40 lines
960 B
C
40 lines
960 B
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeAnyEnum.generated.h"
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/**
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* Enum that can be any type in the UI. Helper class to deal with any enum in property binding.
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*/
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USTRUCT()
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struct FStateTreeAnyEnum
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{
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GENERATED_BODY()
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bool operator==(const FStateTreeAnyEnum& RHS) const
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{
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return Value == RHS.Value && Enum == RHS.Enum;
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}
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bool operator!=(const FStateTreeAnyEnum& RHS) const
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{
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return Value != RHS.Value || Enum != RHS.Enum;
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}
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/** Initializes the class and value to specific enum. The value is set to the first value of the enum or 0 if class is null */
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void Initialize(UEnum* NewEnum)
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{
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Enum = NewEnum;
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Value = Enum == nullptr ? 0 : int32(Enum->GetValueByIndex(0));
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}
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/** The enum integer value. */
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UPROPERTY(EditAnywhere, Category = Enum)
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uint32 Value = 0;
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/** The enum class associated with this enum. */
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UPROPERTY(EditAnywhere, Category = Enum)
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TObjectPtr<UEnum> Enum = nullptr;
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};
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