Create TaskIsWithinRange
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TaskIsWithinRange.h"
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#include "EnemyAIController.h"
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#include <NavigationSystem.h>
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#include <BehaviorTree/BlackboardComponent.h>
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EBTNodeResult::Type UTaskIsWithinRange::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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auto BlackboardComponent = owner.GetBlackboardComponent();
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if (!BlackboardComponent)
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{
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return EBTNodeResult::Failed;
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}
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auto NavigationSystem = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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FVector SourceLocation = BlackboardComponent->GetValueAsVector(SourceLocationKey.SelectedKeyName);
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ANakatomiCharacter* selfActor = Cast<ANakatomiCharacter>(
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BlackboardComponent->GetValueAsObject(SelfActorKey.SelectedKeyName));
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if (NavigationSystem && SourceLocation != FVector::ZeroVector)
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{
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double Distance = -1.0;
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FNavLocation NavLocation;
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NavigationSystem->GetPathLength(SourceLocation, selfActor->GetTransform().GetLocation(), Distance);
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return Distance <= MaximumDistance ? EBTNodeResult::Succeeded : EBTNodeResult::Failed;
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}
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return EBTNodeResult::Failed;
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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 "TaskIsWithinRange.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 UTaskIsWithinRange : 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 = "Source Location Key"))
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FBlackboardKeySelector SourceLocationKey;
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UPROPERTY(EditAnywhere, Category = "Options",
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Meta = (AllowPrivateAccess = "true", DisplayName = "Self Actor Key"))
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FBlackboardKeySelector SelfActorKey;
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UPROPERTY(EditAnywhere, Category = "Options",
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Meta = (AllowPrivateAccess = "true", DisplayName = "Maximum Distance"))
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float MaximumDistance = 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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