125 lines
3.3 KiB
C++
125 lines
3.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "HAL/IConsoleManager.h"
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#include "StateTreeSchema.generated.h"
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#define UE_API STATETREEMODULE_API
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struct FStateTreeExternalDataDesc;
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struct FStateTreeLinker;
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enum class EStateTreeDataSourceType : uint8;
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enum class EStateTreeParameterDataType : uint8;
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enum class EStateTreeStateSelectionBehavior : uint8;
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/**
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* Schema describing which inputs, evaluators, and tasks a StateTree can contain.
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* Each StateTree asset saves the schema class name in asset data tags, which can be
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* used to limit which StatTree assets can be selected per use case, i.e.:
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*
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* UPROPERTY(EditDefaultsOnly, Category = AI, meta=(RequiredAssetDataTags="Schema=StateTreeSchema_SupaDupa"))
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* UStateTree* StateTree;
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*
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*/
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UCLASS(MinimalAPI, Abstract)
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class UStateTreeSchema : public UObject
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{
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GENERATED_BODY()
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public:
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/** @return True if specified struct is supported */
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virtual bool IsStructAllowed(const UScriptStruct* InScriptStruct) const
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{
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return false;
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}
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/** @return True if specified class is supported */
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virtual bool IsClassAllowed(const UClass* InScriptStruct) const
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{
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return false;
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}
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/** @return True if specified struct/class is supported as external data */
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virtual bool IsExternalItemAllowed(const UStruct& InStruct) const
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{
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return false;
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}
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/** @return True if the execution context can sleep or the next tick delayed. */
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virtual bool IsScheduledTickAllowed() const
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{
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return false;
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}
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/** @return True if the state selection behavior is supported. */
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virtual bool IsStateSelectionAllowed(EStateTreeStateSelectionBehavior InBehavior) const
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{
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return true;
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}
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/**
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* Helper function to check if a class is any of the Blueprint extendable item classes (Eval, Task, Condition).
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* Can be used to quickly accept all of those classes in IsClassAllowed().
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* @return True if the class is a StateTree item Blueprint base class.
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*/
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UE_API bool IsChildOfBlueprintBase(const UClass* InClass) const;
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/** @return List of context objects (UObjects or UScriptStructs) enforced by the schema. They must be provided at runtime through the execution context. */
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virtual TConstArrayView<FStateTreeExternalDataDesc> GetContextDataDescs() const
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{
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return {};
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}
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/** @return the global parameter type used by the schema. */
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UE_API virtual EStateTreeParameterDataType GetGlobalParameterDataType() const;
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/** Resolves schema references to other StateTree data. */
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virtual bool Link(FStateTreeLinker& Linker)
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{
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return true;
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}
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#if WITH_EDITOR
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/** @return True if enter conditions are allowed. */
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virtual bool AllowEnterConditions() const
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{
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return true;
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}
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/** @return True if utility considerations are allowed. */
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virtual bool AllowUtilityConsiderations() const
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{
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return true;
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}
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/** @return True if evaluators are allowed. */
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virtual bool AllowEvaluators() const
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{
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return true;
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}
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/** @return True if multiple tasks are allowed. */
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virtual bool AllowMultipleTasks() const
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{
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return true;
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}
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/** @return True if global parameters for the State Tree are allowed. */
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virtual bool AllowGlobalParameters() const
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{
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return true;
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}
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/** @return True if modifying the tasks completion is allowed. If not allowed, "any" will be used.*/
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virtual bool AllowTasksCompletion() const
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{
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return true;
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}
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#endif // WITH_EDITOR
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};
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#undef UE_API
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