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

193 lines
8.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeTypes.h"
#include "StateTreeNodeBase.generated.h"
struct FStateTreeBindableStructDesc;
struct FStateTreeLinker;
struct FPropertyBindingPath;
struct FStateTreePropertyPath;
struct IStateTreeBindingLookup;
#if WITH_STATETREE_TRACE
#define SET_NODE_CUSTOM_TRACE_TEXT(Context, MergePolicy, Format, ...) \
if (UE_TRACE_CHANNELEXPR_IS_ENABLED(StateTreeDebugChannel)) \
{ \
Context.SetNodeCustomDebugTraceData( \
UE::StateTreeTrace::FNodeCustomDebugData(FString::Printf(Format, ##__VA_ARGS__) \
, ::UE::StateTreeTrace::FNodeCustomDebugData::EMergePolicy::MergePolicy)); \
}
#else
#define SET_NODE_CUSTOM_TRACE_TEXT(...)
#endif //WITH_STATETREE_TRACE
#if WITH_EDITOR
namespace UE::StateTree
{
struct ICompileNodeContext
{
virtual ~ICompileNodeContext() {}
virtual void AddValidationError(const FText& Message) = 0;
virtual FStateTreeDataView GetInstanceDataView() const = 0;
virtual bool HasBindingForProperty(const FName PropertyName) const = 0;
};
}
#endif
/**
* Enum describing in what format a text is expected to be returned.
*
* - Normal text should be used for values
* - Bold text should generally be used for actions, like name a of a task "<b>Play Animation</> {AnimName}".
* - Subdued should be generally used for secondary/structural information, like "{Left} <s>equals</> {Right}".
*/
UENUM(BlueprintType)
enum class EStateTreeNodeFormatting : uint8
{
/**
* The returned text can contain following right text formatting (no nesting)
* - <b>Bold</> (bolder font is used)
* - <s>Subdued</> (normal font with lighter color) */
RichText,
/** The text should be unformatted */
Text,
};
/**
* Base struct of StateTree Conditions, Considerations, Evaluators, and Tasks.
*/
USTRUCT()
struct FStateTreeNodeBase
{
GENERATED_BODY()
PRAGMA_DISABLE_DEPRECATION_WARNINGS
FStateTreeNodeBase() = default;
FStateTreeNodeBase(const FStateTreeNodeBase&) = default;
FStateTreeNodeBase(FStateTreeNodeBase&&) = default;
FStateTreeNodeBase& operator=(const FStateTreeNodeBase&) = default;
FStateTreeNodeBase& operator=(FStateTreeNodeBase&&) = default;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
virtual ~FStateTreeNodeBase() {}
/** @return Struct that represents the runtime data of the node. */
virtual const UStruct* GetInstanceDataType() const { return nullptr; };
/**
* Called when the StateTree asset is linked. Allows to resolve references to other StateTree data.
* @see TStateTreeExternalDataHandle
* @param Linker Reference to the linker
* @return true if linking succeeded.
*/
[[nodiscard]] virtual bool Link(FStateTreeLinker& Linker) { return true; }
#if WITH_EDITOR
/**
* Called during State Tree compilation, allows to modify and validate the node and instance data.
* The method is called with node and instance that is duplicated during compilation and used at runtime (it's different than the data used in editor).
* @param ValidationMessages Any messages to report during validation. Displayed as errors if the validation result is Invalid, else as warnings.
* @param CompileContext
* @return Validation result based on if the validation succeeded or not. Returning Invalid will fail compilation and messages will be displayed as errors.
*/
virtual EDataValidationResult Compile(UE::StateTree::ICompileNodeContext& CompileContext)
{
return EDataValidationResult::NotValidated;
}
/**
* Called during State Tree compilation, allows to modify and validate the node and instance data.
* The method is called with node and instance that is duplicated during compilation and used at runtime (it's different than the data used in editor).
* @param InstanceDataView Pointer to the instance data.
* @param ValidationMessages Any messages to report during validation. Displayed as errors if the validation result is Invalid, else as warnings.
* @return Validation result based on if the validation succeeded or not. Returning Invalid will fail compilation and messages will be displayed as errors.
*/
UE_DEPRECATED(5.6, "Use the version with Binding infos instead")
virtual EDataValidationResult Compile(FStateTreeDataView InstanceDataView, TArray<FText>& ValidationMessages) final { return EDataValidationResult::NotValidated; }
/**
* Returns description for the node, use in the UI.
* The UI description is selected as follows:
* - Node Name, if not empty
* - Description if not empty
* - Display name of the node struct
* @param ID ID of the item, can be used make property paths to this item.
* @param InstanceDataView View to the instance data, can be struct or class.
* @param BindingLookup Reference to binding lookup which can be used to reason about property paths.
* @param Formatting Requested formatting (whether rich or plain text should be returned).
*/
virtual FText GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting = EStateTreeNodeFormatting::Text) const
{
return FText::GetEmpty();
}
/**
* @returns name of the icon in format:
* StyleSetName | StyleName [ | SmallStyleName | StatusOverlayStyleName]
* SmallStyleName and StatusOverlayStyleName are optional.
* Example: "StateTreeEditorStyle|Node.Animation"
*/
virtual FName GetIconName() const
{
return FName();
}
/** @return the color to be used with the icon. */
virtual FColor GetIconColor() const
{
return UE::StateTree::Colors::DarkGrey;
}
/**
* Called when binding of any of the properties in the node changes.
* @param ID ID of the item, can be used make property paths to this item.
* @param InstanceDataView view to the instance data, can be struct or class.
* @param SourcePath Source path of the new binding.
* @param TargetPath Target path of the new binding (the property in the condition).
* @param BindingLookup Reference to binding lookup which can be used to reason about property paths.
*/
virtual void OnBindingChanged(const FGuid& ID, FStateTreeDataView InstanceDataView, const FPropertyBindingPath& SourcePath, const FPropertyBindingPath& TargetPath, const IStateTreeBindingLookup& BindingLookup) {}
UE_DEPRECATED(5.6, "Use the version taking FPropertyBindingPath instead")
virtual void OnBindingChanged(const FGuid& ID, FStateTreeDataView InstanceDataView, const FStateTreePropertyPath& SourcePath, const FStateTreePropertyPath& TargetPath, const IStateTreeBindingLookup& BindingLookup) final {}
/**
* Called when a property of the node has been modified externally
* @param PropertyChangedEvent The event for the changed property. PropertyChain's active properties are set relative to node.
* @param InstanceData view to the instance data, can be struct or class.
*/
virtual void PostEditNodeChangeChainProperty(const FPropertyChangedChainEvent& PropertyChangedEvent, FStateTreeDataView InstanceDataView) {}
/**
* Called when a property of node's instance data has been modified externally
* @param PropertyChangedEvent The event for the changed property. PropertyChain's active properties are set relative to instance data.
* @param InstanceData view to the instance data, can be struct or class.
*/
virtual void PostEditInstanceDataChangeChainProperty(const FPropertyChangedChainEvent& PropertyChangedEvent, FStateTreeDataView InstanceDataView) {}
#endif
/**
* Called after the state tree asset that contains this node is loaded from disk.
* @param InstanceDataView view to the instance data, can be struct or class.
*/
virtual void PostLoad(FStateTreeDataView InstanceDataView) {}
/** Name of the node. */
UPROPERTY(EditDefaultsOnly, Category = "", meta=(EditCondition = "false", EditConditionHides))
FName Name;
/** Property binding copy batch handle. */
UPROPERTY()
FStateTreeIndex16 BindingsBatch = FStateTreeIndex16::Invalid;
/** Index of template instance data for the node. Can point to Shared or Default instance data in StateTree depending on node type. */
UPROPERTY()
FStateTreeIndex16 InstanceTemplateIndex = FStateTreeIndex16::Invalid;
/** Data handle to access the instance data. */
UPROPERTY()
FStateTreeDataHandle InstanceDataHandle = FStateTreeDataHandle::Invalid;
};