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

113 lines
4.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GameplayInteractionSendSlotEventTask.h"
#include "StateTreeExecutionContext.h"
#include "SmartObjectSubsystem.h"
#include "StateTreeLinker.h"
#include "VisualLogger/VisualLogger.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayInteractionSendSlotEventTask)
#define LOCTEXT_NAMESPACE "GameplayInteractions"
FGameplayInteractionSendSlotEventTask::FGameplayInteractionSendSlotEventTask()
{
// No tick needed.
bShouldCallTick = false;
bShouldCopyBoundPropertiesOnTick = false;
}
bool FGameplayInteractionSendSlotEventTask::Link(FStateTreeLinker& Linker)
{
Linker.LinkExternalData(SmartObjectSubsystemHandle);
bShouldStateChangeOnReselect = bShouldTriggerOnReselect;
// Copy properties on exit state if the event is sent then.
bShouldCopyBoundPropertiesOnExitState = (Trigger == EGameplayInteractionTaskTrigger::OnExitState);
return true;
}
EStateTreeRunStatus FGameplayInteractionSendSlotEventTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
if (Trigger == EGameplayInteractionTaskTrigger::OnEnterState)
{
USmartObjectSubsystem& SmartObjectSubsystem = Context.GetExternalData(SmartObjectSubsystemHandle);
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
if (InstanceData.TargetSlot.IsValid())
{
// Send the event
SmartObjectSubsystem.SendSlotEvent(InstanceData.TargetSlot, EventTag, Payload);
}
else
{
UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, Error, TEXT("[GameplayInteractionSendSlotEventTask] Expected valid TargetSlot handle."));
}
}
return EStateTreeRunStatus::Running;
}
void FGameplayInteractionSendSlotEventTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
const bool bLastStateFailed = Transition.CurrentRunStatus == EStateTreeRunStatus::Failed
|| (bHandleExternalStopAsFailure && Transition.CurrentRunStatus == EStateTreeRunStatus::Stopped);
if (Trigger == EGameplayInteractionTaskTrigger::OnExitState
|| (bLastStateFailed && Trigger == EGameplayInteractionTaskTrigger::OnExitStateFailed)
|| (!bLastStateFailed && Trigger == EGameplayInteractionTaskTrigger::OnExitStateSucceeded))
{
USmartObjectSubsystem& SmartObjectSubsystem = Context.GetExternalData(SmartObjectSubsystemHandle);
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
if (InstanceData.TargetSlot.IsValid())
{
// Send the event
SmartObjectSubsystem.SendSlotEvent(InstanceData.TargetSlot, EventTag, Payload);
}
else
{
UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, Error, TEXT("[GameplayInteractionSendSlotEventTask] Expected valid TargetSlot handle."));
}
}
}
#if WITH_EDITOR
EDataValidationResult FGameplayInteractionSendSlotEventTask::Compile(UE::StateTree::ICompileNodeContext& Context)
{
EDataValidationResult Result = EDataValidationResult::Valid;
if (!EventTag.IsValid() && !Payload.IsValid())
{
Context.AddValidationError(LOCTEXT("MissingEventData", "EventTag and Payload properties are empty, expecting valid tag."));
Result = EDataValidationResult::Invalid;
}
return Result;
}
FText FGameplayInteractionSendSlotEventTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
const FInstanceDataType* InstanceData = InstanceDataView.GetPtr<FInstanceDataType>();
check(InstanceData);
// Slot
FText SlotValue = BindingLookup.GetBindingSourceDisplayName(FPropertyBindingPath(ID, GET_MEMBER_NAME_CHECKED(FInstanceDataType, TargetSlot)), Formatting);
if (SlotValue.IsEmpty())
{
SlotValue = LOCTEXT("None", "None");
}
const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
? LOCTEXT("SendSlotEventRich", "<b>Send Event</> {Tag} <s>to slot</> {Slot}")
: LOCTEXT("SendSlotEvent", "Send Event {Tag} to slot {Slot}");
return FText::FormatNamed(Format,
TEXT("Tag"), FText::FromString(EventTag.ToString()),
TEXT("Slot"), SlotValue);
}
#endif
#undef LOCTEXT_NAMESPACE