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

50 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeEvents.h"
#include "StateTreeTypes.h"
#include "VisualLogger/VisualLogger.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeEvents)
//----------------------------------------------------------------//
// FStateTreeSharedEvent
//----------------------------------------------------------------//
void FStateTreeSharedEvent::AddStructReferencedObjects(FReferenceCollector& Collector)
{
if (IsValid())
{
Collector.AddPropertyReferencesWithStructARO(FStateTreeEvent::StaticStruct(), Event.Get());
}
}
//----------------------------------------------------------------//
// FStateTreeEventQueue
//----------------------------------------------------------------//
void FStateTreeEventQueue::SendEvent(const UObject* Owner, const FGameplayTag& Tag, const FConstStructView Payload, const FName Origin)
{
if (!Tag.IsValid() && !Payload.IsValid())
{
UE_VLOG_UELOG(Owner, LogStateTree, Error, TEXT("%s: An event with an invalid tag and payload has been sent to '%s'. This is not allowed."), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner));
return;
}
if (SharedEvents.Num() >= MaxActiveEvents)
{
UE_VLOG_UELOG(Owner, LogStateTree, Error, TEXT("%s: Too many events send on '%s'. Dropping event %s"), ANSI_TO_TCHAR(__FUNCTION__), *GetNameSafe(Owner), *Tag.ToString());
return;
}
SharedEvents.Emplace(Tag, Payload, Origin);
}
void FStateTreeEventQueue::ConsumeEvent(const FStateTreeSharedEvent& Event)
{
SharedEvents.RemoveAll([&EventToRemove = Event](const FStateTreeSharedEvent& Event)
{
return Event == EventToRemove;
});
}