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JxxStateTreeSomethingBlueprintBase.cpp
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114 lines (83 loc) · 2.75 KB
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// Fill out your copyright notice in the Description page of Project Settings.
#include "JxxStateTreeSomethingBlueprintBase.h"
#include "StateTreeExecutionContext.h"
static TArray<FStateTreeEvent> GetEventToProcess(const FStateTreeExecutionContext& Context)
{
TArray<FStateTreeEvent> Result;
for (const FStateTreeSharedEvent& Event: Context.GetEventsToProcessView())
{
Result.Add(*Event);
}
return Result;
}
EStateTreeRunStatus UJxxStateTreeTaskBlueprintBase::EnterState(FStateTreeExecutionContext& Context,const FStateTreeTransitionResult& Transition)
{
ContextActor = GetOwnerActor(Context);
EventToProcess = GetEventToProcess(Context);
StateTreeAsset = Context.GetStateTree();
return Super::EnterState(Context, Transition);
}
EStateTreeRunStatus UJxxStateTreeTaskBlueprintBase::Tick(FStateTreeExecutionContext& Context,const float DeltaTime)
{
EventToProcess = GetEventToProcess(Context);
return Super::Tick(Context, DeltaTime);
}
void UJxxStateTreeTaskBlueprintBase::ExitState(FStateTreeExecutionContext& Context,const FStateTreeTransitionResult& Transition)
{
EventToProcess = GetEventToProcess(Context);
Super::ExitState(Context, Transition);
ContextActor = nullptr;
EventToProcess.Empty();
StateTreeAsset = nullptr;
}
bool UJxxStateTreeTaskBlueprintBase::GetStateInfo_Exec(FStateTreeStateHandle InState, FBPStateTreeStateInfo& OutStateInfo) const
{
OutStateInfo = {};
if (StateTreeAsset)
{
const FCompactStateTreeState* Ptr = StateTreeAsset->GetStateFromHandle(InState);
if (Ptr)
{
OutStateInfo = FBPStateTreeStateInfo(*Ptr);
return true;
}
}
return false;
}
FBPStateTreeStateInfo UJxxStateTreeTaskBlueprintBase::GetStateInfo(FStateTreeStateHandle InState) const
{
FBPStateTreeStateInfo StateInfo;
if (StateTreeAsset)
{
const FCompactStateTreeState* Ptr = StateTreeAsset->GetStateFromHandle(InState);
if (Ptr)
{
StateInfo = FBPStateTreeStateInfo(*Ptr);
}
}
return StateInfo;
}
void UJxxStateTreeEvaluatorBlueprintBase::TreeStart(FStateTreeExecutionContext& Context)
{
ContextActor = GetOwnerActor(Context);
Super::TreeStart(Context);
}
void UJxxStateTreeEvaluatorBlueprintBase::TreeStop(FStateTreeExecutionContext& Context)
{
Super::TreeStop(Context);
ContextActor = nullptr;
}
bool UJxxStateTreeConditionBlueprintBase::TestCondition(FStateTreeExecutionContext& Context) const
{
if (bHasTestCondition)
{
// Cache the owner and event queue for the duration the condition is evaluated.
SetCachedInstanceDataFromContext(Context);
ContextActor = GetOwnerActor(Context);
const bool bResult = ReceiveTestCondition();
ContextActor = nullptr;
ClearCachedInstanceData();
return bResult;
}
return false;
}