113 lines
4.5 KiB
C++
113 lines
4.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GameplayInteractionSetSlotEnabledTask.h"
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#include "StateTreeExecutionContext.h"
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#include "SmartObjectSubsystem.h"
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#include "VisualLogger/VisualLogger.h"
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#include "StateTreeLinker.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayInteractionSetSlotEnabledTask)
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#define LOCTEXT_NAMESPACE "GameplayInteractions"
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FGameplayInteractionSetSlotEnabledTask::FGameplayInteractionSetSlotEnabledTask()
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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 FGameplayInteractionSetSlotEnabledTask::Link(FStateTreeLinker& Linker)
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{
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Linker.LinkExternalData(SmartObjectSubsystemHandle);
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// Copy properties on exit state if the tags are set then.
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bShouldCopyBoundPropertiesOnExitState = (Modify == EGameplayInteractionTaskModify::OnExitState);
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return true;
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}
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EStateTreeRunStatus FGameplayInteractionSetSlotEnabledTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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USmartObjectSubsystem& SmartObjectSubsystem = Context.GetExternalData(SmartObjectSubsystemHandle);
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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if (!InstanceData.TargetSlot.IsValid())
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{
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UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, Error, TEXT("[GameplayInteractionSetSlotEnabledTask] Expected valid TargetSlot handle."));
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return EStateTreeRunStatus::Failed;
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}
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if (Modify == EGameplayInteractionTaskModify::OnEnterState || Modify == EGameplayInteractionTaskModify::OnEnterStateUndoOnExitState)
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{
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UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, VeryVerbose, TEXT("[GameplayInteractionSetSlotEnabledTask] %s slot (%s)."),
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bEnableSlot ? TEXT("Enable") : TEXT("Disable"), *LexToString(InstanceData.TargetSlot));
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InstanceData.bInitialState = SmartObjectSubsystem.SetSlotEnabled(InstanceData.TargetSlot, bEnableSlot);
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}
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return EStateTreeRunStatus::Running;
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}
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void FGameplayInteractionSetSlotEnabledTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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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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UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, Error, TEXT("[GameplayInteractionSetSlotEnabledTask] Expected valid TargetSlot handle."));
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return;
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}
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if (Modify == EGameplayInteractionTaskModify::OnEnterStateUndoOnExitState)
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{
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UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, VeryVerbose, TEXT("[GameplayInteractionSetSlotEnabledTask] Undo %s slot (%s)."),
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bEnableSlot ? TEXT("Enable") : TEXT("Disable"), *LexToString(InstanceData.TargetSlot));
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SmartObjectSubsystem.SetSlotEnabled(InstanceData.TargetSlot, InstanceData.bInitialState);
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}
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else
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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 (Modify == EGameplayInteractionTaskModify::OnExitState
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|| (bLastStateFailed && Modify == EGameplayInteractionTaskModify::OnExitStateFailed)
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|| (!bLastStateFailed && Modify == EGameplayInteractionTaskModify::OnExitStateSucceeded))
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{
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UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, VeryVerbose, TEXT("[GameplayInteractionSetSlotEnabledTask] %s slot (%s)."),
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bEnableSlot ? TEXT("Enable") : TEXT("Disable"), *LexToString(InstanceData.TargetSlot));
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SmartObjectSubsystem.SetSlotEnabled(InstanceData.TargetSlot, bEnableSlot);
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}
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}
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}
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#if WITH_EDITOR
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FText FGameplayInteractionSetSlotEnabledTask::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 StateValue = bEnableSlot ? LOCTEXT("Enable", "Enable") : LOCTEXT("Disable", "Disable");
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const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
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? LOCTEXT("SetSlotEnabledRich", "<b>{EnableOrDisable} Slot</> {Slot}")
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: LOCTEXT("SetSlotEnabled", "{EnableOrDisable} Slot {Slot}");
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return FText::FormatNamed(Format,
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TEXT("EnableOrDisable"), StateValue,
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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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