本文整理汇总了C++中UBTNode::InitializeNode方法的典型用法代码示例。如果您正苦于以下问题:C++ UBTNode::InitializeNode方法的具体用法?C++ UBTNode::InitializeNode怎么用?C++ UBTNode::InitializeNode使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UBTNode
的用法示例。
在下文中一共展示了UBTNode::InitializeNode方法的7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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: InitializeInSubtree
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);
}
}
示例2: PostEditImport
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);
}
}
}
示例3: 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);
}
}
}
}
示例4: 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);
}
}
}
示例5: InitializeInSubtree
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);
}
}
示例6: 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++;
}
}
}
}
示例7: 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.........