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Code/Engine/GameEngine/StateMachine/StateMachineState_Script.h
38 строк
2 KB
Jan Krassnigg
Animation graphs now store instance state separately (#989)
22 июн 2023, 23:49
Не верифицирован
22 июн 2023, 23:49
50089a1
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#pragma once #include <Core/Scripting/ScriptClassResource.h> #include <Foundation/Types/RangeView.h> #include <GameEngine/StateMachine/StateMachine.h> /// \brief A state machine state implementation that can be scripted using e.g. visual scripting. class EZ_GAMEENGINE_DLL ezStateMachineState_Script : public ezStateMachineState { EZ_ADD_DYNAMIC_REFLECTION(ezStateMachineState_Script, ezStateMachineState); public: ezStateMachineState_Script(ezStringView sName = ezStringView()); ~ezStateMachineState_Script(); virtual void OnEnter(ezStateMachineInstance& ref_instance, void* pInstanceData, const ezStateMachineState* pFromState) const override; virtual void OnExit(ezStateMachineInstance& ref_instance, void* pInstanceData, const ezStateMachineState* pToState) const override; virtual void Update(ezStateMachineInstance& ref_instance, void* pInstanceData, ezTime deltaTime) const override; virtual ezResult Serialize(ezStreamWriter& inout_stream) const override; virtual ezResult Deserialize(ezStreamReader& inout_stream) override; virtual bool GetInstanceDataDesc(ezInstanceDataDesc& out_desc) override; void SetScriptClassFile(const char* szFile); // [ property ] const char* GetScriptClassFile() const; // [ property ] // Exposed Parameters const ezRangeView<const char*, ezUInt32> GetParameters() const; void SetParameter(const char* szKey, const ezVariant& value); void RemoveParameter(const char* szKey); bool GetParameter(const char* szKey, ezVariant& out_value) const; private: ezArrayMap<ezHashedString, ezVariant> m_Parameters; ezString m_sScriptClassFile; };