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

71 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameplayInteractionsTypes.h"
#include "GameplayInteractionSetSlotEnabledTask.generated.h"
class USmartObjectSubsystem;
USTRUCT()
struct FGameplayInteractionSetSlotEnabledInstanceData
{
GENERATED_BODY()
/** Target slot whose tags are modified. */
UPROPERTY(EditAnywhere, Category = "Input")
FSmartObjectSlotHandle TargetSlot;
/** When using OnEnterStateUndoOnExitState, indicates initial enabled state to be restored on ExitState(). */
UPROPERTY()
bool bInitialState = false;
};
/**
* Task to set a Smart Object Slot enabled to disabled.
* The slot can be enabled or disable for the duration of the task (OnEnterStateUndoOnExitState),
* or permanently at the beginning or end of the state.
*/
USTRUCT(meta = (DisplayName = "Set Slot Enabled", Category="Gameplay Interactions|Smart Object"))
struct FGameplayInteractionSetSlotEnabledTask : public FGameplayInteractionStateTreeTask
{
GENERATED_BODY()
FGameplayInteractionSetSlotEnabledTask();
using FInstanceDataType = FGameplayInteractionSetSlotEnabledInstanceData;
protected:
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
virtual bool Link(FStateTreeLinker& Linker) override;
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
#if WITH_EDITOR
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
virtual FName GetIconName() const override
{
return FName("StateTreeEditorStyle|Node.EnableDisable");
}
virtual FColor GetIconColor() const override
{
return UE::StateTree::Colors::Blue;
}
#endif
/** When to modify the tags. */
UPROPERTY(EditAnywhere, Category = "Parameter")
EGameplayInteractionTaskModify Modify = EGameplayInteractionTaskModify::OnEnterStateUndoOnExitState;
/** If true, handle external State Tree stop as a failure. */
UPROPERTY(EditAnywhere, Category = "Parameter")
bool bHandleExternalStopAsFailure = true;
/** Whether to enable or disable the slot. */
UPROPERTY(EditAnywhere, Category = "Parameter")
bool bEnableSlot = true;
/** Handle to retrieve USmartObjectSubsystem. */
TStateTreeExternalDataHandle<USmartObjectSubsystem> SmartObjectSubsystemHandle;
};