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

68 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Tasks/GameplayTask_WaitDelay.h"
#include "Engine/EngineTypes.h"
#include "TimerManager.h"
#include "Engine/World.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayTask_WaitDelay)
UGameplayTask_WaitDelay::UGameplayTask_WaitDelay(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
Time = 0.f;
TimeStarted = 0.f;
}
UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(TScriptInterface<IGameplayTaskOwnerInterface> TaskOwner, float Time, const uint8 Priority)
{
UGameplayTask_WaitDelay* MyTask = NewTaskUninitialized<UGameplayTask_WaitDelay>();
if (MyTask && TaskOwner.GetInterface() != nullptr)
{
MyTask->InitTask(*TaskOwner, Priority);
MyTask->Time = Time;
}
return MyTask;
}
UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(IGameplayTaskOwnerInterface& InTaskOwner, float Time, const uint8 Priority)
{
UGameplayTask_WaitDelay* MyTask = NewTaskUninitialized<UGameplayTask_WaitDelay>();
if (MyTask)
{
MyTask->InitTask(InTaskOwner, Priority);
MyTask->Time = Time;
}
return MyTask;
}
void UGameplayTask_WaitDelay::Activate()
{
UWorld* World = GetWorld();
TimeStarted = World->GetTimeSeconds();
if (Time <= 0.0f)
{
World->GetTimerManager().SetTimerForNextTick(this, &UGameplayTask_WaitDelay::OnTimeFinish);
}
else
{
// 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_WaitDelay::OnTimeFinish, (float)Time, false);
}
}
void UGameplayTask_WaitDelay::OnTimeFinish()
{
OnFinish.Broadcast();
EndTask();
}
FString UGameplayTask_WaitDelay::GetDebugString() const
{
double TimeLeft = Time - GetWorld()->TimeSince(TimeStarted);
return FString::Printf(TEXT("WaitDelay. Time: %.2f. TimeLeft: %.2f"), Time, TimeLeft);
}