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

199 lines
7.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BrainComponent.h"
#include "GameplayTaskOwnerInterface.h"
#include "IStateTreeSchemaProvider.h"
#include "StateTreeReference.h"
#include "StateTreeInstanceData.h"
#include "Templates/ValueOrError.h"
#include "UObject/Package.h"
#include "StateTreeComponent.generated.h"
#define UE_API GAMEPLAYSTATETREEMODULE_API
enum class EStateTreeRunStatus : uint8;
struct FGameplayTag;
struct FStateTreeEvent;
struct FStateTreeExecutionContext;
class UStateTree;
class UStateTreeComponent;
USTRUCT()
struct FStateTreeComponentExecutionExtension : public FStateTreeExecutionExtension
{
GENERATED_BODY()
public:
virtual void ScheduleNextTick(const FContextParameters& Context) override;
UPROPERTY()
TObjectPtr<UStateTreeComponent> Component;
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FStateTreeRunStatusChanged, EStateTreeRunStatus, StateTreeRunStatus);
UCLASS(MinimalAPI, Blueprintable, ClassGroup = AI, HideCategories = (Activation, Collision), meta = (BlueprintSpawnableComponent))
class UStateTreeComponent : public UBrainComponent, public IGameplayTaskOwnerInterface, public IStateTreeSchemaProvider
{
GENERATED_BODY()
public:
UE_API UStateTreeComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~ BEGIN UActorComponent overrides
UE_API virtual void InitializeComponent() override;
UE_API virtual void UninitializeComponent() override;
UE_API virtual void BeginPlay() override;
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UE_API virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
//~ END UActorComponent overrides
//~ BEGIN UBrainComponent overrides
UE_API virtual void StartLogic() override;
UE_API virtual void RestartLogic() override;
UE_API virtual void StopLogic(const FString& Reason) override;
UE_API virtual void Cleanup() override;
UE_API virtual void PauseLogic(const FString& Reason) override;
UE_API virtual EAILogicResuming::Type ResumeLogic(const FString& Reason) override;
UE_API virtual bool IsRunning() const override;
UE_API virtual bool IsPaused() const override;
//~ END UBrainComponent overrides
//~ BEGIN IGameplayTaskOwnerInterface
UE_API virtual UGameplayTasksComponent* GetGameplayTasksComponent(const UGameplayTask& Task) const override;
UE_API virtual AActor* GetGameplayTaskOwner(const UGameplayTask* Task) const override;
UE_API virtual AActor* GetGameplayTaskAvatar(const UGameplayTask* Task) const override;
UE_API virtual uint8 GetGameplayTaskDefaultPriority() const override;
UE_API virtual void OnGameplayTaskInitialized(UGameplayTask& Task) override;
//~ END IGameplayTaskOwnerInterface
//~ BEGIN IStateTreeSchemaProvider
UE_API TSubclassOf<UStateTreeSchema> GetSchema() const override;
//~ END
/**
* Sets a new state tree.
* The state tree won't be set if the logic is running.
*/
UFUNCTION(BlueprintCallable, Category = "Gameplay|StateTree")
UE_API void SetStateTree(UStateTree* StateTree);
/**
* Sets a new state tree reference.
* The state tree reference won't be set if the logic is running.
*/
UFUNCTION(BlueprintCallable, Category = "Gameplay|StateTree")
UE_API void SetStateTreeReference(FStateTreeReference StateTreeReference);
/**
* Set the linked state tree overrides.
* The overrides won't be set if they do not use the StateTreeComponentSchema schema.
*/
UE_API void SetLinkedStateTreeOverrides(FStateTreeReferenceOverrides Overrides);
/**
* Add a linked state tree override.
* The override won't be set if it doesn't use the StateTreeComponentSchema schema.
*/
UFUNCTION(BlueprintCallable, Category = "Gameplay|StateTree")
UE_API void AddLinkedStateTreeOverrides(const FGameplayTag StateTag, FStateTreeReference StateTreeReference);
/** Remove a linked state tree override. */
UFUNCTION(BlueprintCallable, Category = "Gameplay|StateTree")
UE_API void RemoveLinkedStateTreeOverrides(const FGameplayTag StateTag);
/**
* Sets whether the State Tree is started automatically on being play.
* This function sets the bStartLogicAutomatically property, and should be used mostly from constructions scripts.
* If you wish to start the logic manually, call StartLogic().
*/
UFUNCTION(BlueprintCallable, Category = "Gameplay|StateTree")
UE_API void SetStartLogicAutomatically(const bool bInStartLogicAutomatically);
/** Sends event to the running StateTree. */
UFUNCTION(BlueprintCallable, Category = "Gameplay|StateTree")
UE_API void SendStateTreeEvent(const FStateTreeEvent& Event);
/** Sends event to the running StateTree. */
UE_API void SendStateTreeEvent(const FGameplayTag Tag, const FConstStructView Payload = FConstStructView(), const FName Origin = FName());
/** Returns the current run status of the StateTree. */
UFUNCTION(BlueprintPure, Category = "Gameplay|StateTree")
UE_API EStateTreeRunStatus GetStateTreeRunStatus() const;
/** Called when the run status of the StateTree has changed */
UPROPERTY(BlueprintAssignable, Category = "Gameplay|StateTree")
FStateTreeRunStatusChanged OnStateTreeRunStatusChanged;
#if WITH_GAMEPLAY_DEBUGGER
UE_API virtual FString GetDebugInfoString() const override;
/**
* @return the list of active states.
* If the StateTree has linked asset StateTree, then more than one state can have the same name.
* Only used for debugging purposes.
*/
UE_API TArray<FName> GetActiveStateNames() const;
#endif // WITH_GAMEPLAY_DEBUGGER
protected:
#if WITH_EDITORONLY_DATA
UE_API virtual void PostLoad() override;
#endif
/**
* Called during initialize, will validate the state tree reference and create a context from the state tree to check it's validity
* Override this function for custom state tree validation.
* Note: Override without calling super if the state tree reference is dynamically set after initialization
*/
UE_API virtual void ValidateStateTreeReference();
/** @return a value if the state tree reference can be used by the component or the error why it's not a valid reference. */
UE_API virtual TValueOrError<void, FString> HasValidStateTreeReference() const;
UE_API virtual bool SetContextRequirements(FStateTreeExecutionContext& Context, bool bLogErrors = false);
UE_API virtual bool CollectExternalData(const FStateTreeExecutionContext& Context, const UStateTree* StateTree, TArrayView<const FStateTreeExternalDataDesc> Descs, TArrayView<FStateTreeDataView> OutDataViews) const;
UE_API void StartTree();
UE_API void ScheduleTickFrame(const FStateTreeScheduledTick& NextTick);
UE_API void ConditionalEnableTick();
UE_API void DisableTick();
#if WITH_EDITORONLY_DATA
UE_DEPRECATED(5.1, "This property has been deprecated. Use StateTreeReference instead.")
UPROPERTY()
TObjectPtr<UStateTree> StateTree_DEPRECATED;
#endif
/** State Tree asset to run on the component. */
UPROPERTY(EditAnywhere, Category = AI, meta=(Schema="/Script/GameplayStateTreeModule.StateTreeComponentSchema", SchemaCanBeOverriden))
FStateTreeReference StateTreeRef;
/**
* Overrides for linked State Trees. This table is used to override State Tree references on linked states.
* If a linked state's tag is exact match of the tag specified on the table, the reference from the table is used instead.
*/
UPROPERTY(EditAnywhere, Category = AI, meta=(Schema="/Script/GameplayStateTreeModule.StateTreeComponentSchema"))
FStateTreeReferenceOverrides LinkedStateTreeOverrides;
UPROPERTY(Transient)
FStateTreeInstanceData InstanceData;
/** If true, the StateTree logic is started on begin play. Otherwise StartLogic() needs to be called. */
UPROPERTY(EditAnywhere, Category = AI)
bool bStartLogicAutomatically = true;
/** if set, state tree execution is allowed */
uint8 bIsRunning : 1;
/** if set, execution requests will be postponed */
uint8 bIsPaused : 1;
friend FStateTreeComponentExecutionExtension;
};
#undef UE_API