90 lines
2.7 KiB
C++
90 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
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#include "CoreMinimal.h"
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#endif
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "NavigationData.h"
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#include "NavigationPath.generated.h"
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class APlayerController;
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class UCanvas;
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class UNavigationPath;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnNavigationPathUpdated, UNavigationPath*, AffectedPath, TEnumAsByte<ENavPathEvent::Type>, PathEvent);
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/**
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* UObject wrapper for FNavigationPath
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*/
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UCLASS(BlueprintType, MinimalAPI)
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class UNavigationPath : public UObject
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(BlueprintAssignable)
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FOnNavigationPathUpdated PathUpdatedNotifier;
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UPROPERTY(BlueprintReadOnly, Category = Navigation)
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TArray<FVector> PathPoints;
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UPROPERTY(BlueprintReadOnly, Category = Navigation)
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ENavigationOptionFlag RecalculateOnInvalidation = ENavigationOptionFlag::Default;
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private:
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uint32 bIsValid : 1;
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uint32 bDebugDrawingEnabled : 1;
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FColor DebugDrawingColor;
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FDelegateHandle DrawDebugDelegateHandle;
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protected:
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FNavPathSharedPtr SharedPath;
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FNavigationPath::FPathObserverDelegate::FDelegate PathObserver;
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FDelegateHandle PathObserverDelegateHandle;
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public:
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// UObject begin
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NAVIGATIONSYSTEM_API virtual void BeginDestroy() override;
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// UObject end
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UFUNCTION(BlueprintCallable, Category = "AI|Debug")
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NAVIGATIONSYSTEM_API FString GetDebugString() const;
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UFUNCTION(BlueprintCallable, Category = "AI|Debug")
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NAVIGATIONSYSTEM_API void EnableDebugDrawing(bool bShouldDrawDebugData, FLinearColor PathColor = FLinearColor::White);
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/** if enabled path will request recalculation if it gets invalidated due to a change to underlying navigation */
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UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
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NAVIGATIONSYSTEM_API void EnableRecalculationOnInvalidation(ENavigationOptionFlag DoRecalculation);
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UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
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NAVIGATIONSYSTEM_API double GetPathLength() const;
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UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
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NAVIGATIONSYSTEM_API double GetPathCost() const;
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UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
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NAVIGATIONSYSTEM_API bool IsPartial() const;
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UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
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NAVIGATIONSYSTEM_API bool IsValid() const;
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UFUNCTION(BlueprintCallable, Category = "AI|Navigation")
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NAVIGATIONSYSTEM_API bool IsStringPulled() const;
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NAVIGATIONSYSTEM_API void SetPath(FNavPathSharedPtr NewSharedPath);
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FNavPathSharedPtr GetPath() { return SharedPath; }
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protected:
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NAVIGATIONSYSTEM_API void DrawDebug(UCanvas* Canvas, APlayerController*);
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NAVIGATIONSYSTEM_API void OnPathEvent(FNavigationPath* Path, ENavPathEvent::Type PathEvent);
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NAVIGATIONSYSTEM_API void SetPathPointsFromPath(FNavigationPath& NativePath);
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};
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