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