Create TaskCreateLineOfSight
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								Source/Nakatomi/TaskCheckLineOfSight.cpp
									
									
									
									
									
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								Source/Nakatomi/TaskCheckLineOfSight.cpp
									
									
									
									
									
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							| @ -0,0 +1,62 @@ | ||||
| // Fill out your copyright notice in the Description page of Project Settings.
 | ||||
| 
 | ||||
| 
 | ||||
| #include "TaskCheckLineOfSight.h" | ||||
| #include <BehaviorTree/BlackboardComponent.h> | ||||
| #include "NakatomiCharacter.h" | ||||
| #include "PlayerCharacter.h" | ||||
| 
 | ||||
| EBTNodeResult::Type UTaskCheckLineOfSight::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) | ||||
| { | ||||
| 	auto BlackboardComponent = owner.GetBlackboardComponent(); | ||||
| 
 | ||||
| 	if (!BlackboardComponent) | ||||
| 	{ | ||||
| 		return EBTNodeResult::Failed; | ||||
| 	} | ||||
| 
 | ||||
| 	auto selfActor = Cast<ANakatomiCharacter>( | ||||
| 		BlackboardComponent->GetValueAsObject(SelfActorKey.SelectedKeyName)); | ||||
| 
 | ||||
| 	if (!selfActor) | ||||
| 	{ | ||||
| 		return EBTNodeResult::Failed; | ||||
| 	} | ||||
| 
 | ||||
| 	AWeapon* CurrentWeapon = selfActor->GetCurrentWeapon(); | ||||
| 
 | ||||
| 	if (!CurrentWeapon) | ||||
| 	{ | ||||
| 		return EBTNodeResult::Failed; | ||||
| 	} | ||||
| 
 | ||||
| 	// Calculate starting position and direction
 | ||||
| 	FVector TraceStart = selfActor->GetTransform().GetLocation(); | ||||
| 	FRotator PlayerRot = selfActor->GetTransform().GetRotation().Rotator(); | ||||
| 	TraceStart = selfActor->GetRootComponent()->GetComponentLocation(); | ||||
| 	FVector AimDir = PlayerRot.Vector(); | ||||
| 	AimDir.Z = 0.0; | ||||
| 
 | ||||
| 	TraceStart = TraceStart + AimDir * ((selfActor->GetInstigator()->GetActorLocation() - TraceStart) | AimDir); | ||||
| 
 | ||||
| 	// Calculate the hit results from the trace
 | ||||
| 	TArray<FHitResult> HitResults; | ||||
| 
 | ||||
| 	// Set up the collision query params, use the Weapon trace settings, Ignore the actor firing this trace
 | ||||
| 	FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, selfActor->GetInstigator()); | ||||
| 	TraceParams.bReturnPhysicalMaterial = true; | ||||
| 
 | ||||
| 	FVector MaxHitLoc = TraceStart + (AimDir * CurrentWeapon->GetWeaponProperties()->ProjectileRange); | ||||
| 
 | ||||
| 	GetWorld()->LineTraceMultiByChannel(HitResults, TraceStart, MaxHitLoc, ECC_GameTraceChannel1, TraceParams); | ||||
| 
 | ||||
| 	for (FHitResult Result : HitResults) | ||||
| 	{ | ||||
| 		if (Cast<APlayerCharacter>(Result.GetActor())) | ||||
| 		{ | ||||
| 			return EBTNodeResult::Succeeded; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	return EBTNodeResult::Failed; | ||||
| } | ||||
							
								
								
									
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								Source/Nakatomi/TaskCheckLineOfSight.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										24
									
								
								Source/Nakatomi/TaskCheckLineOfSight.h
									
									
									
									
									
										Normal file
									
								
							| @ -0,0 +1,24 @@ | ||||
| // Fill out your copyright notice in the Description page of Project Settings.
 | ||||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include "CoreMinimal.h" | ||||
| #include "BehaviorTree/BTTaskNode.h" | ||||
| #include "TaskCheckLineOfSight.generated.h" | ||||
| 
 | ||||
| /**
 | ||||
|  *  | ||||
|  */ | ||||
| UCLASS() | ||||
| class NAKATOMI_API UTaskCheckLineOfSight : public UBTTaskNode | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
| 
 | ||||
| public: | ||||
| 	UPROPERTY(EditAnywhere, Category = "Options", | ||||
| 		Meta = (AllowPrivateAccess = "true", DisplayName = "Self Actor Key")) | ||||
| 	FBlackboardKeySelector SelfActorKey; | ||||
| 
 | ||||
| public: | ||||
| 	virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override; | ||||
| }; | ||||
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