Create AI State Enum
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "EAIState.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 EAIState : uint8
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{
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PASSIVE UMETA(DisplayName = "Passive"),
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ATTACKING UMETA(DisplayName = "Attacking"),
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FROZEN UMETA(DisplayName = "Frozen"),
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INVESTIGATING UMETA(DisplayName = "Investigating"),
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DEAD UMETA(DisplayName = "Dead"),
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};
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@ -2,6 +2,8 @@
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#include "EnemyAIController.h"
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#include <Kismet/GameplayStatics.h>
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#include "EAIState.h"
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#include "NakatomiGameInstance.h"
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#include "BehaviorTree/BehaviorTree.h"
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#include "BehaviorTree/BlackboardComponent.h"
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@ -49,6 +51,8 @@ void AEnemyAIController::OnPossess(APawn* InPawn)
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Blackboard->SetValueAsObject("SelfActor", enemy);
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}
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Blackboard->SetValueAsEnum("State", static_cast<uint8>(EAIState::PASSIVE));
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//ensure(enemy->GetMovementComponent()->UseAccelerationForPathFollowing());
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}
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@ -179,3 +183,19 @@ bool AEnemyAIController::GetHasAttackToken()
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{
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return HasAttackToken;
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}
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void AEnemyAIController::SetState(EAIState state)
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{
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Blackboard->SetValueAsEnum("State", static_cast<uint8>(state));
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}
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void AEnemyAIController::SetStateAsPassive()
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{
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SetState(EAIState::PASSIVE);
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}
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void AEnemyAIController::SetStateAsAttacking(AActor* target)
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{
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Blackboard->SetValueAsObject("TargetActor", target);
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SetState(EAIState::ATTACKING);
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}
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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "AIController.h"
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#include "EAIState.h"
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#include "EnemyCharacter.h"
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#include "PlayerCharacter.h"
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#include "Perception/AISenseConfig_Sight.h"
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@ -59,4 +60,13 @@ public:
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UFUNCTION()
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bool GetHasAttackToken();
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UFUNCTION()
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void SetState(EAIState state);
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UFUNCTION()
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void SetStateAsPassive();
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UFUNCTION()
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void SetStateAsAttacking(AActor* target);
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};
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