Add StoreActorLocationTask AI Task Node
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "StoreActorLocationTask.h"
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#include "NakatomiCharacter.h"
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#include "BehaviorTree/BlackboardComponent.h"
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UStoreActorLocationTask::UStoreActorLocationTask()
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{
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}
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EBTNodeResult::Type UStoreActorLocationTask::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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auto blackboardComponent = owner.GetBlackboardComponent();
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auto playerCharacter = Cast<ANakatomiCharacter>(blackboardComponent->GetValueAsObject(TargetActor.SelectedKeyName));
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if (playerCharacter)
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{
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blackboardComponent->SetValueAsVector(TargetActorLocation.SelectedKeyName, playerCharacter->GetActorLocation());
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return EBTNodeResult::Succeeded;
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}
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return EBTNodeResult::Failed;
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}
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EBTNodeResult::Type UStoreActorLocationTask::AbortTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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return EBTNodeResult::Aborted;
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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 "BehaviorTree/BTTaskNode.h"
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#include "StoreActorLocationTask.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 UStoreActorLocationTask : public UBTTaskNode
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{
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GENERATED_BODY()
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private:
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UPROPERTY()
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UBehaviorTreeComponent* behaviourTreeOwner = nullptr;
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UPROPERTY(EditAnywhere, Meta = (AllowPrivateAccess = "true"))
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FBlackboardKeySelector TargetActor;
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UPROPERTY(EditAnywhere, Meta = (AllowPrivateAccess = "true"))
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FBlackboardKeySelector TargetActorLocation;
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public:
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UStoreActorLocationTask();
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virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override;
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virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& owner, uint8* memory) override;
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};
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