Refine Ranged Enemy functionality and hide on low health
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Content/Enemy/BT_Attacking_State.uasset (Stored with Git LFS)
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Content/Enemy/BT_Attacking_State.uasset (Stored with Git LFS)
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Content/Enemy/BT_Find_Cover.uasset (Stored with Git LFS)
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Content/Enemy/BT_Find_Cover.uasset (Stored with Git LFS)
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Content/Enemy/EQS/AttackTarget.uasset (Stored with Git LFS)
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Content/Enemy/EQS/AttackTarget.uasset (Stored with Git LFS)
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Content/Enemy/Worker/AIC_Worker.uasset (Stored with Git LFS)
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Content/Enemy/Worker/BB_Worker.uasset (Stored with Git LFS)
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Content/Enemy/Worker/BT_Worker.uasset (Stored with Git LFS)
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Content/Enemy/Worker/C_Worker.uasset (Stored with Git LFS)
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Content/Enemy/Worker/PatrolMovementSpeed.uasset (Stored with Git LFS)
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Content/Enemy/Worker/PatrolMovementSpeed.uasset (Stored with Git LFS)
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@ -0,0 +1,27 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../Decorators/BTDCanSeeTarget.h"
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#include "AIController.h"
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#include "BehaviorTree/BlackboardComponent.h"
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bool UBTDCanSeeTarget::CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const
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{
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FHitResult HitResult;
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FVector Start = OwnerComp.GetAIOwner()->GetPawn()->GetActorLocation();
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UBlackboardComponent* BlackboardComponent = OwnerComp.GetBlackboardComponent();
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AActor* TargetActor = Cast<AActor>(BlackboardComponent->GetValueAsObject(TargetActorKey.SelectedKeyName));
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FVector End = TargetActor->GetActorLocation();
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GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn);
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if (HitResult.GetActor())
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{
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return true;
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}
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return false;
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}
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@ -0,0 +1,24 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BehaviorTree/BTDecorator.h"
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#include "BTDCanSeeTarget.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API UBTDCanSeeTarget : public UBTDecorator
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = "Options",
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Meta = (AllowPrivateAccess = "true", DisplayName = "Target Actor Key"))
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FBlackboardKeySelector TargetActorKey;
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protected:
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virtual bool CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const override;
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};
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@ -0,0 +1,14 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../Decorators/BTDIsHealthBelowThreshold.h"
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#include "BehaviorTree/BlackboardComponent.h"
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bool UBTDIsHealthBelowThreshold::CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const
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{
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UBlackboardComponent* BlackboardComponent = OwnerComp.GetBlackboardComponent();
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float currentHealth = BlackboardComponent->GetValueAsFloat(CurrentHealthKey.SelectedKeyName);
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return currentHealth <= HealthThreshold ? true : false;
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}
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@ -0,0 +1,29 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BehaviorTree/BTDecorator.h"
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#include "BTDIsHealthBelowThreshold.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API UBTDIsHealthBelowThreshold : public UBTDecorator
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = "Options",
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Meta = (AllowPrivateAccess = "true", DisplayName = "Current Health Key"))
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FBlackboardKeySelector CurrentHealthKey;
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UPROPERTY(EditAnywhere, Category = "Options",
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Meta = (AllowPrivateAccess = "true", DisplayName = "Health Threshold"))
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float HealthThreshold = 25.0f;
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protected:
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virtual bool CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const override;
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};
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@ -4,6 +4,9 @@
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#include "EnemyAIController.h"
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#include "EnemyHealthComponent.h"
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#include "InteractableComponent.h"
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#include "BehaviorTree/BehaviorTree.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "BehaviorTree/BlackboardData.h"
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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@ -16,7 +19,7 @@ AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer) :
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GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged");
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GetHealthComponent()->OnDeath.BindUFunction(this, "OnDeath");
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GetHealthComponent()->SetMaxHealth(100.0f);
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this->Tags.Add(FName("Enemy"));
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}
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@ -54,6 +57,10 @@ void AEnemyCharacter::WeaponCooldownHandler()
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void AEnemyCharacter::BeginPlay()
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{
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Super::BeginPlay();
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AEnemyAIController* controller = Cast<AEnemyAIController>(GetController());
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controller->GetBlackboardComponent()->SetValueAsFloat("CurrentHealth", GetHealthComponent()->GetCurrentHealth());
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GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged");
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}
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void AEnemyCharacter::PlayOnFireAnimations()
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@ -130,3 +137,12 @@ void AEnemyCharacter::ProcessHits(TArray<FHitResult> hits)
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}
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}
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}
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void AEnemyCharacter::OnDamaged()
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{
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Super::OnDamaged();
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AEnemyAIController* controller = Cast<AEnemyAIController>(GetController());
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controller->GetBlackboardComponent()->SetValueAsFloat("CurrentHealth", GetHealthComponent()->GetCurrentHealth());
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}
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@ -55,4 +55,7 @@ private:
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virtual void CalculateHits(TArray<FHitResult>* hits) override;
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virtual void ProcessHits(TArray<FHitResult> hits) override;
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protected:
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virtual void OnDamaged() override;
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};
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