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

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2.8 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTaskBase.h"
#include "StateTreePropertyRef.h"
#include "EnvironmentQuery/EnvQueryTypes.h"
#include "StateTreeRunEnvQueryTask.generated.h"
USTRUCT()
struct FStateTreeRunEnvQueryInstanceData
{
GENERATED_BODY()
// Result of the query. If an array is binded, it will output all the created values otherwise it will output the best one.
UPROPERTY(EditAnywhere, Category = Out, meta = (RefType = "/Script/CoreUObject.Vector, /Script/Engine.Actor", CanRefToArray))
FStateTreePropertyRef Result;
// The query will be run with this actor has the owner object.
UPROPERTY(EditAnywhere, Category = Context)
TObjectPtr<AActor> QueryOwner = nullptr;
// The query template to run
UPROPERTY(EditAnywhere, Category = Parameter)
TObjectPtr<UEnvQuery> QueryTemplate;
// Query config associated with the query template.
UPROPERTY(EditAnywhere, EditFixedSize, Category = Parameter)
TArray<FAIDynamicParam> QueryConfig;
/** determines which item will be stored (All = only first matching) */
UPROPERTY(EditAnywhere, Category = Parameter)
TEnumAsByte<EEnvQueryRunMode::Type> RunMode = EEnvQueryRunMode::SingleResult;
int32 RequestId = INDEX_NONE;
};
/**
* Task that runs an async environment query and outputs the result to an outside parameter. Supports Actor and vector types EQS.
* The task is usually run in a sibling state to the result user will be with the data being stored in the parent state's parameters.
* - Parent (Has an EQS result parameter)
* - Run Env Query (If success go to Use Query Result)
* - Use Query Result
*/
USTRUCT(meta = (DisplayName = "Run Env Query", Category = "Common"))
struct FStateTreeRunEnvQueryTask : public FStateTreeTaskCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeRunEnvQueryInstanceData;
FStateTreeRunEnvQueryTask();
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
#if WITH_EDITOR
virtual void PostEditInstanceDataChangeChainProperty(const FPropertyChangedChainEvent& PropertyChangedEvent, FStateTreeDataView InstanceDataView) override;
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
virtual FName GetIconName() const override
{
return FName("StateTreeEditorStyle|Node.Find");
}
virtual FColor GetIconColor() const override
{
return UE::StateTree::Colors::Grey;
}
#endif // WITH_EDITOR
};