Files
UnrealEngine/Engine/Source/Runtime/GameplayTasks/Classes/GameplayTaskResource.h
2025-05-18 13:04:45 +08:00

72 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "Templates/SubclassOf.h"
#include "GameplayTaskTypes.h"
#include "GameplayTaskResource.generated.h"
struct FPropertyChangedEvent;
UCLASS(Abstract, config = "Game", hidedropdown, MinimalAPI)
class UGameplayTaskResource : public UObject
{
GENERATED_BODY()
protected:
/** Overrides AutoResourceID. -1 means auto ID will be applied */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Task Resource", meta = (ClampMin = "-1", ClampMax = "15", UIMin = "-1", UIMax = "15", EditCondition = "bManuallySetID"), config)
int32 ManualResourceID;
private:
UPROPERTY()
int8 AutoResourceID;
public:
UPROPERTY(EditDefaultsOnly, Category = "Task Resource", meta=(InlineEditConditionToggle))
uint32 bManuallySetID : 1;
public:
GAMEPLAYTASKS_API UGameplayTaskResource(const FObjectInitializer& ObjectInitializer);
uint8 GetResourceID() const
{
return bManuallySetID || (ManualResourceID != INDEX_NONE) ? IntCastChecked<uint8>(ManualResourceID) : AutoResourceID;
}
template <class T>
static uint8 GetResourceID()
{
return GetDefault<T>()->GetResourceID();
}
static uint8 GetResourceID(const TSubclassOf<UGameplayTaskResource>& RequiredResource)
{
return RequiredResource->GetDefaultObject<UGameplayTaskResource>()->GetResourceID();
}
GAMEPLAYTASKS_API virtual void PostInitProperties() override;
protected:
#if WITH_EDITOR
GAMEPLAYTASKS_API void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
#endif // WITH_EDITOR
GAMEPLAYTASKS_API void UpdateAutoResourceID();
#if WITH_GAMEPLAYTASK_DEBUG
protected:
static GAMEPLAYTASKS_API TArray<FString> ResourceDescriptions;
GAMEPLAYTASKS_API virtual FString GenerateDebugDescription() const;
public:
static FString GetDebugDescription(uint8 ResourceId)
{
return ResourceDescriptions.IsValidIndex(ResourceId) ? ResourceDescriptions[ResourceId] : FString();
}
#endif // WITH_GAMEPLAYTASK_DEBUG
};