Files
UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Blueprint/StateTreeConditionBlueprintBase.cpp
2025-05-18 13:04:45 +08:00

87 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeConditionBlueprintBase.h"
#include "Blueprint/StateTreeNodeBlueprintBase.h"
#include "StateTreeExecutionContext.h"
#include "BlueprintNodeHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeConditionBlueprintBase)
//----------------------------------------------------------------------//
// UStateTreeConditionBlueprintBase
//----------------------------------------------------------------------//
UStateTreeConditionBlueprintBase::UStateTreeConditionBlueprintBase(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bHasTestCondition = BlueprintNodeHelpers::HasBlueprintFunction(TEXT("ReceiveTestCondition"), *this, *StaticClass());
}
bool UStateTreeConditionBlueprintBase::TestCondition(FStateTreeExecutionContext& Context) const
{
if (bHasTestCondition)
{
// Cache the owner and event queue for the duration the condition is evaluated.
SetCachedInstanceDataFromContext(Context);
const bool bResult = ReceiveTestCondition();
ClearCachedInstanceData();
return bResult;
}
return false;
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintConditionWrapper
//----------------------------------------------------------------------//
bool FStateTreeBlueprintConditionWrapper::TestCondition(FStateTreeExecutionContext& Context) const
{
UStateTreeConditionBlueprintBase* Condition = Context.GetInstanceDataPtr<UStateTreeConditionBlueprintBase>(*this);
check(Condition);
return Condition->TestCondition(Context);
}
#if WITH_EDITOR
FText FStateTreeBlueprintConditionWrapper::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
FText Description;
if (const UStateTreeConditionBlueprintBase* Instance = InstanceDataView.GetPtr<UStateTreeConditionBlueprintBase>())
{
Description = Instance->GetDescription(ID, InstanceDataView, BindingLookup, Formatting);
}
if (Description.IsEmpty() && ConditionClass)
{
Description = ConditionClass->GetDisplayNameText();
}
return Description;
}
FName FStateTreeBlueprintConditionWrapper::GetIconName() const
{
if (ConditionClass)
{
if (const UStateTreeNodeBlueprintBase* NodeCDO = GetDefault<const UStateTreeNodeBlueprintBase>(ConditionClass))
{
return NodeCDO->GetIconName();
}
}
return FStateTreeConditionBase::GetIconName();
}
FColor FStateTreeBlueprintConditionWrapper::GetIconColor() const
{
if (ConditionClass)
{
if (const UStateTreeNodeBlueprintBase* NodeCDO = GetDefault<const UStateTreeNodeBlueprintBase>(ConditionClass))
{
return NodeCDO->GetIconColor();
}
}
return FStateTreeConditionBase::GetIconColor();
}
#endif