69 lines
1.5 KiB
C++
69 lines
1.5 KiB
C++
// 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 "NakatomiCharacter.h"
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#include "PatrolRoute.h"
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#include "BehaviorTree/BehaviorTreeComponent.h"
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#include "RandomWeaponParameters.h"
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#include "Components/WidgetComponent.h"
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#include "EnemyCharacter.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 AEnemyCharacter : public ANakatomiCharacter
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Meta = (AllowPrivateAccess = "true"))
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APatrolRoute* CurrentPatrolRoute;
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UPROPERTY(EditAnywhere)
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float AttackRadius = 300.0;
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UPROPERTY(EditAnywhere)
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float DefendRadius = 500.0f;
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UPROPERTY(EditAnywhere)
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UWidgetComponent* HealthbarWidgetComponent;
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private:
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UBehaviorTree* BehaviourTree;
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UPROPERTY(VisibleAnywhere)
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URandomWeaponParameters* RandomWeaponParameters;
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FTimerHandle CooldownTimerHandle;
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public:
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AEnemyCharacter(const FObjectInitializer& ObjectInitializer);
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UBehaviorTree* GetBehaviourTree();
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virtual void OnFire() override;
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void WeaponCooldownHandler();
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protected:
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virtual void BeginPlay() override;
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public:
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virtual void Tick(float DeltaTime) override;
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private:
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virtual void PlayOnFireAnimations() override;
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virtual void CalculateHits(TArray<FHitResult>* hits, FVector* dir) override;
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virtual void ProcessHits(TArray<FHitResult> hits, FVector dir) override;
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protected:
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virtual void OnDamaged() override;
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};
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