102 lines
3.5 KiB
C++
102 lines
3.5 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 "StateTreeExecutionTypes.h"
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#include "StateTreeComponentSchema.generated.h"
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#define UE_API GAMEPLAYSTATETREEMODULE_API
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class UBrainComponent;
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class UStateTree;
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struct FStateTreeExecutionContext;
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UENUM()
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enum class EStateTreeComponentSchemaScheduledTickPolicy : uint8
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{
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Default,
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Allowed,
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Denied,
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};
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/**
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* StateTree for Actors with StateTree component.
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*/
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UCLASS(MinimalAPI, BlueprintType, EditInlineNew, CollapseCategories, meta = (DisplayName = "StateTree Component", CommonSchema))
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class UStateTreeComponentSchema : public UStateTreeSchema
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{
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GENERATED_BODY()
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public:
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UE_API UStateTreeComponentSchema();
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UClass* GetContextActorClass() const { return ContextActorClass; };
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static UE_API bool SetContextRequirements(UBrainComponent& BrainComponent, FStateTreeExecutionContext& Context, bool bLogErrors = false);
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static UE_API bool CollectExternalData(const FStateTreeExecutionContext& Context, const UStateTree* StateTree, TArrayView<const FStateTreeExternalDataDesc> Descs, TArrayView<FStateTreeDataView> OutDataViews);
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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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UE_API virtual bool IsScheduledTickAllowed() const override;
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/** Helper class to set the context data on the ExecutionContext */
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struct FContextDataSetter
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{
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public:
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FContextDataSetter(TNotNull<const UBrainComponent*> BrainComponent, FStateTreeExecutionContext& Context);
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TNotNull<const UBrainComponent*> GetComponent() const
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{
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return BrainComponent;
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}
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TNotNull<const UStateTree*> GetStateTree() const;
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TNotNull<const UStateTreeComponentSchema*> GetSchema() const;
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bool SetContextDataByName(FName Name, FStateTreeDataView DataView);
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private:
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TNotNull<const UBrainComponent*> BrainComponent;
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FStateTreeExecutionContext& ExecutionContext;
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};
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UE_API virtual void SetContextData(FContextDataSetter& ContextDataSetter, bool bLogErrors) const;
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UE_API virtual TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const override;
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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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const FStateTreeExternalDataDesc& GetContextActorDataDesc() const { return ContextDataDescs[0]; }
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FStateTreeExternalDataDesc& GetContextActorDataDesc() { return ContextDataDescs[0]; }
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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", NoClear)
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TSubclassOf<AActor> ContextActorClass;
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/**
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* Indicates if the execution can sleep and the tick delayed.
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* The default value set by the cvar StateTree.Component.DefaultScheduledTickAllowed
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*/
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UPROPERTY(EditAnywhere, Category="Defaults")
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EStateTreeComponentSchemaScheduledTickPolicy ScheduledTickPolicy = EStateTreeComponentSchemaScheduledTickPolicy::Default;
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#if WITH_EDITORONLY_DATA
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UE_DEPRECATED(5.4, "ContextActorDataDesc is being replaced with ContextDataDescs. Call GetContextActorDataDesc to access the equivalent.")
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UPROPERTY()
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FStateTreeExternalDataDesc ContextActorDataDesc_DEPRECATED;
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#endif
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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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