210 lines
9.7 KiB
C++
210 lines
9.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Templates/SubclassOf.h"
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#include "StateTreeTaskBase.h"
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#include "StateTreeNodeBlueprintBase.h"
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#include "StateTreeNodeRef.h"
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#include "StateTreeTaskBlueprintBase.generated.h"
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#define UE_API STATETREEMODULE_API
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struct FStateTreeExecutionContext;
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DECLARE_DYNAMIC_DELEGATE(FStateTreeDynamicDelegate);
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/*
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* Base class for Blueprint based Tasks.
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*/
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UCLASS(MinimalAPI, Abstract, Blueprintable)
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class UStateTreeTaskBlueprintBase : public UStateTreeNodeBlueprintBase
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{
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GENERATED_BODY()
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public:
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UE_API UStateTreeTaskBlueprintBase(const FObjectInitializer& ObjectInitializer);
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/**
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* Called when a new state is entered and task is part of active states.
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* Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
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*
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* GameplayTasks and other latent actions should be generally triggered on EnterState. When using a GameplayTasks it's required
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* to manually cancel active tasks on ExitState if the GameplayTask's lifetime is tied to the State Tree task.
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*
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* @param Transition Describes the states involved in the transition
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*/
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UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "EnterState"))
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UE_API void ReceiveLatentEnterState(const FStateTreeTransitionResult& Transition);
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/**
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* Called when a current state is exited and task is part of active states.
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* @param Transition Describes the states involved in the transition
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*/
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UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "ExitState"))
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UE_API void ReceiveExitState(const FStateTreeTransitionResult& Transition);
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/**
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* Called right after a state has been completed, but before new state has been selected. StateCompleted is called in reverse order to allow to propagate state to other Tasks that
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* are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
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* @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed).
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* @param CompletedActiveStates Active states at the time of completion.
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*/
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UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "StateCompleted"))
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UE_API void ReceiveStateCompleted(const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates CompletedActiveStates);
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/**
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* Called during state tree tick when the task is on active state.
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* Use FinishTask() to set the task execution completed. State completion is controlled by completed tasks.
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*
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* Triggering GameplayTasks and other latent action should generally be done on EnterState. Tick is called on each update (or event)
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* and can cause huge amount of task added if the logic is not handled carefully.
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* Tick should be generally be used for monitoring that require polling, or actions that require constant ticking.
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*
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* Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set.
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* @param DeltaTime Time since last StateTree tick.
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*/
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UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "Tick"))
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UE_API void ReceiveLatentTick(const float DeltaTime);
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UE_DEPRECATED(all, "Use the new EnterState event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running.")
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UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "EnterState (Deprecated)", DeprecatedFunction, DeprecationMessage="Use the new EnterState event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running."))
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UE_API EStateTreeRunStatus ReceiveEnterState(const FStateTreeTransitionResult& Transition);
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UE_DEPRECATED(all, "Use the new Tick event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running.")
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UFUNCTION(BlueprintImplementableEvent, meta = (DisplayName = "Tick (Deprecated)", DeprecatedFunction, DeprecationMessage="Use the new Tick event without without return value instead. Task status is now controlled via FinishTask node, instead of a return value. Default status is running."))
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UE_API EStateTreeRunStatus ReceiveTick(const float DeltaTime);
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protected:
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UE_API virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition);
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UE_API virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition);
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UE_API virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates);
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UE_API virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime);
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/** Finish the task and sets it's status. */
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UFUNCTION(BlueprintCallable, Category = "StateTree", meta = (HideSelfPin = "true", DisplayName = "Finish Task"))
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UE_API void FinishTask(const bool bSucceeded = true);
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/** Broadcasts the dispatcher. It will triggers bound callback (bound with BindDelegate) and bound transitions. */
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UFUNCTION(BlueprintCallable, Category = "StateTree")
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UE_API void BroadcastDelegate(FStateTreeDelegateDispatcher Dispatcher);
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/**
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* Registers the callback to the listener.
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* If the listener was previously registered, then unregister it first before registering it again with the new delegate callback.
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* The listener is bound to a dispatcher in the editor.
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*/
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UFUNCTION(BlueprintCallable, Category = "StateTree")
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UE_API void BindDelegate(const FStateTreeDelegateListener& Listener, const FStateTreeDynamicDelegate& Delegate);
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/** Unregisters the callback bound to the listener. */
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UFUNCTION(BlueprintCallable, Category = "StateTree")
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UE_API void UnbindDelegate(const FStateTreeDelegateListener& Listener);
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#if WITH_EDITORONLY_DATA
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UE_DEPRECATED(5.6, "FStateTreeWeakTaskRef is deprecated.")
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/** Cached task while the node is active for async execution. */
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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mutable FStateTreeWeakTaskRef WeakTaskRef;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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#endif
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/** Run status when using latent EnterState and Tick */
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EStateTreeRunStatus RunStatus = EStateTreeRunStatus::Running;
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/**
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* If set to true, the task will receive EnterState/ExitState even if the state was previously active.
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* Generally this should be true for action type tasks, like playing animation,
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* and false on state like tasks like claiming a resource that is expected to be acquired on child states. */
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UPROPERTY(EditDefaultsOnly, Category="Default")
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uint8 bShouldStateChangeOnReselect : 1;
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/**
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* If set to true, Tick() is called. Not ticking implies no property copy. Default true.
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* Note: this is intentionally not a property, should be only set by C++ derived classes when the tick should not be called.
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*/
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uint8 bShouldCallTick : 1;
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/** If set to true, Tick() is called. Default false. */
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UPROPERTY(EditDefaultsOnly, Category="Default")
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uint8 bShouldCallTickOnlyOnEvents : 1;
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/** If set to true, copy the values of bound properties before calling Tick(). Default true. */
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UPROPERTY(EditDefaultsOnly, Category="Default")
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uint8 bShouldCopyBoundPropertiesOnTick : 1;
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/** If set to true, copy the values of bound properties before calling ExitState(). Default true. */
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UPROPERTY(EditDefaultsOnly, Category="Default")
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uint8 bShouldCopyBoundPropertiesOnExitState : 1;
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public:
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#if WITH_EDITORONLY_DATA
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/**
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* True if the task is considered for completion.
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* False if the task runs in the background without affecting the state completion.
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*/
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UPROPERTY(EditDefaultsOnly, Category = "Default")
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uint8 bConsideredForCompletion : 1;
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/** True if the user can edit bConsideredForCompletion in the editor. */
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UPROPERTY(EditDefaultsOnly, Category = "Default")
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uint8 bCanEditConsideredForCompletion : 1;
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#endif
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protected:
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uint8 bHasExitState : 1;
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uint8 bHasStateCompleted : 1;
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uint8 bHasLatentEnterState : 1;
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uint8 bHasLatentTick : 1;
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UE_DEPRECATED(all, "Use bHasLatentEnterState instead.")
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uint8 bHasEnterState_DEPRECATED : 1;
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UE_DEPRECATED(all, "Use bHasLatentTick instead.")
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uint8 bHasTick_DEPRECATED : 1;
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mutable uint8 bIsProcessingEnterStateOrTick : 1;
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friend struct FStateTreeBlueprintTaskWrapper;
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};
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/**
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* Wrapper for Blueprint based Tasks.
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*/
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USTRUCT()
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struct FStateTreeBlueprintTaskWrapper : public FStateTreeTaskBase
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{
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GENERATED_BODY()
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virtual const UStruct* GetInstanceDataType() const override
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{
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return TaskClass;
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};
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UE_API virtual bool Link(FStateTreeLinker& Linker) override;
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UE_API virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
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UE_API virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
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UE_API virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const override;
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UE_API virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
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#if WITH_EDITOR
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UE_API virtual EDataValidationResult Compile(UE::StateTree::ICompileNodeContext& Context) override;
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UE_API virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const override;
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UE_API virtual FName GetIconName() const override;
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UE_API virtual FColor GetIconColor() const override;
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#endif
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UPROPERTY()
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TSubclassOf<UStateTreeTaskBlueprintBase> TaskClass = nullptr;
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UPROPERTY()
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uint8 TaskFlags = 0;
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private:
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#if WITH_EDITORONLY_DATA
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// The node will use the blueprint data instead.
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using FStateTreeTaskBase::bConsideredForCompletion;
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using FStateTreeTaskBase::bCanEditConsideredForCompletion;
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#endif
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};
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#undef UE_API
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