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

100 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeDebugTextTask.h"
#include "StateTreeExecutionContext.h"
#include "GameFramework/Actor.h"
#include "DrawDebugHelpers.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(StateTreeDebugTextTask)
#define LOCTEXT_NAMESPACE "StateTree"
FStateTreeDebugTextTask::FStateTreeDebugTextTask()
{
bShouldCallTick = false;
// We do not want to change the ReferenceActor if it's bound.
bShouldCopyBoundPropertiesOnTick = false;
bShouldCopyBoundPropertiesOnExitState = false;
#if WITH_EDITORONLY_DATA
bConsideredForCompletion = false;
bCanEditConsideredForCompletion = false;
#endif
}
EStateTreeRunStatus FStateTreeDebugTextTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return EStateTreeRunStatus::Running;
}
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
const UWorld* World = Context.GetWorld();
if (World == nullptr && InstanceData.ReferenceActor != nullptr)
{
World = InstanceData.ReferenceActor->GetWorld();
}
// Reference actor is not required (offset will be used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return EStateTreeRunStatus::Failed;
}
if (!Text.IsEmpty())
{
DrawDebugString(World, Offset, Text, InstanceData.ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale);
}
if (!InstanceData.BindableText.IsEmpty())
{
DrawDebugString(World, Offset, InstanceData.BindableText, InstanceData.ReferenceActor, TextColor, /*Duration*/-1, /*DrawShadows*/true, FontScale);
}
return EStateTreeRunStatus::Running;
}
void FStateTreeDebugTextTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
if (!bEnabled)
{
return;
}
const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
const UWorld* World = Context.GetWorld();
if (World == nullptr && InstanceData.ReferenceActor != nullptr)
{
World = InstanceData.ReferenceActor->GetWorld();
}
// Reference actor is not required (offset was used as a global world location)
// but a valid world is required.
if (World == nullptr)
{
return;
}
// Drawing an empty text will remove the HUD DebugText entries associated to the target actor
DrawDebugString(World, Offset, "", InstanceData.ReferenceActor);
}
#if WITH_EDITOR
FText FStateTreeDebugTextTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting) const
{
// Note that FStateTreeDebugTextTaskInstanceData::BindableText is not added to the formatted string
// since the bindings are not copied at this point so there is nothing to display when not at runtime.
const FText Format = (Formatting == EStateTreeNodeFormatting::RichText)
? LOCTEXT("DebugTextRich", "<b>Debug Text</> \"{Text}\"")
: LOCTEXT("DebugText", "Debug Text \"{Text}\"");
return FText::FormatNamed(Format,
TEXT("Text"), FText::FromString(Text));
}
#endif
#undef LOCTEXT_NAMESPACE