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6 changed files with 1 additions and 66 deletions

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Content/TestPatrolRoute.uasset (Stored with Git LFS)

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@ -4,7 +4,6 @@
#include "CoreMinimal.h"
#include "NakatomiCharacter.h"
#include "PatrolRoute.h"
#include "BehaviorTree/BehaviorTreeComponent.h"
#include "RandomWeaponParameters.h"
#include "EnemyCharacter.generated.h"
@ -18,10 +17,6 @@ class NAKATOMI_API AEnemyCharacter : public ANakatomiCharacter
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Meta = (AllowPrivateAccess = "true"))
APatrolRoute* CurrentPatrolRoute;
private:
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
UBehaviorTree* BehaviourTree;

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@ -24,11 +24,8 @@ void APatrolRoute::IncrementPatrolRoute()
}
PatrolIndex += Direction;
}
FVector APatrolRoute::GetSplinePointAtWorld()
{
return GetSplinePointAtWorld(PatrolIndex);
}
FVector APatrolRoute::GetSplinePointAtWorld(int pointIndex)

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@ -28,7 +28,5 @@ public:
void IncrementPatrolRoute();
FVector GetSplinePointAtWorld();
FVector GetSplinePointAtWorld(int pointIndex);
};

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@ -1,28 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "../Tasks/BTTMoveAlongPatrolRoute.h"
#include "navigationSystem.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "Nakatomi/EnemyAIController.h"
#include "Nakatomi/NakatomiCMC.h"
EBTNodeResult::Type UBTTMoveAlongPatrolRoute::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
{
AEnemyAIController* enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
AEnemyCharacter* enemyPawn = Cast<AEnemyCharacter>(enemyController->GetPawn());
if (enemyPawn->CurrentPatrolRoute)
{
FVector location = enemyPawn->CurrentPatrolRoute->GetSplinePointAtWorld();
UBlackboardComponent* blackboardComponent = owner.GetBlackboardComponent();
blackboardComponent->SetValueAsVector(PatrolLocationKey.SelectedKeyName, location);
enemyPawn->CurrentPatrolRoute->IncrementPatrolRoute();
return EBTNodeResult::Succeeded;
}
return EBTNodeResult::Failed;
}

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@ -1,24 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BehaviorTree/BTTaskNode.h"
#include "BTTMoveAlongPatrolRoute.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API UBTTMoveAlongPatrolRoute : public UBTTaskNode
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Options",
Meta = (AllowPrivateAccess = "true", DisplayName = "Patrol Location Key"))
FBlackboardKeySelector PatrolLocationKey;
public:
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override;
};