Files
UnrealEngine/Engine/Source/Runtime/GameplayTasks/Private/Tasks/GameplayTask_TimeLimitedExecution.cpp
2025-05-18 13:04:45 +08:00

104 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Tasks/GameplayTask_TimeLimitedExecution.h"
#include "Engine/EngineTypes.h"
#include "TimerManager.h"
#include "VisualLogger/VisualLogger.h"
#include "GameplayTasksComponent.h"
#include "Engine/World.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayTask_TimeLimitedExecution)
UGameplayTask_TimeLimitedExecution::UGameplayTask_TimeLimitedExecution(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
Time = 0.f;
TimeStarted = 0.f;
bTimeExpired = false;
bChildTaskFinished = false;
}
UGameplayTask_TimeLimitedExecution* UGameplayTask_TimeLimitedExecution::LimitExecutionTime(IGameplayTaskOwnerInterface& InTaskOwner, float Time, const uint8 Priority, const FName InInstanceName)
{
if (Time <= 0.f)
{
return nullptr;
}
UGameplayTask_TimeLimitedExecution* MyTask = NewTaskUninitialized<UGameplayTask_TimeLimitedExecution>();
if (MyTask)
{
MyTask->InstanceName = InInstanceName;
MyTask->InitTask(InTaskOwner, Priority);
MyTask->Time = Time;
}
return MyTask;
}
void UGameplayTask_TimeLimitedExecution::Activate()
{
// bail when there's no child task
if (ChildTask == nullptr)
{
EndTask();
return;
}
UWorld* World = GetWorld();
TimeStarted = World->GetTimeSeconds();
// Use a dummy timer handle as we don't need to store it for later but we don't need to look for something to clear
FTimerHandle TimerHandle;
World->GetTimerManager().SetTimer(TimerHandle, this, &UGameplayTask_TimeLimitedExecution::OnTimer, (float)Time, false);
UE_VLOG(GetGameplayTasksComponent(), LogGameplayTasks, Verbose, TEXT("%s> started timeout: %.2fs for task:%s"), *GetName(), Time, *ChildTask->GetName());
if (!ChildTask->IsActive())
{
ChildTask->ReadyForActivation();
}
}
void UGameplayTask_TimeLimitedExecution::OnGameplayTaskActivated(UGameplayTask& Task)
{
if (!IsActive())
{
ReadyForActivation();
}
}
void UGameplayTask_TimeLimitedExecution::OnGameplayTaskDeactivated(UGameplayTask& Task)
{
Super::OnGameplayTaskDeactivated(Task);
if (Task.IsFinished())
{
if (!bTimeExpired && !bChildTaskFinished)
{
OnFinished.Broadcast();
}
bChildTaskFinished = true;
EndTask();
}
}
void UGameplayTask_TimeLimitedExecution::OnTimer()
{
if (!bTimeExpired && !bChildTaskFinished)
{
UE_VLOG(GetGameplayTasksComponent(), LogGameplayTasks, Verbose, TEXT("%s> time expired!"), *GetName());
OnTimeExpired.Broadcast();
}
bTimeExpired = true;
EndTask();
}
FString UGameplayTask_TimeLimitedExecution::GetDebugString() const
{
const double TimeLeft = Time - GetWorld()->TimeSince(TimeStarted);
return FString::Printf(TEXT("TimeLimit for %s. Time: %.2f. TimeLeft: %.2f"), *GetNameSafe(GetChildTask()), Time, TimeLeft);
}