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

69 lines
2.2 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTaskBase.h"
#include "StateTreeDelayTask.generated.h"
#define UE_API STATETREEMODULE_API
enum class EStateTreeRunStatus : uint8;
struct FStateTreeTransitionResult;
USTRUCT()
struct FStateTreeDelayTaskInstanceData
{
GENERATED_BODY()
/** Delay before the task ends. */
UPROPERTY(EditAnywhere, Category = Parameter, meta = (EditCondition = "!bRunForever", ClampMin="0.0"))
float Duration = 1.f;
/** Adds random range to the Duration. */
UPROPERTY(EditAnywhere, Category = Parameter, meta = (EditCondition = "!bRunForever", ClampMin="0.0"))
float RandomDeviation = 0.f;
/** If true the task will run forever until a transition stops it. */
UPROPERTY(EditAnywhere, Category = Parameter)
bool bRunForever = false;
/** Internal countdown in seconds. */
float RemainingTime = 0.f;
/** The handle of the scheduled tick request. */
UE::StateTree::FScheduledTickHandle ScheduledTickHandle;
};
/**
* Simple task to wait indefinitely or for a given time (in seconds) before succeeding.
*/
USTRUCT(meta = (DisplayName = "Delay Task"))
struct FStateTreeDelayTask : public FStateTreeTaskCommonBase
{
GENERATED_BODY()
using FInstanceDataType = FStateTreeDelayTaskInstanceData;
UE_API FStateTreeDelayTask();
virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
UE_API virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
UE_API virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
UE_API virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
#if WITH_EDITOR
UE_API virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
virtual FName GetIconName() const override
{
return FName("StateTreeEditorStyle|Node.Time");
}
virtual FColor GetIconColor() const override
{
return UE::StateTree::Colors::Grey;
}
#endif
};
#undef UE_API