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03d5b80a0b
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baz | 03d5b80a0b |
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@ -1,34 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "PatrolRoute.h"
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// Sets default values
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APatrolRoute::APatrolRoute()
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{
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PrimaryActorTick.bCanEverTick = false;
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Spline = CreateDefaultSubobject<USplineComponent>(TEXT("Spline"));
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Spline->SetupAttachment(RootComponent);
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}
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void APatrolRoute::IncrementPatrolRoute()
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{
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if (PatrolIndex == Spline->GetNumberOfSplinePoints() - 1)
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{
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Direction = -1;
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}
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else if (PatrolIndex == 0)
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{
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Direction = 1;
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}
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PatrolIndex += Direction;
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}
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FVector APatrolRoute::GetSplinePointAtWorld(int pointIndex)
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{
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return Spline->GetLocationAtSplinePoint(pointIndex, ESplineCoordinateSpace::World);
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}
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@ -1,32 +0,0 @@
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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 "Components/SplineComponent.h"
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#include "GameFramework/Actor.h"
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#include "PatrolRoute.generated.h"
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UCLASS()
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class NAKATOMI_API APatrolRoute : public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite)
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USplineComponent* Spline;
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private:
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int PatrolIndex = 0;
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int Direction;
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public:
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// Sets default values for this actor's properties
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APatrolRoute();
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void IncrementPatrolRoute();
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FVector GetSplinePointAtWorld(int pointIndex);
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};
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@ -9,5 +9,6 @@ EBTNodeResult::Type UBTTClearFocus::ExecuteTask(UBehaviorTreeComponent& owner, u
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{
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{
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auto enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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auto enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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enemyController->ClearFocus(EAIFocusPriority::Default);
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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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return EBTNodeResult::Succeeded;
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}
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}
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