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

88 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/StateTreeConsiderationBlueprintBase.h"
#include "BlueprintNodeHelpers.h"
#include "StateTreeExecutionContext.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeConsiderationBlueprintBase)
//----------------------------------------------------------------------//
// UStateTreeConsiderationBlueprintBase
//----------------------------------------------------------------------//
UStateTreeConsiderationBlueprintBase::UStateTreeConsiderationBlueprintBase(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bHasGetScore = BlueprintNodeHelpers::HasBlueprintFunction(GET_FUNCTION_NAME_CHECKED(UStateTreeConsiderationBlueprintBase, ReceiveGetScore), *this, *StaticClass());
}
float UStateTreeConsiderationBlueprintBase::GetScore(FStateTreeExecutionContext& Context) const
{
if (bHasGetScore)
{
// Cache the owner and event queue for the duration the consideration is evaluated.
SetCachedInstanceDataFromContext(Context);
const float Score = ReceiveGetScore();
ClearCachedInstanceData();
return Score;
}
return .0f;
}
//----------------------------------------------------------------------//
// FStateTreeBlueprintConsiderationWrapper
//----------------------------------------------------------------------//
#if WITH_EDITOR
FText FStateTreeBlueprintConsiderationWrapper::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
{
FText Description;
if (const UStateTreeConsiderationBlueprintBase* Instance = InstanceDataView.GetPtr<UStateTreeConsiderationBlueprintBase>())
{
Description = Instance->GetDescription(ID, InstanceDataView, BindingLookup, Formatting);
}
if (Description.IsEmpty() && ConsiderationClass)
{
Description = ConsiderationClass->GetDisplayNameText();
}
return Description;
}
FName FStateTreeBlueprintConsiderationWrapper::GetIconName() const
{
if (ConsiderationClass)
{
if (const UStateTreeNodeBlueprintBase* NodeCDO = GetDefault<const UStateTreeNodeBlueprintBase>(ConsiderationClass))
{
return NodeCDO->GetIconName();
}
}
return FStateTreeConsiderationBase::GetIconName();
}
FColor FStateTreeBlueprintConsiderationWrapper::GetIconColor() const
{
if (ConsiderationClass)
{
if (const UStateTreeNodeBlueprintBase* NodeCDO = GetDefault<const UStateTreeNodeBlueprintBase>(ConsiderationClass))
{
return NodeCDO->GetIconColor();
}
}
return FStateTreeConsiderationBase::GetIconColor();
}
#endif //WITH_EDITOR
float FStateTreeBlueprintConsiderationWrapper::GetScore(FStateTreeExecutionContext& Context) const
{
UStateTreeConsiderationBlueprintBase* Consideration = Context.GetInstanceDataPtr<UStateTreeConsiderationBlueprintBase>(*this);
check(Consideration);
return Consideration->GetScore(Context);
}