Add TaskReleaseAttackToken AI Task
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								Source/Nakatomi/TaskReleaseAttackToken.cpp
									
									
									
									
									
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								Source/Nakatomi/TaskReleaseAttackToken.cpp
									
									
									
									
									
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					// Fill out your copyright notice in the Description page of Project Settings.
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					#include "TaskReleaseAttackToken.h"
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					#include "EnemyAIController.h"
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					EBTNodeResult::Type UTaskReleaseAttackToken::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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					{
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						auto enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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						if (enemyController)
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						{
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							enemyController->TryReleaseAttackToken();
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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 UTaskReleaseAttackToken::AbortTask(UBehaviorTreeComponent& owner, uint8* memory)
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					{
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						return EBTNodeResult::Aborted;
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					}
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								Source/Nakatomi/TaskReleaseAttackToken.h
									
									
									
									
									
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								Source/Nakatomi/TaskReleaseAttackToken.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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					#include "BehaviorTree/BTTaskNode.h"
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					#include "TaskReleaseAttackToken.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 UTaskReleaseAttackToken : public UBTTaskNode
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					{
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						GENERATED_BODY()
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					public:
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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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