74 lines
2.1 KiB
C++
74 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MassProcessor.h"
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#include "MassObserverProcessor.h"
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#include "MassZoneGraphNavigationProcessors.generated.h"
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#define UE_API MASSZONEGRAPHNAVIGATION_API
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class UMassSignalSubsystem;
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/**
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* Processor for initializing nearest location on ZoneGraph.
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*/
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UCLASS(MinimalAPI)
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class UMassZoneGraphLocationInitializer : public UMassObserverProcessor
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{
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GENERATED_BODY()
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public:
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UE_API UMassZoneGraphLocationInitializer();
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protected:
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UE_API virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
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UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override;
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FMassEntityQuery EntityQuery;
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};
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/**
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* Processor for updating move target on ZoneGraph path.
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*/
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UCLASS(MinimalAPI)
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class UMassZoneGraphPathFollowProcessor : public UMassProcessor
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{
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GENERATED_BODY()
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protected:
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UE_API UMassZoneGraphPathFollowProcessor();
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UE_API virtual void InitializeInternal(UObject& Owner, const TSharedRef<FMassEntityManager>& EntityManager) override;
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UE_API virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
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UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override;
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FMassEntityQuery EntityQuery_Conditional;
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UPROPERTY(Transient)
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TObjectPtr<UMassSignalSubsystem> SignalSubsystem = nullptr;
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};
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/** ZoneGraph lane cache boundary processor */
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// @todo MassMovement: Make this signal based.
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UCLASS(MinimalAPI)
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class UMassZoneGraphLaneCacheBoundaryProcessor : public UMassProcessor
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{
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GENERATED_BODY()
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public:
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UE_API UMassZoneGraphLaneCacheBoundaryProcessor();
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protected:
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UE_API virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
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UE_API virtual void InitializeInternal(UObject& Owner, const TSharedRef<FMassEntityManager>& EntityManager) override;
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UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override;
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private:
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TWeakObjectPtr<UWorld> WeakWorld;
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FMassEntityQuery EntityQuery;
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};
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#undef UE_API
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