64 lines
2.2 KiB
C++
64 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "BehaviorTree/ValueOrBBKeyBlueprintUtility.h"
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#include "BehaviorTree/ValueOrBBKey.h"
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#include "StructUtils/StructView.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(ValueOrBBKeyBlueprintUtility)
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bool UValueOrBBKeyBlueprintUtility::GetBool(const FValueOrBBKey_Bool& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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UClass* UValueOrBBKeyBlueprintUtility::GetClass(const FValueOrBBKey_Class& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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uint8 UValueOrBBKeyBlueprintUtility::GetEnum(const FValueOrBBKey_Enum& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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float UValueOrBBKeyBlueprintUtility::GetFloat(const FValueOrBBKey_Float& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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int32 UValueOrBBKeyBlueprintUtility::GetInt32(const FValueOrBBKey_Int32& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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FName UValueOrBBKeyBlueprintUtility::GetName(const FValueOrBBKey_Name& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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FString UValueOrBBKeyBlueprintUtility::GetString(const FValueOrBBKey_String& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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UObject* UValueOrBBKeyBlueprintUtility::GetObject(const FValueOrBBKey_Object& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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FRotator UValueOrBBKeyBlueprintUtility::GetRotator(const FValueOrBBKey_Rotator& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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FVector UValueOrBBKeyBlueprintUtility::GetVector(const FValueOrBBKey_Vector& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return Value.GetValue(BehaviorTreeComp);
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}
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FInstancedStruct UValueOrBBKeyBlueprintUtility::GetStruct(const FValueOrBBKey_Struct& Value, const UBehaviorTreeComponent* BehaviorTreeComp)
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{
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return FInstancedStruct(Value.GetValue(BehaviorTreeComp));
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}
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