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275f86b03f
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Content/Enemy/Worker/PatrolMovementSpeed.uasset (Stored with Git LFS)
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Content/Enemy/Worker/PatrolMovementSpeed.uasset (Stored with Git LFS)
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@ -1,14 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../Decorators/BTDHasPatrolRoute.h"
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#include "Nakatomi/EnemyAIController.h"
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bool UBTDHasPatrolRoute::CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const
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{
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AEnemyAIController* enemyController = Cast<AEnemyAIController>(OwnerComp.GetAIOwner());
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AEnemyCharacter* enemyPawn = Cast<AEnemyCharacter>(enemyController->GetPawn());
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return enemyPawn->CurrentPatrolRoute ? true : false;
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}
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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/BTDecorator.h"
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#include "BTDHasPatrolRoute.generated.h"
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/**
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*
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*/
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UCLASS(Blueprintable)
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class NAKATOMI_API UBTDHasPatrolRoute : public UBTDecorator
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{
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GENERATED_BODY()
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public:
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virtual bool CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "EPatrolMovementEnum.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 EPatrolMovementEnum : uint8
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{
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SLOWWALK UMETA(DisplayName = "Slow Walk"),
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WALK UMETA(DisplayName = "Walk"),
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};
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@ -19,12 +19,6 @@ void UNakatomiCMC::InitializeComponent()
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NakatomiCharacterOwner = Cast<ANakatomiCharacter>(GetOwner());
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NakatomiCharacterOwner = Cast<ANakatomiCharacter>(GetOwner());
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}
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}
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void UNakatomiCMC::BeginPlay()
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{
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Super::BeginPlay();
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DefaultMaxWalkSpeed = Walk_MaxWalkSpeed;
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}
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// Checks if we can combine the NewMove with the current move to save on data.
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// Checks if we can combine the NewMove with the current move to save on data.
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// If all the data in a saved move is identical, if true, we cam tell the server to run the existing move instead.
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// If all the data in a saved move is identical, if true, we cam tell the server to run the existing move instead.
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bool UNakatomiCMC::FSavedMove_Nakatomi::CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter,
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bool UNakatomiCMC::FSavedMove_Nakatomi::CanCombineWith(const FSavedMovePtr& NewMove, ACharacter* InCharacter,
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return MovementMode == MOVE_Custom && CustomMovementMode == InCustomMovementMode;
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return MovementMode == MOVE_Custom && CustomMovementMode == InCustomMovementMode;
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}
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}
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void UNakatomiCMC::SetMaxWalkSpeed(float newMaxSpeed)
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{
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Walk_MaxWalkSpeed = newMaxSpeed;
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}
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void UNakatomiCMC::SetMaxWalkSpeedToDefault()
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{
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Walk_MaxWalkSpeed = DefaultMaxWalkSpeed;
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}
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void UNakatomiCMC::EnterSlide()
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void UNakatomiCMC::EnterSlide()
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{
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{
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Safe_bWantsToSlide = true;
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Safe_bWantsToSlide = true;
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@ -108,8 +108,6 @@ class NAKATOMI_API UNakatomiCMC : public UCharacterMovementComponent
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UPROPERTY(Transient)
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UPROPERTY(Transient)
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ANakatomiCharacter* NakatomiCharacterOwner;
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ANakatomiCharacter* NakatomiCharacterOwner;
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float DefaultMaxWalkSpeed;
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public:
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public:
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UPROPERTY(BlueprintAssignable)
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UPROPERTY(BlueprintAssignable)
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FDashStartDelegate DashStartDelegate;
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FDashStartDelegate DashStartDelegate;
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protected:
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protected:
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virtual void InitializeComponent() override;
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virtual void InitializeComponent() override;
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virtual void BeginPlay() override;
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virtual FNetworkPredictionData_Client* GetPredictionData_Client() const override;
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virtual FNetworkPredictionData_Client* GetPredictionData_Client() const override;
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protected:
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protected:
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UFUNCTION()
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UFUNCTION()
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bool IsCustomMovementMode(ECustomMovementMove InCustomMovementMode) const;
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bool IsCustomMovementMode(ECustomMovementMove InCustomMovementMode) const;
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UFUNCTION()
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void SetMaxWalkSpeed(float newMaxSpeed);
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UFUNCTION()
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void SetMaxWalkSpeedToDefault();
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private:
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private:
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void EnterSlide();
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void EnterSlide();
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void ExitSlide();
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void ExitSlide();
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../Tasks/BTTSetMovementSpeed.h"
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#include "Nakatomi/EnemyAIController.h"
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#include "Nakatomi/NakatomiCMC.h"
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enum class EPatrolMovementEnum : uint8;
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EBTNodeResult::Type UBTTSetMovementSpeed::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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AEnemyAIController* enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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AEnemyCharacter* enemyPawn = Cast<AEnemyCharacter>(enemyController->GetPawn());
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switch (MaxWalkSpeedKey)
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{
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case EPatrolMovementEnum::SLOWWALK:
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enemyPawn->GetCharacterMovementComponent()->SetMaxWalkSpeed(slowWalkSpeed);
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break;
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case EPatrolMovementEnum::WALK:
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enemyPawn->GetCharacterMovementComponent()->SetMaxWalkSpeed(walkSpeed);
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break;
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default:
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enemyPawn->GetCharacterMovementComponent()->SetMaxWalkSpeedToDefault();
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break;
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}
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return EBTNodeResult::Succeeded;
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}
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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 "Nakatomi/EPatrolMovementEnum.h"
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#include "BTTSetMovementSpeed.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 UBTTSetMovementSpeed : public UBTTaskNode
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = "Options",
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Meta = (AllowPrivateAccess = "true", DisplayName = "Max Walk Speed Key"))
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EPatrolMovementEnum MaxWalkSpeedKey;
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private:
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float slowWalkSpeed = 250.0f;
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float walkSpeed = 500.0f;
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public:
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virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override;
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};
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