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

188 lines
7.2 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeNodeBase.h"
#include "StateTreeExecutionTypes.h"
#include "StateTreeTaskBase.generated.h"
#define UE_API STATETREEMODULE_API
struct FStateTreeExecutionContext;
struct FStateTreeReadOnlyExecutionContext;
/**
* Base struct for StateTree Tasks.
* Tasks are logic executed in an active state.
*/
USTRUCT(meta = (Hidden))
struct FStateTreeTaskBase : public FStateTreeNodeBase
{
GENERATED_BODY()
FStateTreeTaskBase()
: bShouldStateChangeOnReselect(true)
, bShouldCallTick(true)
, bShouldCallTickOnlyOnEvents(false)
, bShouldCopyBoundPropertiesOnTick(true)
, bShouldCopyBoundPropertiesOnExitState(true)
, bShouldAffectTransitions(false)
, bConsideredForScheduling(true)
, bTaskEnabled(true)
#if WITH_EDITORONLY_DATA
, bConsideredForCompletion(true)
, bCanEditConsideredForCompletion(true)
#endif
{
}
UE_DEPRECATED(5.5, "Use EnterState without the EStateTreeStateChangeType.")
/**
* Note: The API has been deprecated. ChangeType is moved into FStateTreeTransitionResult.
* You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true.
*/
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const final
{
return EStateTreeRunStatus::Running;
}
UE_DEPRECATED(5.5, "Use ExitState without the EStateTreeStateChangeType.")
/**
* Note: The API has been deprecated. ChangeType is moved into FStateTreeTransitionResult.
* You can configure the task to be only called on state changes (that is, never call sustained changes) by setting bShouldStateChangeOnReselect to true.
*/
virtual void ExitState(FStateTreeExecutionContext& Context, const EStateTreeStateChangeType ChangeType, const FStateTreeTransitionResult& Transition) const final
{
}
/**
* Called when a new state is entered and task is part of active states.
* @param Context Reference to current execution context.
* @param Transition Describes the states involved in the transition
* @return Succeed/Failed will end the state immediately and trigger to select new state, Running will carry on to tick the state.
*/
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
return EStateTreeRunStatus::Running;
}
/**
* Called when a current state is exited and task is part of active states.
* @param Context Reference to current execution context.
* @param Transition Describes the states involved in the transition
*/
virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
{
}
/**
* 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
* are executed earlier in the tree. Note that StateCompleted is not called if conditional transition changes the state.
* @param Context Reference to current execution context.
* @param CompletionStatus Describes the running status of the completed state (Succeeded/Failed).
* @param CompletedActiveStates Active states at the time of completion.
*/
virtual void StateCompleted(FStateTreeExecutionContext& Context, const EStateTreeRunStatus CompletionStatus, const FStateTreeActiveStates& CompletedActiveStates) const
{
}
/**
* Called during state tree tick when the task is on active state.
* Note: The method is called only if bShouldCallTick or bShouldCallTickOnlyOnEvents is set.
* @param Context Reference to current execution context.
* @param DeltaTime Time since last StateTree tick.
* @return Running status of the state: Running if still in progress, Succeeded if execution is done and succeeded, Failed if execution is done and failed.
*/
virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
{
return EStateTreeRunStatus::Running;
}
/**
* Called when state tree triggers transitions. This method is called during transition handling, before state's tick and event transitions are handled.
* Note: the method is called only if bShouldAffectTransitions is set.
* @param Context Reference to current execution context.
*/
virtual void TriggerTransitions(FStateTreeExecutionContext& Context) const
{
};
#if WITH_EDITOR
virtual FName GetIconName() const override
{
return FName("StateTreeEditorStyle|Node.Task");
}
virtual FColor GetIconColor() const override
{
return UE::StateTree::Colors::Grey;
}
#endif
#if WITH_GAMEPLAY_DEBUGGER
UE_API virtual FString GetDebugInfo(const FStateTreeReadOnlyExecutionContext& Context) const;
UE_DEPRECATED(5.6, "Use the version with the FStateTreeReadOnlyExecutionContext.")
UE_API virtual void AppendDebugInfoString(FString& DebugString, const FStateTreeExecutionContext& Context) const final;
#endif
/**
* If set to true, the task will receive EnterState/ExitState even if the state was previously active.
* Generally this should be true for action type tasks, like playing animation,
* and false on state like tasks like claiming a resource that is expected to be acquired on child states.
* Default value is true.
*/
uint8 bShouldStateChangeOnReselect : 1;
/** If set to true, Tick() is called. Not ticking implies no property copy. Default true. */
uint8 bShouldCallTick : 1;
/** If set to true, Tick() is called only when there are events. No effect if bShouldCallTick is true. Not ticking implies no property copy. Default false. */
uint8 bShouldCallTickOnlyOnEvents : 1;
/** If set to true, copy the values of bound properties before calling Tick(). Default true. */
uint8 bShouldCopyBoundPropertiesOnTick : 1;
/** If set to true, copy the values of bound properties before calling ExitState(). Default true. */
uint8 bShouldCopyBoundPropertiesOnExitState : 1;
/** If set to true, TriggerTransitions() is called during transition handling. Default false. */
uint8 bShouldAffectTransitions : 1;
/**
* If set to true, the task is considered for scheduled tick. It will use these flags: bShouldCallTick, bShouldCallTickOnlyOnEvents, and bShouldAffectTransitions.
* It doesn't affect how the task ticks.
* Default true.
*/
uint8 bConsideredForScheduling : 1;
/** True if the node is Enabled (i.e. not explicitly disabled in the asset). */
UPROPERTY()
uint8 bTaskEnabled : 1;
UPROPERTY()
EStateTreeTransitionPriority TransitionHandlingPriority = EStateTreeTransitionPriority::Normal;
#if WITH_EDITORONLY_DATA
/**
* True if the task is considered for completion.
* False if the task runs in the background without affecting the state completion.
*/
UPROPERTY()
uint8 bConsideredForCompletion : 1;
/** True if the user can edit bConsideredForCompletion in the editor. */
UPROPERTY()
uint8 bCanEditConsideredForCompletion : 1;
#endif
};
/**
* Base class (namespace) for all common Tasks that are generally applicable.
* This allows schemas to safely include all conditions child of this struct.
*/
USTRUCT(meta = (Hidden))
struct FStateTreeTaskCommonBase : public FStateTreeTaskBase
{
GENERATED_BODY()
};
#undef UE_API