52 lines
1.9 KiB
C++
52 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeSchema.h"
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#include "GameFramework/Actor.h"
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#include "StateTreeTypes.h"
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#include "GameplayInteractionStateTreeSchema.generated.h"
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#define UE_API GAMEPLAYINTERACTIONSMODULE_API
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struct FStateTreeExternalDataDesc;
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UCLASS(MinimalAPI, BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "Gameplay Interactions"))
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class UGameplayInteractionStateTreeSchema : public UStateTreeSchema
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{
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GENERATED_BODY()
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public:
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UE_API UGameplayInteractionStateTreeSchema();
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UClass* GetContextActorClass() const { return ContextActorClass; };
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UClass* GetSmartObjectActorClass() const { return SmartObjectActorClass; };
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protected:
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UE_API virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const override;
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UE_API virtual bool IsClassAllowed(const UClass* InScriptStruct) const override;
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UE_API virtual bool IsExternalItemAllowed(const UStruct& InStruct) const override;
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virtual TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const override { return ContextDataDescs; }
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UE_API virtual void PostLoad() override;
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#if WITH_EDITOR
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UE_API virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent) override;
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#endif // WITH_EDITOR
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/** Actor class the StateTree is expected to run on. Allows to bind to specific Actor class' properties. */
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UPROPERTY(EditAnywhere, Category="Defaults")
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TSubclassOf<AActor> ContextActorClass;
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/** Actor class of the SmartObject the StateTree is expected to run with. Allows to bind to specific Actor class' properties. */
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UPROPERTY(EditAnywhere, Category="Defaults")
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TSubclassOf<AActor> SmartObjectActorClass;
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/** List of named external data required by schema and provided to the state tree through the execution context. */
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UPROPERTY()
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TArray<FStateTreeExternalDataDesc> ContextDataDescs;
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};
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#undef UE_API
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