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