113 lines
3.1 KiB
C++
113 lines
3.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SceneStateMachineNode.h"
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#include "StructUtils/InstancedStruct.h"
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#include "Tasks/SceneStateTask.h"
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#include "Templates/SubclassOf.h"
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#include "SceneStateMachineTaskNode.generated.h"
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class USceneStateBlueprintableTask;
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struct FSceneStateTaskDescContext;
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struct FSceneStateTaskDescMutableContext;
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namespace UE::SceneState
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{
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struct FStructIdChange;
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}
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UCLASS(MinimalAPI)
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class USceneStateMachineTaskNode : public USceneStateMachineNode
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{
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GENERATED_BODY()
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public:
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USceneStateMachineTaskNode();
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TConstStructView<FSceneStateTask> GetTask() const
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{
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return Task;
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}
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TStructView<FSceneStateTaskInstance> GetTaskInstance()
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{
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return TaskInstance;
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}
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TMulticastDelegateRegistration<void()>& OnPostEditTask() const
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{
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return OnPostEditTaskDelegate;
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}
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SCENESTATEMACHINEGRAPH_API bool SetTaskStruct(const UScriptStruct* InTaskStruct);
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SCENESTATEMACHINEGRAPH_API void SetTaskBlueprintClass(TSubclassOf<USceneStateBlueprintableTask> InTaskClass);
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SCENESTATEMACHINEGRAPH_API bool FindDataViewById(const FGuid& InStructId, FStructView& OutDataView);
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const FGuid& GetTaskId() const
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{
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return TaskId;
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}
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//~ Begin UEdGraphNode
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virtual void AllocateDefaultPins() override;
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virtual FText GetNodeTitle(ENodeTitleType::Type InTitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual bool CanDuplicateNode() const override;
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virtual void PostPasteNode() override;
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virtual UObject* GetJumpTargetForDoubleClick() const override;
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//~ End UEdGraphNode
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//~ Begin UObject
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virtual void PostLoad() override;
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virtual void BeginDestroy() override;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& InPropertyChangedEvent) override;
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virtual void PostDuplicate(bool bInDuplicateForPIE) override;
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virtual void PostEditImport() override;
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//~ End UObject
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static FName GetTaskPropertyName()
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{
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return GET_MEMBER_NAME_CHECKED(USceneStateMachineTaskNode, Task);
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}
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static FName GetTaskInstancePropertyName()
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{
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return GET_MEMBER_NAME_CHECKED(USceneStateMachineTaskNode, TaskInstance);
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}
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private:
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/** Create context for this task node */
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FSceneStateTaskDescContext MakeContext() const;
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/** Creates a mutable context for this task node */
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FSceneStateTaskDescMutableContext MakeMutableContext();
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/** Rebuilds the task instance by recreating any instanced objects / or re-initializing any 'instance' guid property */
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void RebuildTaskInstance();
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/** Called when the task type has changed */
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void OnTaskTypeChanged();
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/** Called when a struct id has changed */
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void OnStructIdChanged(const UE::SceneState::FStructIdChange& InChange);
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/** Generates a new task id for this task node, notifying the binding owner of a struct id change */
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void GenerateNewTaskId();
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UPROPERTY(EditAnywhere, Category = "Task", meta=(StructTypeConst))
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TInstancedStruct<FSceneStateTask> Task;
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UPROPERTY(EditAnywhere, Category="Task", meta=(StructTypeConst))
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TInstancedStruct<FSceneStateTaskInstance> TaskInstance;
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UPROPERTY()
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FGuid TaskId;
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mutable TMulticastDelegate<void()> OnPostEditTaskDelegate;
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mutable FText CachedNodeTitle;
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};
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