Add functionality to TaskAcquireAttackToken
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@ -2,8 +2,21 @@
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#include "TaskAcquireAttackToken.h"
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#include "TaskAcquireAttackToken.h"
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#include "EnemyAIController.h"
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EBTNodeResult::Type UTaskAcquireAttackToken::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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EBTNodeResult::Type UTaskAcquireAttackToken::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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{
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return EBTNodeResult::Succeeded;
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auto enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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if (enemyController->TryObtainAttackToken())
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{
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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 UTaskAcquireAttackToken::AbortTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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return EBTNodeResult::Aborted;
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}
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}
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@ -18,4 +18,5 @@ public:
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virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override;
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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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};
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