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03d5b80a0b
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baz | 03d5b80a0b | |
baz | 408954c96d |
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../Tasks/BTTClearFocus.h"
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#include "Nakatomi/EnemyAIController.h"
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EBTNodeResult::Type UBTTClearFocus::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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auto enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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enemyController->ClearFocus(EAIFocusPriority::Default);
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enemyController->SetFocus();
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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 "BTTClearFocus.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 UBTTClearFocus : 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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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../Tasks/BTTSetFocus.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Nakatomi/EnemyAIController.h"
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#include "Nakatomi/PlayerCharacter.h"
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EBTNodeResult::Type UBTTSetFocus::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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UBlackboardComponent* BlackboardComponent = owner.GetBlackboardComponent();
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UObject* actor = BlackboardComponent->GetValueAsObject(TargetActorKey.SelectedKeyName);
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APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(actor);
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AEnemyAIController* enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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enemyController->SetFocus(PlayerCharacter, EAIFocusPriority::Gameplay);
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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 "BTTSetFocus.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 UBTTSetFocus : 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 = "Target Actor Key"))
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FBlackboardKeySelector TargetActorKey;
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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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