Add reworked Worker Enemy AI #3
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@ -1,5 +1,13 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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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 "../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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return EBTNodeResult::Succeeded;
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}
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@ -13,5 +13,8 @@ UCLASS()
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class NAKATOMI_API UBTTClearFocus : public UBTTaskNode
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class NAKATOMI_API UBTTClearFocus : public UBTTaskNode
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{
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{
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GENERATED_BODY()
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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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};
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