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

113 lines
4.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GameplayInteractionSetSlotEnabledTask.h"
#include "StateTreeExecutionContext.h"
#include "SmartObjectSubsystem.h"
#include "VisualLogger/VisualLogger.h"
#include "StateTreeLinker.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayInteractionSetSlotEnabledTask)
#define LOCTEXT_NAMESPACE "GameplayInteractions"
FGameplayInteractionSetSlotEnabledTask::FGameplayInteractionSetSlotEnabledTask()
{
// No tick needed.
bShouldCallTick = false;
bShouldCopyBoundPropertiesOnTick = false;
}
bool FGameplayInteractionSetSlotEnabledTask::Link(FStateTreeLinker& Linker)
{
Linker.LinkExternalData(SmartObjectSubsystemHandle);
// Copy properties on exit state if the tags are set then.
bShouldCopyBoundPropertiesOnExitState = (Modify == EGameplayInteractionTaskModify::OnExitState);
return true;
}
EStateTreeRunStatus FGameplayInteractionSetSlotEnabledTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
USmartObjectSubsystem& SmartObjectSubsystem = Context.GetExternalData(SmartObjectSubsystemHandle);
FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
if (!InstanceData.TargetSlot.IsValid())
{
UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, Error, TEXT("[GameplayInteractionSetSlotEnabledTask] Expected valid TargetSlot handle."));
return EStateTreeRunStatus::Failed;
}
if (Modify == EGameplayInteractionTaskModify::OnEnterState || Modify == EGameplayInteractionTaskModify::OnEnterStateUndoOnExitState)
{
UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, VeryVerbose, TEXT("[GameplayInteractionSetSlotEnabledTask] %s slot (%s)."),
bEnableSlot ? TEXT("Enable") : TEXT("Disable"), *LexToString(InstanceData.TargetSlot));
InstanceData.bInitialState = SmartObjectSubsystem.SetSlotEnabled(InstanceData.TargetSlot, bEnableSlot);
}
return EStateTreeRunStatus::Running;
}
void FGameplayInteractionSetSlotEnabledTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
USmartObjectSubsystem& SmartObjectSubsystem = Context.GetExternalData(SmartObjectSubsystemHandle);
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
if (!InstanceData.TargetSlot.IsValid())
{
UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, Error, TEXT("[GameplayInteractionSetSlotEnabledTask] Expected valid TargetSlot handle."));
return;
}
if (Modify == EGameplayInteractionTaskModify::OnEnterStateUndoOnExitState)
{
UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, VeryVerbose, TEXT("[GameplayInteractionSetSlotEnabledTask] Undo %s slot (%s)."),
bEnableSlot ? TEXT("Enable") : TEXT("Disable"), *LexToString(InstanceData.TargetSlot));
SmartObjectSubsystem.SetSlotEnabled(InstanceData.TargetSlot, InstanceData.bInitialState);
}
else
{
const bool bLastStateFailed = Transition.CurrentRunStatus == EStateTreeRunStatus::Failed
|| (bHandleExternalStopAsFailure && Transition.CurrentRunStatus == EStateTreeRunStatus::Stopped);
if (Modify == EGameplayInteractionTaskModify::OnExitState
|| (bLastStateFailed && Modify == EGameplayInteractionTaskModify::OnExitStateFailed)
|| (!bLastStateFailed && Modify == EGameplayInteractionTaskModify::OnExitStateSucceeded))
{
UE_VLOG_UELOG(Context.GetOwner(), LogStateTree, VeryVerbose, TEXT("[GameplayInteractionSetSlotEnabledTask] %s slot (%s)."),
bEnableSlot ? TEXT("Enable") : TEXT("Disable"), *LexToString(InstanceData.TargetSlot));
SmartObjectSubsystem.SetSlotEnabled(InstanceData.TargetSlot, bEnableSlot);
}
}
}
#if WITH_EDITOR
FText FGameplayInteractionSetSlotEnabledTask::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 StateValue = bEnableSlot ? LOCTEXT("Enable", "Enable") : LOCTEXT("Disable", "Disable");
const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
? LOCTEXT("SetSlotEnabledRich", "<b>{EnableOrDisable} Slot</> {Slot}")
: LOCTEXT("SetSlotEnabled", "{EnableOrDisable} Slot {Slot}");
return FText::FormatNamed(Format,
TEXT("EnableOrDisable"), StateValue,
TEXT("Slot"), SlotValue);
}
#endif
#undef LOCTEXT_NAMESPACE