63 lines
2.3 KiB
C++
63 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Components/StateTreeAIComponentSchema.h"
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#include "AIController.h"
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#include "BrainComponent.h"
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#include "Conditions/StateTreeAIConditionBase.h"
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#include "GameFramework/Pawn.h"
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#include "StateTreeExecutionContext.h"
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#include "Tasks/StateTreeAITask.h"
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namespace UE::GameplayStateTree::Private
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{
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static FLazyName Name_AIController = "AIController";
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}
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UStateTreeAIComponentSchema::UStateTreeAIComponentSchema(const FObjectInitializer& ObjectInitializer /*= FObjectInitializer::Get()*/)
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: AIControllerClass(AAIController::StaticClass())
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{
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check(ContextDataDescs.Num() == 1 && ContextDataDescs[0].Struct == AActor::StaticClass());
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// Make the Actor a pawn by default so it binds to the controlled pawn instead of the AIController.
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ContextActorClass = APawn::StaticClass();
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ContextDataDescs[0].Struct = ContextActorClass.Get();
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ContextDataDescs.Emplace(UE::GameplayStateTree::Private::Name_AIController, AIControllerClass.Get(), FGuid(0xEDB3CD97, 0x95F94E0A, 0xBD15207B, 0x98645CDC));
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}
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void UStateTreeAIComponentSchema::PostLoad()
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{
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Super::PostLoad();
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ContextDataDescs[1].Struct = AIControllerClass.Get();
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}
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bool UStateTreeAIComponentSchema::IsStructAllowed(const UScriptStruct* InScriptStruct) const
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{
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return Super::IsStructAllowed(InScriptStruct)
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|| InScriptStruct->IsChildOf(FStateTreeAITaskBase::StaticStruct())
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|| InScriptStruct->IsChildOf(FStateTreeAIConditionBase::StaticStruct());
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}
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void UStateTreeAIComponentSchema::SetContextData(FContextDataSetter& ContextDataSetter, bool bLogErrors) const
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{
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const FName AIControllerName = UE::GameplayStateTree::Private::Name_AIController;
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ContextDataSetter.SetContextDataByName(AIControllerName, FStateTreeDataView(ContextDataSetter.GetComponent()->GetAIOwner()));
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Super::SetContextData(ContextDataSetter, bLogErrors);
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}
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#if WITH_EDITOR
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void UStateTreeAIComponentSchema::PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeChainProperty(PropertyChangedEvent);
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if (FProperty* Property = PropertyChangedEvent.Property)
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{
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if (Property->GetOwnerClass() == UStateTreeAIComponentSchema::StaticClass()
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&& Property->GetFName() == GET_MEMBER_NAME_CHECKED(UStateTreeAIComponentSchema, AIControllerClass))
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{
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ContextDataDescs[1].Struct = AIControllerClass.Get();
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}
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}
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}
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#endif // WITH_EDITOR
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