Add RandomWeaponParameters to EnemyCharacter

This commit is contained in:
Louis Hobbs 2023-02-09 23:22:41 +00:00
parent 66d923f1a9
commit 0e95cf7239
2 changed files with 7 additions and 1 deletions

View File

@ -19,6 +19,8 @@ AEnemyCharacter::AEnemyCharacter()
PerceptionComponent->SetDominantSense(SightConfig->GetSenseImplementation()); PerceptionComponent->SetDominantSense(SightConfig->GetSenseImplementation());
PerceptionComponent->ConfigureSense(*SightConfig); PerceptionComponent->ConfigureSense(*SightConfig);
RandomWeaponParameters = CreateDefaultSubobject<URandomWeaponParameters>(TEXT("Random Weapon Parameters"));
GetHealthComponent()->SetMaxHealth(100.0f); GetHealthComponent()->SetMaxHealth(100.0f);
this->Tags.Add(FName("Enemy")); this->Tags.Add(FName("Enemy"));

View File

@ -7,6 +7,7 @@
#include "BehaviorTree/BehaviorTreeComponent.h" #include "BehaviorTree/BehaviorTreeComponent.h"
#include "Perception/AIPerceptionComponent.h" #include "Perception/AIPerceptionComponent.h"
#include <Perception/AISenseConfig_Sight.h> #include <Perception/AISenseConfig_Sight.h>
#include "RandomWeaponParameters.h"
#include "EnemyCharacter.generated.h" #include "EnemyCharacter.generated.h"
@ -17,7 +18,7 @@ UCLASS()
class NAKATOMI_API AEnemyCharacter : public ANakatomiCharacter class NAKATOMI_API AEnemyCharacter : public ANakatomiCharacter
{ {
GENERATED_BODY() GENERATED_BODY()
private: private:
UAIPerceptionComponent* PerceptionComponent; UAIPerceptionComponent* PerceptionComponent;
@ -25,6 +26,9 @@ private:
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true")) UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
UBehaviorTree* BehaviourTree; UBehaviorTree* BehaviourTree;
UPROPERTY(VisibleAnywhere)
URandomWeaponParameters* RandomWeaponParameters;
public: public:
AEnemyCharacter(); AEnemyCharacter();