79 lines
2.2 KiB
C++
79 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "UObject/ObjectMacros.h"
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#include "BehaviorTree/BTTaskNode.h"
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#include "TestBTTask_SetValuesWithLogs.generated.h"
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struct FBTSetValueTaskMemory
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{
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uint64 EndFrameIdx;
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uint64 EndFrameIdx2;
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};
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UCLASS(meta=(HiddenNode))
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class UTestBTTask_SetValuesWithLogs : public UBTTaskNode
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{
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GENERATED_BODY()
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public:
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UTestBTTask_SetValuesWithLogs(const FObjectInitializer& ObjectInitializer);
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/** Index logged when we execute the task */
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UPROPERTY()
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int32 LogIndex;
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/** Index logged when we finish the task */
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UPROPERTY()
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int32 LogFinished;
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/** Number of execution ticks until we set Blackboard KeyName2 Value2 */
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UPROPERTY()
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int32 ExecutionTicks1;
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/** Number of execution ticks after ExecutionTicks1 that we end the task */
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UPROPERTY()
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int32 ExecutionTicks2;
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/** Index logged when we tick the task */
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UPROPERTY()
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int32 LogTickIndex;
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/** Blackboard keyname used when we start the task */
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UPROPERTY()
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FName KeyName1;
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/** Blackboard value set when we start the task */
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UPROPERTY()
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int32 Value1;
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/** Blackboard keyname used after ExecutionTicks1 execution ticks */
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UPROPERTY()
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FName KeyName2;
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/** Blackboard value set after ExecutionTicks1 execution ticks */
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UPROPERTY()
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int32 Value2;
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/** Blackboard keyname used when we abort the task */
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UPROPERTY()
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FName OnAbortKeyName;
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/** Blackboard value set when we abort the task */
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UPROPERTY()
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int32 OnAbortValue;
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/** Result when we finish the task */
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UPROPERTY()
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TEnumAsByte<EBTNodeResult::Type> TaskResult;
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protected:
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virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
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void LogExecution(UBehaviorTreeComponent& OwnerComp, int32 LogNumber);
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virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
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virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
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virtual uint16 GetInstanceMemorySize() const override;
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virtual void InitializeMemory(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, EBTMemoryInit::Type InitType) const override;
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virtual void CleanupMemory(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, EBTMemoryClear::Type CleanupType) const override;
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};
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