Add EnemyCharacter class
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "EnemyCharacter.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "EnemyAIController.h"
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AEnemyCharacter::AEnemyCharacter()
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{
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PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("Perception Component"));
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SightConfig = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("Sight Configuration"));
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SightConfig->SightRadius = 700.0f;
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SightConfig->LoseSightRadius = 850.0f;
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SightConfig->PeripheralVisionAngleDegrees = 90.0f;
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SightConfig->SetMaxAge(5.0f);
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SightConfig->DetectionByAffiliation.bDetectEnemies = true;
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SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
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PerceptionComponent->SetDominantSense(SightConfig->GetSenseImplementation());
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PerceptionComponent->ConfigureSense(*SightConfig);
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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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UBehaviorTree* AEnemyCharacter::GetBehaviourTree()
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{
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return BehaviourTree;
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}
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UAIPerceptionComponent* AEnemyCharacter::GetPerceptionComponent()
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{
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return PerceptionComponent;
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}
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void AEnemyCharacter::BeginPlay()
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{
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Super::BeginPlay();
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}
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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 "NakatomiCharacter.h"
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#include "BehaviorTree/BehaviorTreeComponent.h"
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#include "Perception/AIPerceptionComponent.h"
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#include <Perception/AISenseConfig_Sight.h>
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#include "EnemyCharacter.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 AEnemyCharacter : public ANakatomiCharacter
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{
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GENERATED_BODY()
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private:
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UAIPerceptionComponent* PerceptionComponent;
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UAISenseConfig_Sight* SightConfig;
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UBehaviorTree* BehaviourTree;
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public:
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AEnemyCharacter();
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UBehaviorTree* GetBehaviourTree();
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UAIPerceptionComponent* GetPerceptionComponent();
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protected:
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virtual void BeginPlay() override;
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};
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