Files
UnrealEngine/Engine/Plugins/Runtime/GameplayInteractions/Source/GameplayInteractionsModule/Private/StateTree/GameplayInteractionFindSlotTask.h
2025-05-18 13:04:45 +08:00

79 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameplayInteractionsTypes.h"
#include "GameplayInteractionFindSlotTask.generated.h"
class USmartObjectSubsystem;
UENUM()
enum class EGameplayInteractionSlotReferenceType : uint8
{
/** Consider all slots on the Reference Slot's Smart Object. Match by activity tag. */
ByActivityTag,
/** Consider slots linked via Link Annotations on Reference Slot. Match by link's tag. */
ByLinkTag,
};
USTRUCT()
struct FGameplayInteractionFindSlotTaskInstanceData
{
GENERATED_BODY()
/** Slot to use as reference to find the result slot. */
UPROPERTY(EditAnywhere, Category="Input")
FSmartObjectSlotHandle ReferenceSlot;
/** Result slot. */
UPROPERTY(EditAnywhere, Category="Output")
FSmartObjectSlotHandle ResultSlot;
};
/**
* Task to find a Smart Object slot based on a reference slot.
* The search can look up slots in the whole Smart Object based on Activity tags,
* or use Smart Object Slot Link annotations on the reference slot.
*/
USTRUCT(meta = (DisplayName = "Find Slot", Category="Gameplay Interactions|Smart Object"))
struct FGameplayInteractionFindSlotTask : public FGameplayInteractionStateTreeTask
{
GENERATED_BODY()
FGameplayInteractionFindSlotTask();
using FInstanceDataType = FGameplayInteractionFindSlotTaskInstanceData;
protected:
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
virtual bool Link(FStateTreeLinker& Linker) override;
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
#if WITH_EDITOR
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::Blue;
}
#endif
bool UpdateResult(const FStateTreeExecutionContext& Context) const;
/** Specified which slots to consider when finding the slot. */
UPROPERTY(EditAnywhere, Category="Parameter")
EGameplayInteractionSlotReferenceType ReferenceType = EGameplayInteractionSlotReferenceType::ByLinkTag;
/** Tag to use to lookup the slot. */
UPROPERTY(EditAnywhere, Category="Parameter")
FGameplayTag FindByTag;
/** Handle to retrieve USmartObjectSubsystem. */
TStateTreeExternalDataHandle<USmartObjectSubsystem> SmartObjectSubsystemHandle;
};