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