Files
UnrealEngine/Engine/Source/Developer/AITestSuite/Classes/BehaviorTree/TestBTTask_LatentWithFlags.h
2025-05-18 13:04:45 +08:00

82 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BehaviorTree/BTTaskNode.h"
#include "TestBTTask_LatentWithFlags.generated.h"
struct FBTLatentTaskMemory
{
uint64 FlagFrameIdx;
uint64 EndFrameIdx;
uint8 bFlagSet : 1;
uint8 bIsAborting : 1;
};
UENUM()
enum class EBTTestChangeFlagBehavior : uint8
{
Set,
Toggle
};
UCLASS(meta = (HiddenNode))
class UTestBTTask_LatentWithFlags : public UBTTaskNode
{
GENERATED_BODY()
public:
UTestBTTask_LatentWithFlags();
UPROPERTY()
int32 LogIndexExecuteStart = 0;
UPROPERTY()
int32 LogIndexExecuting = -1;
UPROPERTY()
int32 LogIndexExecuteFinish = 0;
UPROPERTY()
int32 LogIndexAbortStart = 0;
UPROPERTY()
int32 LogIndexAborting = -1;
UPROPERTY()
int32 LogIndexAbortFinish = 0;
/** Num of ticks before 'execute start' and `set execute flag` and then the same num of ticks before `execute finish` */
UPROPERTY()
int32 ExecuteHalfTicks = 2;
/** Num of ticks before 'abort start' and `set abort flag` and then the same num of ticks before `abort finish` */
UPROPERTY()
int32 AbortHalfTicks = 2;
UPROPERTY()
FName KeyNameExecute = TEXT("Bool1");
UPROPERTY()
FName KeyNameAbort = TEXT("Bool2");
UPROPERTY()
EBTTestChangeFlagBehavior ChangeFlagBehavior = EBTTestChangeFlagBehavior::Set;
UPROPERTY()
TEnumAsByte<EBTNodeResult::Type> LogResult = EBTNodeResult::Succeeded;
protected:
virtual EBTNodeResult::Type ExecuteTask(class UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
virtual uint16 GetInstanceMemorySize() const override;
virtual void InitializeMemory(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, EBTMemoryInit::Type InitType) const override;
virtual void CleanupMemory(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, EBTMemoryClear::Type CleanupType) const override;
void LogExecution(class UBehaviorTreeComponent& OwnerComp, int32 LogNumber);
virtual void TickTask(class UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
void ChangeFlag(UBehaviorTreeComponent& OwnerComp, FName FlagToChange) const;
};