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C++ UBTNode类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中UBTNode的典型用法代码示例。如果您正苦于以下问题:C++ UBTNode类的具体用法?C++ UBTNode怎么用?C++ UBTNode使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了UBTNode类的19个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: CollectBreakpointsFromAsset

void FBehaviorTreeDebugger::CollectBreakpointsFromAsset(class UBehaviorTreeGraphNode* Node)
{
	if (Node == NULL)
	{
		return;
	}

	for (int32 PinIdx = 0; PinIdx < Node->Pins.Num(); PinIdx++)
	{
		UEdGraphPin* Pin = Node->Pins[PinIdx];
		if (Pin->Direction != EGPD_Output)
		{
			continue;
		}

		for (int32 i = 0; i < Pin->LinkedTo.Num(); i++)
		{
			UBehaviorTreeGraphNode* LinkedNode = Cast<UBehaviorTreeGraphNode>(Pin->LinkedTo[i]->GetOwningNode());
			if (LinkedNode)
			{
				UBTNode* BTNode = Cast<UBTNode>(LinkedNode->NodeInstance);
				if (BTNode && LinkedNode->bHasBreakpoint && LinkedNode->bIsBreakpointEnabled)
				{
					ActiveBreakpoints.Add(BTNode->GetExecutionIndex());
				}

				CollectBreakpointsFromAsset(LinkedNode);
			}
		}
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:31,代码来源:BehaviorTreeDebugger.cpp


示例2: check

void UBTNode::InitializeInSubtree(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, int32& NextInstancedIndex, EBTMemoryInit::Type InitType) const
{
    if (bCreateNodeInstance)
    {
        // composite nodes can't be instanced!
        check(IsA(UBTCompositeNode::StaticClass()) == false);

        UBTNode* NodeInstance = OwnerComp.NodeInstances.IsValidIndex(NextInstancedIndex) ? OwnerComp.NodeInstances[NextInstancedIndex] : NULL;
        if (NodeInstance == NULL)
        {
            NodeInstance = NewObject<UBTNode>(&OwnerComp, GetClass(), GetFName(), RF_NoFlags, (UObject*)(this));
            NodeInstance->InitializeNode(GetParentNode(), GetExecutionIndex(), GetMemoryOffset(), GetTreeDepth());
            NodeInstance->bIsInstanced = true;

            OwnerComp.NodeInstances.Add(NodeInstance);
        }
        check(NodeInstance);

        NodeInstance->SetOwner(OwnerComp.GetOwner());

        FBTInstancedNodeMemory* MyMemory = GetSpecialNodeMemory<FBTInstancedNodeMemory>(NodeMemory);
        MyMemory->NodeIdx = NextInstancedIndex;

        NodeInstance->OnInstanceCreated(OwnerComp);
        NextInstancedIndex++;
    }
    else
    {
        InitializeMemory(OwnerComp, NodeMemory, InitType);
    }
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:31,代码来源:BTNode.cpp


示例3: OnBreakpointRemoved

void FBehaviorTreeDebugger::OnBreakpointRemoved(class UBehaviorTreeGraphNode* Node)
{
	if (IsDebuggerReady())
	{
		UBTNode* BTNode = Cast<UBTNode>(Node->NodeInstance);
		if (BTNode)
		{
			ActiveBreakpoints.RemoveSingleSwap(BTNode->GetExecutionIndex());
		}
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:11,代码来源:BehaviorTreeDebugger.cpp


示例4: FindBlackboardAsset

const UBlackboardData* FBlackboardSelectorDetails::FindBlackboardAsset(UObject* InObj)
{
	for (UObject* TestOb = InObj; TestOb; TestOb = TestOb->GetOuter())
	{
		UBTNode* NodeOb = Cast<UBTNode>(TestOb);
		if (NodeOb)
		{
			return NodeOb->GetBlackboardAsset();
		}
	}

	return NULL;
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:13,代码来源:BlackboardSelectorDetails.cpp


示例5: ResetNodeOwner

void UBehaviorTreeGraphNode::PostEditImport()
{
    ResetNodeOwner();

    if (NodeInstance)
    {
        UBehaviorTree* BT = Cast<UBehaviorTree>(GetBehaviorTreeGraph()->GetOuter());
        if (BT)
        {
            UBTNode* BTNode = (UBTNode*)NodeInstance;
            BTNode->InitializeFromAsset(*BT);
            BTNode->InitializeNode(NULL, MAX_uint16, 0, 0);
        }
    }
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:15,代码来源:BehaviorTreeGraphNode.cpp


示例6: RebuildExecutionOrder

void UBehaviorTreeGraph::RebuildExecutionOrder()
{
	// initial cleanup & root node search
	UBehaviorTreeGraphNode_Root* RootNode = NULL;
	for (int32 Index = 0; Index < Nodes.Num(); ++Index)
	{
		UBehaviorTreeGraphNode* Node = Cast<UBehaviorTreeGraphNode>(Nodes[Index]);

		// prepare node instance
		UBTNode* NodeInstance = Cast<UBTNode>(Node->NodeInstance);
		if (NodeInstance)
		{
			// mark all nodes as disconnected first, path from root will replace it with valid values later
			NodeInstance->InitializeNode(NULL, MAX_uint16, 0, 0);
		}

		// cache root
		if (RootNode == NULL)
		{
			RootNode = Cast<UBehaviorTreeGraphNode_Root>(Nodes[Index]);
		}

		UBehaviorTreeGraphNode_CompositeDecorator* CompositeDecorator = Cast<UBehaviorTreeGraphNode_CompositeDecorator>(Nodes[Index]);
		if (CompositeDecorator)
		{
			CompositeDecorator->ResetExecutionRange();
		}
	}

	if (RootNode && RootNode->Pins.Num() > 0 && RootNode->Pins[0]->LinkedTo.Num() > 0)
	{
		UBehaviorTreeGraphNode* Node = Cast<UBehaviorTreeGraphNode>(RootNode->Pins[0]->LinkedTo[0]->GetOwningNode());
		if (Node)
		{
			UBTCompositeNode* BTNode = Cast<UBTCompositeNode>(Node->NodeInstance);
			if (BTNode)
			{
				uint16 ExecutionIndex = 0;
				uint8 TreeDepth = 0;

				BTNode->InitializeNode(NULL, ExecutionIndex, 0, TreeDepth);
				ExecutionIndex++;

				BTGraphHelpers::RebuildExecutionOrder(Node, BTNode, &ExecutionIndex, TreeDepth);
			}
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:48,代码来源:BehaviorTreeGraph.cpp


示例7: PostPlacedNewNode

void UBehaviorTreeGraphNode::PostPlacedNewNode()
{
    UClass* NodeClass = ClassData.GetClass(true);
    if (NodeClass)
    {
        UBehaviorTree* BT = Cast<UBehaviorTree>(GetBehaviorTreeGraph()->GetOuter());
        if (BT)
        {
            NodeInstance = ConstructObject<UBTNode>(NodeClass, BT);

            UBTNode* BTNode = (UBTNode*)NodeInstance;
            BTNode->SetFlags(RF_Transactional);
            BTNode->InitializeFromAsset(*BT);
            BTNode->InitializeNode(NULL, MAX_uint16, 0, 0);
        }
    }
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:17,代码来源:BehaviorTreeGraphNode.cpp


示例8: OnBlackboardUpdate

void UBehaviorTreeGraphNode_CompositeDecorator::OnBlackboardUpdate()
{
	UBehaviorTreeDecoratorGraph* MyGraph = Cast<UBehaviorTreeDecoratorGraph>(BoundGraph);
	UBehaviorTree* BTAsset = Cast<UBehaviorTree>(GetOuter()->GetOuter());
	if (MyGraph && BTAsset)
	{
		for (int32 i = 0; i < MyGraph->Nodes.Num(); i++)
		{
			UBehaviorTreeDecoratorGraphNode_Decorator* MyNode = Cast<UBehaviorTreeDecoratorGraphNode_Decorator>(MyGraph->Nodes[i]);
			UBTNode* MyNodeInstance = MyNode ? Cast<UBTNode>(MyNode->NodeInstance) : NULL;
			if (MyNodeInstance)
			{
				MyNodeInstance->InitializeFromAsset(*BTAsset);
			}
		}
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:17,代码来源:BehaviorTreeGraphNode_CompositeDecorator.cpp


示例9: UpdateAbortHighlight

void UBehaviorTreeGraph::UpdateAbortHighlight(struct FAbortDrawHelper& Mode0, struct FAbortDrawHelper& Mode1)
{
	for (int32 Index = 0; Index < Nodes.Num(); ++Index)
	{
		UBehaviorTreeGraphNode* Node = Cast<UBehaviorTreeGraphNode>(Nodes[Index]);
		UBTNode* NodeInstance = Node ? Cast<UBTNode>(Node->NodeInstance) : NULL;
		if (NodeInstance)
		{
			const uint16 ExecIndex = NodeInstance->GetExecutionIndex();

			Node->bHighlightInAbortRange0 = (ExecIndex != MAX_uint16) && (ExecIndex >= Mode0.AbortStart) && (ExecIndex <= Mode0.AbortEnd);
			Node->bHighlightInAbortRange1 = (ExecIndex != MAX_uint16) && (ExecIndex >= Mode1.AbortStart) && (ExecIndex <= Mode1.AbortEnd);
			Node->bHighlightInSearchRange0 = (ExecIndex != MAX_uint16) && (ExecIndex >= Mode0.SearchStart) && (ExecIndex <= Mode0.SearchEnd);
			Node->bHighlightInSearchRange1 = (ExecIndex != MAX_uint16) && (ExecIndex >= Mode1.SearchStart) && (ExecIndex <= Mode1.SearchEnd);
			Node->bHighlightInSearchTree = false;
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:18,代码来源:BehaviorTreeGraph.cpp


示例10: CacheBlackboardData

END_SLATE_FUNCTION_BUILD_OPTIMIZATION

void FBlackboardDecoratorDetails::CacheBlackboardData(IDetailLayoutBuilder& DetailLayout)
{
	TArray<TWeakObjectPtr<UObject> > MyOuters;
	DetailLayout.GetObjectsBeingCustomized(MyOuters);

	CachedBlackboardAsset.Reset();
	for (int32 i = 0; i < MyOuters.Num(); i++)
	{
		UBTNode* NodeOb = Cast<UBTNode>(MyOuters[i].Get());
		if (NodeOb)
		{
			CachedBlackboardAsset = NodeOb->GetBlackboardAsset();
			break;
		}
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:18,代码来源:BlackboardDecoratorDetails.cpp


示例11: LOCTEXT

void UBehaviorTreeGraphNode::FindDiffs(UEdGraphNode* OtherNode, FDiffResults& Results)
{
    FDiffSingleResult Diff;
    Diff.Diff = EDiffType::NODE_PROPERTY;
    Diff.Node1 = this;
    Diff.Node2 = OtherNode;
    Diff.ToolTip = LOCTEXT("DIF_NodePropertyToolTip", "A Property of the node has changed");
    Diff.DisplayColor = FLinearColor(0.25f,0.71f,0.85f);

    UBehaviorTreeGraphNode* ThisBehaviorTreeNode = Cast<UBehaviorTreeGraphNode>(this);
    UBehaviorTreeGraphNode* OtherBehaviorTreeNode = Cast<UBehaviorTreeGraphNode>(OtherNode);
    if(ThisBehaviorTreeNode && OtherBehaviorTreeNode)
    {
        DiffProperties( ThisBehaviorTreeNode->GetClass(), ThisBehaviorTreeNode, OtherBehaviorTreeNode, Results, Diff );

        UBTNode* ThisNodeInstance = Cast<UBTNode>(ThisBehaviorTreeNode->NodeInstance);
        UBTNode* OtherNodeInstance = Cast<UBTNode>(OtherBehaviorTreeNode->NodeInstance);
        if(ThisNodeInstance && OtherNodeInstance)
        {
            DiffProperties( ThisNodeInstance->GetClass(), ThisNodeInstance, OtherNodeInstance, Results, Diff );
        }
    }
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:23,代码来源:BehaviorTreeGraphNode.cpp


示例12: UpdateBlackboardChange

void UBehaviorTreeGraph::UpdateBlackboardChange()
{
	UBehaviorTree* BTAsset = Cast<UBehaviorTree>(GetOuter());
	if (BTAsset == nullptr)
	{
		return;
	}

	for (int32 Index = 0; Index < Nodes.Num(); ++Index)
	{
		UBehaviorTreeGraphNode* MyNode = Cast<UBehaviorTreeGraphNode>(Nodes[Index]);

		if (MyNode)
		{
			UBTNode* MyNodeInstance = Cast<UBTNode>(MyNode->NodeInstance);
			if (MyNodeInstance)
			{
				MyNodeInstance->InitializeFromAsset(*BTAsset);
			}
		}

		for (int32 iDecorator = 0; iDecorator < MyNode->Decorators.Num(); iDecorator++)
		{
			UBTNode* MyNodeInstance = MyNode->Decorators[iDecorator] ? Cast<UBTNode>(MyNode->Decorators[iDecorator]->NodeInstance) : NULL;
			if (MyNodeInstance)
			{
				MyNodeInstance->InitializeFromAsset(*BTAsset);
			}

			UBehaviorTreeGraphNode_CompositeDecorator* CompDecoratorNode = Cast<UBehaviorTreeGraphNode_CompositeDecorator>(MyNode->Decorators[iDecorator]);
			if (CompDecoratorNode)
			{
				CompDecoratorNode->OnBlackboardUpdate();
			}
		}

		for (int32 iService = 0; iService < MyNode->Services.Num(); iService++)
		{
			UBTNode* MyNodeInstance = MyNode->Services[iService] ? Cast<UBTNode>(MyNode->Services[iService]->NodeInstance) : NULL;
			if (MyNodeInstance)
			{
				MyNodeInstance->InitializeFromAsset(*BTAsset);
			}
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:46,代码来源:BehaviorTreeGraph.cpp


示例13: check

void UBTNode::InitializeInSubtree(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, int32& NextInstancedIndex, EBTMemoryInit::Type InitType) const
{
	FBTInstancedNodeMemory* SpecialMemory = GetSpecialNodeMemory<FBTInstancedNodeMemory>(NodeMemory);
	if (SpecialMemory)
	{
		SpecialMemory->NodeIdx = INDEX_NONE;
	}

	if (bCreateNodeInstance)
	{
		// composite nodes can't be instanced!
		check(IsA(UBTCompositeNode::StaticClass()) == false);

		UBTNode* NodeInstance = OwnerComp.NodeInstances.IsValidIndex(NextInstancedIndex) ? OwnerComp.NodeInstances[NextInstancedIndex] : NULL;
		if (NodeInstance == NULL)
		{
			NodeInstance = (UBTNode*)StaticDuplicateObject(this, &OwnerComp);
			NodeInstance->InitializeNode(GetParentNode(), GetExecutionIndex(), GetMemoryOffset(), GetTreeDepth());
			NodeInstance->bIsInstanced = true;

			OwnerComp.NodeInstances.Add(NodeInstance);
		}

		check(NodeInstance);
		check(SpecialMemory);

		SpecialMemory->NodeIdx = NextInstancedIndex;

		NodeInstance->SetOwner(OwnerComp.GetOwner());
		NodeInstance->InitializeMemory(OwnerComp, NodeMemory, InitType);
		check(TreeAsset);
		NodeInstance->InitializeFromAsset(*TreeAsset);
		NodeInstance->OnInstanceCreated(OwnerComp);
		NextInstancedIndex++;
	}
	else
	{
		InitializeMemory(OwnerComp, NodeMemory, InitType);
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:40,代码来源:BTNode.cpp


示例14: GetObjectsWithOuter

void UBehaviorTreeGraph::RemoveOrphanedNodes()
{
	UBehaviorTree* BTAsset = CastChecked<UBehaviorTree>(GetOuter());

	// Obtain a list of all nodes that should be in the asset
	TSet<UBTNode*> AllNodes;
	for (int32 Index = 0; Index < Nodes.Num(); ++Index)
	{
		UBehaviorTreeGraphNode* MyNode = Cast<UBehaviorTreeGraphNode>(Nodes[Index]);
		if (MyNode)
		{
			UBTNode* MyNodeInstance = Cast<UBTNode>(MyNode->NodeInstance);
			if (MyNodeInstance)
			{
				AllNodes.Add(MyNodeInstance);
			}

			for (int32 iDecorator = 0; iDecorator < MyNode->Decorators.Num(); iDecorator++)
			{
				UBehaviorTreeGraphNode_CompositeDecorator* SubgraphNode = Cast<UBehaviorTreeGraphNode_CompositeDecorator>(MyNode->Decorators[iDecorator]);
				if (SubgraphNode)
				{
					TArray<UBTDecorator*> NodeInstances;
					TArray<FBTDecoratorLogic> DummyOps;
					SubgraphNode->CollectDecoratorData(NodeInstances, DummyOps);

					for (int32 SubIdx = 0; SubIdx < NodeInstances.Num(); SubIdx++)
					{
						AllNodes.Add(NodeInstances[SubIdx]);
					}
				}
				else
				{
					UBTNode* MyDecoratorNodeInstance = MyNode->Decorators[iDecorator] ? Cast<UBTNode>(MyNode->Decorators[iDecorator]->NodeInstance) : NULL;
					if (MyDecoratorNodeInstance)
					{
						AllNodes.Add(MyDecoratorNodeInstance);
					}
				}
			}

			for (int32 iService = 0; iService < MyNode->Services.Num(); iService++)
			{
				UBTNode* MyServiceNodeInstance = MyNode->Services[iService] ? Cast<UBTNode>(MyNode->Services[iService]->NodeInstance) : NULL;
				if (MyServiceNodeInstance)
				{
					AllNodes.Add(MyServiceNodeInstance);
				}
			}
		}
	}

	// Obtain a list of all nodes actually in the asset and discard unused nodes
	TArray<UObject*> AllInners;
	const bool bIncludeNestedObjects = false;
	GetObjectsWithOuter(BTAsset, AllInners, bIncludeNestedObjects);
	for (auto InnerIt = AllInners.CreateConstIterator(); InnerIt; ++InnerIt)
	{
		UBTNode* Node = Cast<UBTNode>(*InnerIt);
		if (Node && !AllNodes.Contains(Node))
		{
			Node->SetFlags(RF_Transient);
			Node->Rename(NULL, GetTransientPackage(), REN_DontCreateRedirectors | REN_NonTransactional | REN_ForceNoResetLoaders);
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:66,代码来源:BehaviorTreeGraph.cpp


示例15: UpdateAsset

void UBehaviorTreeGraph::UpdateAsset(EDebuggerFlags DebuggerFlags, bool bBumpVersion)
{
	if (bLockUpdates)
	{
		return;
	}

	// initial cleanup & root node search
	UBehaviorTreeGraphNode_Root* RootNode = NULL;
	for (int32 Index = 0; Index < Nodes.Num(); ++Index)
	{
		UBehaviorTreeGraphNode* Node = Cast<UBehaviorTreeGraphNode>(Nodes[Index]);

		// debugger flags
		if (DebuggerFlags == ClearDebuggerFlags)
		{
			Node->ClearDebuggerState();

			for (int32 iAux = 0; iAux < Node->Services.Num(); iAux++)
			{
				Node->Services[iAux]->ClearDebuggerState();
			}

			for (int32 iAux = 0; iAux < Node->Decorators.Num(); iAux++)
			{
				Node->Decorators[iAux]->ClearDebuggerState();
			}
		}

		// parent chain
		Node->ParentNode = NULL;
		for (int32 iAux = 0; iAux < Node->Services.Num(); iAux++)
		{
			Node->Services[iAux]->ParentNode = Node;
		}

		for (int32 iAux = 0; iAux < Node->Decorators.Num(); iAux++)
		{
			Node->Decorators[iAux]->ParentNode = Node;
		}

		// prepare node instance
		UBTNode* NodeInstance = Cast<UBTNode>(Node->NodeInstance);
		if (NodeInstance)
		{
			// mark all nodes as disconnected first, path from root will replace it with valid values later
			NodeInstance->InitializeNode(NULL, MAX_uint16, 0, 0);
		}

		// cache root
		if (RootNode == NULL)
		{
			RootNode = Cast<UBehaviorTreeGraphNode_Root>(Nodes[Index]);
		}

		UBehaviorTreeGraphNode_CompositeDecorator* CompositeDecorator = Cast<UBehaviorTreeGraphNode_CompositeDecorator>(Nodes[Index]);
		if (CompositeDecorator)
		{
			CompositeDecorator->ResetExecutionRange();
		}
	}

	if (RootNode && RootNode->Pins.Num() > 0 && RootNode->Pins[0]->LinkedTo.Num() > 0)
	{
		UBehaviorTreeGraphNode* Node = Cast<UBehaviorTreeGraphNode>(RootNode->Pins[0]->LinkedTo[0]->GetOwningNode());
		if (Node)
		{
			CreateBTFromGraph(Node);

			if (bBumpVersion)
			{
				GraphVersion++;
			}
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:76,代码来源:BehaviorTreeGraph.cpp


示例16: CreateChildren

	void CreateChildren(UBehaviorTree* BTAsset, UBTCompositeNode* RootNode, const UBehaviorTreeGraphNode* RootEdNode, uint16* ExecutionIndex, uint8 TreeDepth)
	{
		if (RootEdNode == NULL)
		{
			return;
		}

		RootNode->Children.Reset();
		RootNode->Services.Reset();

		// collect services
		if (RootEdNode->Services.Num())
		{
			for (int32 i = 0; i < RootEdNode->Services.Num(); i++)
			{
				UBTService* ServiceInstance = RootEdNode->Services[i] ? Cast<UBTService>(RootEdNode->Services[i]->NodeInstance) : NULL;
				if (ServiceInstance)
				{
					if (Cast<UBehaviorTree>(ServiceInstance->GetOuter()) == NULL)
					{
						ServiceInstance->Rename(NULL, BTAsset);
					}
					ServiceInstance->InitializeNode(RootNode, *ExecutionIndex, 0, TreeDepth);
					*ExecutionIndex += 1;

					RootNode->Services.Add(ServiceInstance);
				}
			}
		}

		// gather all nodes
		int32 ChildIdx = 0;
		for (int32 PinIdx = 0; PinIdx < RootEdNode->Pins.Num(); PinIdx++)
		{
			UEdGraphPin* Pin = RootEdNode->Pins[PinIdx];
			if (Pin->Direction != EGPD_Output)
			{
				continue;
			}

			// sort connections so that they're organized the same as user can see in the editor
			Pin->LinkedTo.Sort(FCompareNodeXLocation());

			for (int32 Index = 0; Index < Pin->LinkedTo.Num(); ++Index)
			{
				UBehaviorTreeGraphNode* GraphNode = Cast<UBehaviorTreeGraphNode>(Pin->LinkedTo[Index]->GetOwningNode());
				if (GraphNode == NULL)
				{
					continue;
				}

				UBTTaskNode* TaskInstance = Cast<UBTTaskNode>(GraphNode->NodeInstance);
				if (TaskInstance && Cast<UBehaviorTree>(TaskInstance->GetOuter()) == NULL)
				{
					TaskInstance->Rename(NULL, BTAsset);
				}

				UBTCompositeNode* CompositeInstance = Cast<UBTCompositeNode>(GraphNode->NodeInstance);
				if (CompositeInstance && Cast<UBehaviorTree>(CompositeInstance->GetOuter()) == NULL)
				{
					CompositeInstance->Rename(NULL, BTAsset);
				}

				if (TaskInstance == NULL && CompositeInstance == NULL)
				{
					continue;
				}

				// collect decorators
				TArray<UBTDecorator*> DecoratorInstances;
				TArray<FBTDecoratorLogic> DecoratorOperations;
				CollectDecorators(BTAsset, GraphNode, DecoratorInstances, DecoratorOperations, true, RootNode, ExecutionIndex, TreeDepth, ChildIdx);

				// store child data
				RootNode->Children.AddZeroed();
				FBTCompositeChild& ChildInfo = RootNode->Children[ChildIdx];
				ChildInfo.ChildComposite = CompositeInstance;
				ChildInfo.ChildTask = TaskInstance;
				ChildInfo.Decorators = DecoratorInstances;
				ChildInfo.DecoratorOps = DecoratorOperations;
				ChildIdx++;

				UBTNode* ChildNode = CompositeInstance ? (UBTNode*)CompositeInstance : (UBTNode*)TaskInstance;
				if (ChildNode && Cast<UBehaviorTree>(ChildNode->GetOuter()) == NULL)
				{
					ChildNode->Rename(NULL, BTAsset);
				}

				InitializeInjectedNodes(GraphNode, RootNode, *ExecutionIndex, TreeDepth, ChildIdx);
				
				// special case: subtrees
				UBTTask_RunBehavior* SubtreeTask = Cast<UBTTask_RunBehavior>(TaskInstance);
				if (SubtreeTask)
				{
					*ExecutionIndex += SubtreeTask->GetInjectedNodesCount();
				}

				ChildNode->InitializeNode(RootNode, *ExecutionIndex, 0, TreeDepth);
				*ExecutionIndex += 1;

//.........这里部分代码省略.........
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:101,代码来源:BehaviorTreeGraph.cpp


示例17: sizeof


//.........这里部分代码省略.........
			bool bAlreadyInjected = false;
			for (int32 Idx = 0; Idx < LinkData.Decorators.Num(); Idx++)
			{
				if (LinkData.Decorators[Idx] && LinkData.Decorators[Idx]->IsInjected())
				{
					bAlreadyInjected = true;
					break;
				}
			}

			// add decorators to link
			const int32 NumOriginalDecorators = LinkData.Decorators.Num();
			for (int32 Idx = 0; Idx < NumInjectedDecorators; Idx++)
			{
				UBTDecorator* InstancedOb = Cast<UBTDecorator>(OwnerComp.NodeInstances[FirstNodeIdx + Idx]);
				InstancedOb->InitializeFromAsset(*BehaviorAsset);
				InstancedOb->InitializeDecorator(ChildIdx);

				if (!bAlreadyInjected)
				{
					LinkData.Decorators.Add(InstancedOb);
				}
			}

			// update composite logic operators
			if (!bAlreadyInjected && (LinkData.DecoratorOps.Num() || BehaviorAsset->RootDecoratorOps.Num()))
			{
				const int32 NumOriginalOps = LinkData.DecoratorOps.Num();
				if (NumOriginalDecorators > 0)
				{
					// and operator for two groups of composites: original and new one
					FBTDecoratorLogic MasterAndOp(EBTDecoratorLogic::And, LinkData.DecoratorOps.Num() ? 2 : (NumOriginalDecorators + 1));
					LinkData.DecoratorOps.Insert(MasterAndOp, 0);

					if (NumOriginalOps == 0)
					{
						// add Test operations, original link didn't have composite operators
						for (int32 Idx = 0; Idx < NumOriginalDecorators; Idx++)
						{
							FBTDecoratorLogic TestOp(EBTDecoratorLogic::Test, Idx);
							LinkData.DecoratorOps.Add(TestOp);
						}
					}
				}

				// add injected operators
				if (BehaviorAsset->RootDecoratorOps.Num() == 0)
				{
					FBTDecoratorLogic InjectedAndOp(EBTDecoratorLogic::And, NumInjectedDecorators);
					LinkData.DecoratorOps.Add(InjectedAndOp);

					for (int32 Idx = 0; Idx < NumInjectedDecorators; Idx++)
					{
						FBTDecoratorLogic TestOp(EBTDecoratorLogic::Test, NumOriginalDecorators + Idx);
						LinkData.DecoratorOps.Add(TestOp);
					}
				}
				else
				{
					for (int32 Idx = 0; Idx < BehaviorAsset->RootDecoratorOps.Num(); Idx++)
					{
						FBTDecoratorLogic InjectedOp = BehaviorAsset->RootDecoratorOps[Idx];
						if (InjectedOp.Operation == EBTDecoratorLogic::Test)
						{
							InjectedOp.Number += NumOriginalDecorators;
						}

						LinkData.DecoratorOps.Add(InjectedOp);
					}
				}
			}

#if USE_BEHAVIORTREE_DEBUGGER
			if (!bAlreadyInjected)
			{
				// insert to NextExecutionNode list for debugger
				UBTNode* NodeIt = GetParentNode();
				while (NodeIt && NodeIt->GetNextNode() != this)
				{
					NodeIt = NodeIt->GetNextNode();
				}

				if (NodeIt)
				{
					NodeIt->InitializeExecutionOrder(OwnerComp.NodeInstances[FirstNodeIdx]);
					NodeIt = NodeIt->GetNextNode();

					for (int32 Idx = 1; Idx < NumInjectedDecorators; Idx++)
					{
						NodeIt->InitializeExecutionOrder(OwnerComp.NodeInstances[FirstNodeIdx + Idx]);
						NodeIt = NodeIt->GetNextNode();
					}

					NodeIt->InitializeExecutionOrder((UBTNode*)this);
				}
			}
#endif
		}
	}
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:101,代码来源:BTTask_RunBehavior.cpp


示例18: UsesBlueprint

bool UBehaviorTreeGraphNode::UsesBlueprint() const
{
    UBTNode* BTNodeInstance = Cast<UBTNode>(NodeInstance);
    return BTNodeInstance != nullptr ? BTNodeInstance->UsesBlueprint() : false;
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:5,代码来源:BehaviorTreeGraphNode.cpp


示例19: GetNameIcon

FName UBehaviorTreeGraphNode::GetNameIcon() const
{
    UBTNode* BTNodeInstance = Cast<UBTNode>(NodeInstance);
    return BTNodeInstance != nullptr ? BTNodeInstance->GetNodeIconName() : FName("BTEditor.Graph.BTNode.Icon");
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:5,代码来源:BehaviorTreeGraphNode.cpp



注:本文中的UBTNode类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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上一篇:
C++ UBehaviorTreeComponent类代码示例发布时间:2022-05-31
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C++ UAnimationAsset类代码示例发布时间:2022-05-31
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