109 lines
4.4 KiB
C++
109 lines
4.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeAsyncExecutionContext.h"
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#include "StateTreeInstanceData.h"
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#include "StateTreeReference.h"
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#include "StateTreeTaskBase.h"
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#include "StateTreeRunParallelStateTreeTask.generated.h"
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#define UE_API STATETREEMODULE_API
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USTRUCT()
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struct FStateTreeRunParallelStateTreeTaskInstanceData
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{
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GENERATED_BODY()
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/** State tree and parameters that will be run when this task is started. */
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UPROPERTY(EditAnywhere, Category = "Parameter", meta=(SchemaCanBeOverriden))
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FStateTreeReference StateTree;
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UPROPERTY(Transient)
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FStateTreeInstanceData TreeInstanceData;
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UPROPERTY(Transient)
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TObjectPtr<const UStateTree> RunningStateTree = nullptr;
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/** The handle of the scheduled tick. */
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UE::StateTree::FScheduledTickHandle ScheduledTickHandle;
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};
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USTRUCT()
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struct FStateTreeRunParallelStateTreeExecutionExtension : public FStateTreeExecutionExtension
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{
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GENERATED_BODY()
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public:
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virtual void ScheduleNextTick(const FContextParameters& Context) override;
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FStateTreeWeakExecutionContext WeakExecutionContext;
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UE::StateTree::FScheduledTickHandle ScheduledTickHandle;
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};
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/**
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* Task that will run another state tree in the current state while allowing the current tree to continue selection and process of child state.
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* It will succeed, fail or run depending on the result of the parallel tree.
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* Less efficient then Linked Asset state, it has the advantage of allowing multiple trees to run in parallel.
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*/
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USTRUCT(meta = (DisplayName = "Run Parallel Tree", Category = "Common"))
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struct FStateTreeRunParallelStateTreeTask : public FStateTreeTaskCommonBase
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{
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GENERATED_BODY()
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using FInstanceDataType = FStateTreeRunParallelStateTreeTaskInstanceData;
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UE_API FStateTreeRunParallelStateTreeTask();
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#if WITH_EDITORONLY_DATA
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// Sets event handling priority
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void SetEventHandlingPriority(const EStateTreeTransitionPriority NewPriority)
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{
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EventHandlingPriority = NewPriority;
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}
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#endif
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protected:
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virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
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UE_API virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transitions) const override;
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UE_API virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
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UE_API virtual void TriggerTransitions(FStateTreeExecutionContext& Context) const override;
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UE_API virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) 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 void PostEditInstanceDataChangeChainProperty(const FPropertyChangedChainEvent& PropertyChangedEvent, FStateTreeDataView InstanceDataView) override;
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UE_API virtual void PostLoad(FStateTreeDataView InstanceDataView) 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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virtual FName GetIconName() const override
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{
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return FName("StateTreeEditorStyle|Node.RunParallel");
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}
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virtual FColor GetIconColor() const override
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{
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return UE::StateTree::Colors::Grey;
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}
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#endif // WITH_EDITOR
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UE_API const FStateTreeReference& GetStateTreeToRun(FStateTreeExecutionContext& Context, FInstanceDataType& InstanceData) const;
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/** If set the task will look at the linked state tree override to replace the state tree it's running. */
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UPROPERTY(EditAnywhere, Category = Parameter)
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FGameplayTag StateTreeOverrideTag;
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#if WITH_EDITORONLY_DATA
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/**
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* At what priority the events should be handled in the parallel State Tree.
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* If set to 'Normal' the order of the States in the State Tree will define the handling order.
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* If the priority is set to Low, the main tree is let to handle the transitions first.
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* If set to High or above, the parallel tree has change to handle events first.
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* If multiple tasks has same priority, the State order of the States defines the handling order.
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* The tree handling order is: States and handle from leaf to root, tasks before and handled before transitions per State.
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*/
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UPROPERTY(EditAnywhere, Category = Parameter)
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EStateTreeTransitionPriority EventHandlingPriority = EStateTreeTransitionPriority::Normal;
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#endif // WITH_EDITORONLY_DATA
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};
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#undef UE_API
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