Switch VampireAIController to using CrowdFollowingComponent
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Content/Enemy/BP_AIController.uasset (Stored with Git LFS)
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Content/Enemy/BP_AIController.uasset (Stored with Git LFS)
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@ -4,11 +4,11 @@
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#include "VampireAIController.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/PawnMovementComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "Navigation/CrowdFollowingComponent.h"
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AVampireAIController::AVampireAIController(const FObjectInitializer& object_initializer)
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AVampireAIController::AVampireAIController(const FObjectInitializer& object_initializer) : Super(
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object_initializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("Path Following Component")))
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{
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Blackboard = CreateDefaultSubobject<UBlackboardComponent>(TEXT("Blackboard"));
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BehaviorTree = CreateDefaultSubobject<UBehaviorTreeComponent>(TEXT("Behavior Tree"));
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@ -18,6 +18,13 @@ void AVampireAIController::BeginPlay()
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{
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Super::BeginPlay();
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GetWorldTimerManager().SetTimer(PawnMoveToTimerHandle, this, &AVampireAIController::PawnMoveTo, 0.25f, true);
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if (UCrowdFollowingComponent* CrowdFollowingComponent = FindComponentByClass<UCrowdFollowingComponent>())
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{
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CrowdFollowingComponent->SetCrowdSeparation(true);
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CrowdFollowingComponent->SetCrowdAvoidanceQuality(ECrowdAvoidanceQuality::Good);
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CrowdFollowingComponent->SetCrowdSeparationWeight(10.0f);
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}
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}
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void AVampireAIController::Tick(float DeltaTime)
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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "AIController.h"
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#include "DetourCrowdAIController.h"
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#include "EnemyCharacter.h"
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#include "HealthComponent.h"
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#include "PlayerCharacter.h"
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