84 lines
2.3 KiB
C++
84 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTreeExecutionExtension.generated.h"
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#define UE_API STATETREEMODULE_API
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class UObject;
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class UStateTree;
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struct FStateTreeInstanceStorage;
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struct FStateTreeTransitionDelayedState;
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struct FStateTreeReferenceOverrides;
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struct FStateTreeTransitionResult;
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namespace UE::StateTree
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{
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enum class ETickReason : uint8;
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}
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/** Used by the execution context or a weak execution context to extend their functionalities. */
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USTRUCT()
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struct FStateTreeExecutionExtension
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{
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GENERATED_BODY()
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struct FContextParameters
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{
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FContextParameters(UObject& Owner, const UStateTree& StateTree, FStateTreeInstanceStorage& InstanceData)
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: Owner(Owner)
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, StateTree(StateTree)
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, InstanceData(InstanceData)
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{}
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FContextParameters(TNotNull<UObject*> Owner, TNotNull<const UStateTree*> StateTree, FStateTreeInstanceStorage& InstanceData)
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: Owner(*Owner)
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, StateTree(*StateTree)
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, InstanceData(InstanceData)
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{
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}
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UObject& Owner;
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const UStateTree& StateTree;
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FStateTreeInstanceStorage& InstanceData;
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};
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virtual ~FStateTreeExecutionExtension() = default;
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/** Prefix that will be used by STATETREE_LOG and STATETREE_CLOG, using Entity description. */
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virtual FString GetInstanceDescription(const FContextParameters& Context) const
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{
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return Context.Owner.GetName();
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}
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struct FNextTickArguments
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{
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UE_API FNextTickArguments();
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UE_API explicit FNextTickArguments(UE::StateTree::ETickReason Reason);
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UE::StateTree::ETickReason Reason;
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};
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/** Callback when the execution context request the tree to wakeup from a schedule tick sleep. */
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virtual void ScheduleNextTick(const FContextParameters& Context, const FNextTickArguments& Args)
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{
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}
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UE_DEPRECATED(5.7, "Use ScheduleNextTick with the FNextTickArguments parameter.")
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virtual void ScheduleNextTick(const FContextParameters& Context) final {}
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/** Callback when the overrides are set to the execution context . */
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virtual void OnLinkedStateTreeOverridesSet(const FContextParameters& Context, const FStateTreeReferenceOverrides& Overrides)
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{
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}
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/** Callback before the execution context applies a transition. */
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virtual void OnBeginApplyTransition(const FContextParameters& Context, const FStateTreeTransitionResult& TransitionResult)
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{
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}
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};
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#undef UE_API
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