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2025-05-18 13:04:45 +08:00

63 lines
2.3 KiB
C++

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