Nakatomi/Source/Nakatomi/TaskCheckLineOfSight.cpp

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2023-10-24 23:56:47 +02:00
// Fill out your copyright notice in the Description page of Project Settings.
#include "TaskCheckLineOfSight.h"
#include <BehaviorTree/BlackboardComponent.h>
#include "NakatomiCharacter.h"
#include "PlayerCharacter.h"
EBTNodeResult::Type UTaskCheckLineOfSight::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
{
auto BlackboardComponent = owner.GetBlackboardComponent();
if (!BlackboardComponent)
{
return EBTNodeResult::Failed;
}
auto selfActor = Cast<ANakatomiCharacter>(
BlackboardComponent->GetValueAsObject(SelfActorKey.SelectedKeyName));
if (!selfActor)
{
return EBTNodeResult::Failed;
}
AWeapon* CurrentWeapon = selfActor->GetCurrentWeapon();
if (!CurrentWeapon)
{
return EBTNodeResult::Failed;
}
// Calculate starting position and direction
FVector TraceStart = selfActor->GetTransform().GetLocation();
FRotator PlayerRot = selfActor->GetTransform().GetRotation().Rotator();
TraceStart = selfActor->GetRootComponent()->GetComponentLocation();
FVector AimDir = PlayerRot.Vector();
AimDir.Z = 0.0;
TraceStart = TraceStart + AimDir * ((selfActor->GetInstigator()->GetActorLocation() - TraceStart) | AimDir);
// Calculate the hit results from the trace
TArray<FHitResult> HitResults;
// Set up the collision query params, use the Weapon trace settings, Ignore the actor firing this trace
FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, selfActor->GetInstigator());
TraceParams.bReturnPhysicalMaterial = true;
FVector MaxHitLoc = TraceStart + (AimDir * CurrentWeapon->GetWeaponProperties()->ProjectileRange);
GetWorld()->LineTraceMultiByChannel(HitResults, TraceStart, MaxHitLoc, ECC_GameTraceChannel1, TraceParams);
for (FHitResult Result : HitResults)
{
if (Cast<APlayerCharacter>(Result.GetActor()))
{
return EBTNodeResult::Succeeded;
}
}
return EBTNodeResult::Failed;
}