Create Move Along Patrol Route task

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baz 2024-02-09 18:21:18 +00:00
parent 7cb89a7d2c
commit 0fd27b6745
3 changed files with 55 additions and 0 deletions

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Content/TestPatrolRoute.uasset (Stored with Git LFS) Normal file

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// Fill out your copyright notice in the Description page of Project Settings.
#include "../Tasks/BTTMoveAlongPatrolRoute.h"
#include "navigationSystem.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "Nakatomi/EnemyAIController.h"
#include "Nakatomi/NakatomiCMC.h"
EBTNodeResult::Type UBTTMoveAlongPatrolRoute::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
{
AEnemyAIController* enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
AEnemyCharacter* enemyPawn = Cast<AEnemyCharacter>(enemyController->GetPawn());
if (enemyPawn->CurrentPatrolRoute)
{
FVector location = enemyPawn->CurrentPatrolRoute->GetSplinePointAtWorld();
UBlackboardComponent* blackboardComponent = owner.GetBlackboardComponent();
blackboardComponent->SetValueAsVector(PatrolLocationKey.SelectedKeyName, location);
enemyPawn->CurrentPatrolRoute->IncrementPatrolRoute();
return EBTNodeResult::Succeeded;
}
return EBTNodeResult::Failed;
}

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BehaviorTree/BTTaskNode.h"
#include "BTTMoveAlongPatrolRoute.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API UBTTMoveAlongPatrolRoute : public UBTTaskNode
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Options",
Meta = (AllowPrivateAccess = "true", DisplayName = "Patrol Location Key"))
FBlackboardKeySelector PatrolLocationKey;
public:
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override;
};