Payback 0.0.1
CK Graduation Project
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EnemyAITable.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Engine/DataTable.h"
7#include "EnemyAITable.generated.h"
8
9// Combat 관련 AI 설정
10USTRUCT(BlueprintType)
11struct FEnemyAICombatTableRow : public FTableRowBase
12{
13 GENERATED_BODY()
14
15public:
16 UPROPERTY(EditAnywhere, BlueprintReadWrite)
17 float Combat_Radius = 0.0f;
18
19 UPROPERTY(EditAnywhere, BlueprintReadWrite)
20 float Combat_Exit_Radius = 0.0f;
21};
22
23// Retreat 관련 AI 설정
24USTRUCT(BlueprintType)
25struct FEnemyAIRetreatTableRow : public FTableRowBase
26{
27 GENERATED_BODY()
28
29public:
30 UPROPERTY(EditAnywhere, BlueprintReadWrite)
31 float Attack_Wait = 0.0f;
32
33 UPROPERTY(EditAnywhere, BlueprintReadWrite)
34 float Retreat_Distance = 0.0f;
35
36 UPROPERTY(EditAnywhere, BlueprintReadWrite)
37 float Retreat_Speed = 0.0f;
38};
39
40// Strafe 관련 AI 설정
41USTRUCT(BlueprintType)
42struct FEnemyAIStrafeTableRow : public FTableRowBase
43{
44 GENERATED_BODY()
45
46public:
47 UPROPERTY(EditAnywhere, BlueprintReadWrite)
48 float Strafe_Speed = 0.0f;
49
50 UPROPERTY(EditAnywhere, BlueprintReadWrite)
51 float Strafe_Delay = 0.0f;
52
53 UPROPERTY(EditAnywhere, BlueprintReadWrite)
54 float Strafe_Distance_Min = 0.0f;
55
56 UPROPERTY(EditAnywhere, BlueprintReadWrite)
57 float Strafe_Distance_Max = 0.0f;
58
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = "0.0", ClampMax = "1.0"))
60 float Direction_Change_Chance = 0.0f;
61};
Definition EnemyAITable.h:12
Definition EnemyAITable.h:26
Definition EnemyAITable.h:43