitState : 1; /** If set to true, TriggerTransitions() is called during transition handling. Default false. */ uint8 bShouldAffectTransitions : 1; /** * If set to true, the task is considered for scheduled tick. It will use these flags: bShouldCallTick, bShouldCallTickOnlyOnEvents, and bShouldAffectTransitions. * It doesn't affect how the task ticks. * Default true. */ uint8 bConsideredForScheduling : 1; /** True if the node is Enabled (i.e. not explicitly disabled in the asset). */ UPROPERTY() uint8 bTaskEnabled : 1; UPROPERTY() EStateTreeTransitionPriority TransitionHandlingPriority = EStateTreeTransitionPriority::Normal; #if WITH_EDITORONLY_DATA /** * True if the task is considered for completion. * False if the task runs in the background without affecting the state completion. */ UPROPERTY() uint8 bConsideredForCompletion : 1; /** True if the user can edit bConsideredForCompletion in the editor. */ UPROPERTY() uint8 bCanEditConsideredForCompletion : 1; #endif }; /** * Base class (namespace) for all common Tasks that are generally applicable. * This allows schemas to safely include all conditions child of this struct. */ USTRUCT(meta = (Hidden)) struct FStateTreeTaskCommonBase : public FStateTreeTaskBase { GENERATED_BODY() }; #undef UE_API