Files
UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/PropertyFunctions/StateTreeFloatPropertyFunctions.h
2025-05-18 13:04:45 +08:00

154 lines
4.9 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreePropertyFunctionBase.h"
#include "StateTreeFloatPropertyFunctions.generated.h"
#define UE_API STATETREEMODULE_API
struct FStateTreeExecutionContext;
USTRUCT()
struct FStateTreeFloatCombinaisonPropertyFunctionInstanceData
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = Parameter)
float Left = 0.f;
UPROPERTY(EditAnywhere, Category = Parameter)
float Right = 0.f;
UPROPERTY(EditAnywhere, Category = Output)
float Result = 0.f;
};
/**
* Add two floats.
*/
USTRUCT(meta=(DisplayName = "Add", Category = "Math|Float"))
struct FStateTreeAddFloatPropertyFunction : public FStateTreePropertyFunctionCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeFloatCombinaisonPropertyFunctionInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
UE_API virtual void Execute(FStateTreeExecutionContext& Context) const override;
#if WITH_EDITOR
UE_API virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const;
#endif
};
/**
* Subtract right float from left float.
*/
USTRUCT(meta=(DisplayName = "Subtract", Category = "Math|Float"))
struct FStateTreeSubtractFloatPropertyFunction : public FStateTreePropertyFunctionCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeFloatCombinaisonPropertyFunctionInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
UE_API virtual void Execute(FStateTreeExecutionContext& Context) const override;
#if WITH_EDITOR
UE_API virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const;
#endif
};
/**
* Multiply the two given float.
*/
USTRUCT(meta=(DisplayName = "Multiply", Category = "Math|Float"))
struct FStateTreeMultiplyFloatPropertyFunction : public FStateTreePropertyFunctionCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeFloatCombinaisonPropertyFunctionInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
UE_API virtual void Execute(FStateTreeExecutionContext& Context) const override;
#if WITH_EDITOR
UE_API virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const;
#endif
};
/**
* Divide left float by right float.
*/
USTRUCT(meta=(DisplayName = "Divide", Category = "Math|Float"))
struct FStateTreeDivideFloatPropertyFunction : public FStateTreePropertyFunctionCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeFloatCombinaisonPropertyFunctionInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
UE_API virtual void Execute(FStateTreeExecutionContext& Context) const override;
#if WITH_EDITOR
UE_API virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const;
#endif
};
USTRUCT()
struct FStateTreeSingleFloatPropertyFunctionInstanceData
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = Parameter)
float Input = 0.f;
UPROPERTY(EditAnywhere, Category = Output)
float Result = 0.f;
};
/**
* Invert the given float.
*/
USTRUCT(meta=(DisplayName = "Invert", Category = "Math|Float"))
struct FStateTreeInvertFloatPropertyFunction : public FStateTreePropertyFunctionCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeSingleFloatPropertyFunctionInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
UE_API virtual void Execute(FStateTreeExecutionContext& Context) const override;
#if WITH_EDITOR
UE_API virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const;
#endif
};
/**
* Gives the absolute value of the given float.
*/
USTRUCT(meta=(DisplayName = "Absolute", Category = "Math|Float"))
struct FStateTreeAbsoluteFloatPropertyFunction : public FStateTreePropertyFunctionCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeSingleFloatPropertyFunctionInstanceData;
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
UE_API virtual void Execute(FStateTreeExecutionContext& Context) const override;
#if WITH_EDITOR
UE_API virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const;
#endif
};
#undef UE_API