Add reworked Worker Enemy AI #3
							
								
								
									
										34
									
								
								Source/Nakatomi/PatrolRoute.cpp
									
									
									
									
									
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										34
									
								
								Source/Nakatomi/PatrolRoute.cpp
									
									
									
									
									
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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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										32
									
								
								Source/Nakatomi/PatrolRoute.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								Source/Nakatomi/PatrolRoute.h
									
									
									
									
									
										Normal file
									
								
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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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