Create Set Movement Speed Task
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								Content/Enemy/Worker/PatrolMovementSpeed.uasset
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								Content/Enemy/Worker/PatrolMovementSpeed.uasset
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								Source/Nakatomi/EPatrolMovementEnum.cpp
									
									
									
									
									
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								Source/Nakatomi/EPatrolMovementEnum.cpp
									
									
									
									
									
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					// Fill out your copyright notice in the Description page of Project Settings.
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					#include "EPatrolMovementEnum.h"
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								Source/Nakatomi/EPatrolMovementEnum.h
									
									
									
									
									
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								Source/Nakatomi/EPatrolMovementEnum.h
									
									
									
									
									
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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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					/**
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					 * 
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					 */
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					UENUM(BlueprintType)
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					enum class EPatrolMovementEnum : uint8
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					{
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						SLOWWALK UMETA(DisplayName = "Slow Walk"),
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						WALK UMETA(DisplayName = "Walk"),
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					};
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@ -19,6 +19,12 @@ void UNakatomiCMC::InitializeComponent()
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	NakatomiCharacterOwner = Cast<ANakatomiCharacter>(GetOwner());
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						NakatomiCharacterOwner = Cast<ANakatomiCharacter>(GetOwner());
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}
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					}
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					void UNakatomiCMC::BeginPlay()
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					{
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						Super::BeginPlay();
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						DefaultMaxWalkSpeed = Walk_MaxWalkSpeed;
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					}
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// Checks if we can combine the NewMove with the current move to save on data.
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					// Checks if we can combine the NewMove with the current move to save on data.
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// If all the data in a saved move is identical, if true, we cam tell the server to run the existing move instead.
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					// If all the data in a saved move is identical, if true, we cam tell the server to run the existing move instead.
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bool UNakatomiCMC::FSavedMove_Nakatomi::CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter,
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					bool UNakatomiCMC::FSavedMove_Nakatomi::CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter,
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@ -271,6 +277,16 @@ bool UNakatomiCMC::IsCustomMovementMode(ECustomMovementMove InCustomMovementMode
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	return MovementMode == MOVE_Custom && CustomMovementMode == InCustomMovementMode;
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						return MovementMode == MOVE_Custom && CustomMovementMode == InCustomMovementMode;
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}
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					}
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					void UNakatomiCMC::SetMaxWalkSpeed(float newMaxSpeed)
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					{
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						Walk_MaxWalkSpeed = newMaxSpeed;
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					}
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					void UNakatomiCMC::SetMaxWalkSpeedToDefault()
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					{
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						Walk_MaxWalkSpeed = DefaultMaxWalkSpeed;
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					}
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void UNakatomiCMC::EnterSlide()
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					void UNakatomiCMC::EnterSlide()
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{
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					{
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	Safe_bWantsToSlide = true;
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						Safe_bWantsToSlide = true;
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@ -108,6 +108,8 @@ class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
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	UPROPERTY(Transient)
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						UPROPERTY(Transient)
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	ANakatomiCharacter* NakatomiCharacterOwner;
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						ANakatomiCharacter* NakatomiCharacterOwner;
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						float DefaultMaxWalkSpeed;
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public:
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					public:
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	UPROPERTY(BlueprintAssignable)
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						UPROPERTY(BlueprintAssignable)
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	FDashStartDelegate DashStartDelegate;
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						FDashStartDelegate DashStartDelegate;
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@ -118,6 +120,8 @@ public:
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protected:
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					protected:
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	virtual void InitializeComponent() override;
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						virtual void InitializeComponent() override;
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						virtual void BeginPlay() override;
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	virtual FNetworkPredictionData_Client* GetPredictionData_Client() const override;
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						virtual FNetworkPredictionData_Client* GetPredictionData_Client() const override;
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protected:
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					protected:
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@ -167,6 +171,12 @@ public:
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	UFUNCTION()
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						UFUNCTION()
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	bool IsCustomMovementMode(ECustomMovementMove InCustomMovementMode) const;
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						bool IsCustomMovementMode(ECustomMovementMove InCustomMovementMode) const;
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						UFUNCTION()
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						void SetMaxWalkSpeed(float newMaxSpeed);
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						UFUNCTION()
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						void SetMaxWalkSpeedToDefault();
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private:
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					private:
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	void EnterSlide();
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						void EnterSlide();
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	void ExitSlide();
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						void ExitSlide();
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								Source/Nakatomi/Tasks/BTTSetMovementSpeed.cpp
									
									
									
									
									
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								Source/Nakatomi/Tasks/BTTSetMovementSpeed.cpp
									
									
									
									
									
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					// Fill out your copyright notice in the Description page of Project Settings.
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					#include "../Tasks/BTTSetMovementSpeed.h"
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					#include "Nakatomi/EnemyAIController.h"
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					#include "Nakatomi/NakatomiCMC.h"
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					enum class EPatrolMovementEnum : uint8;
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					EBTNodeResult::Type UBTTSetMovementSpeed::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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					{
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						AEnemyAIController* enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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						AEnemyCharacter* enemyPawn = Cast<AEnemyCharacter>(enemyController->GetPawn());
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						switch (MaxWalkSpeedKey)
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						{
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						case EPatrolMovementEnum::SLOWWALK:
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							enemyPawn->GetCharacterMovementComponent()->SetMaxWalkSpeed(slowWalkSpeed);
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							break;
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						case EPatrolMovementEnum::WALK:
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							enemyPawn->GetCharacterMovementComponent()->SetMaxWalkSpeed(walkSpeed);
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							break;
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						default:
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							enemyPawn->GetCharacterMovementComponent()->SetMaxWalkSpeedToDefault();
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							break;
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						}
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						return EBTNodeResult::Succeeded;
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					}
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								Source/Nakatomi/Tasks/BTTSetMovementSpeed.h
									
									
									
									
									
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								Source/Nakatomi/Tasks/BTTSetMovementSpeed.h
									
									
									
									
									
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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/BTTaskNode.h"
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					#include "Nakatomi/EPatrolMovementEnum.h"
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					#include "BTTSetMovementSpeed.generated.h"
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					/**
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					 */
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					UCLASS()
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					class NAKATOMI_API UBTTSetMovementSpeed : public UBTTaskNode
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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 = "Max Walk Speed Key"))
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						EPatrolMovementEnum MaxWalkSpeedKey;
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					private:
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						float slowWalkSpeed = 250.0f;
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						float walkSpeed = 500.0f;
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					public:
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						virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override;
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					};
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