Payback 0.0.1
CK Graduation Project
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Evaluator_BossTargetData.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 "StateTreeEvaluatorBase.h"
7#include "GameFramework/Actor.h"
8#include "Evaluator_BossTargetData.generated.h"
9
10USTRUCT(BlueprintType)
12{
13 GENERATED_BODY()
14
15 // 최초 감지 범위
16 UPROPERTY(EditAnywhere, Category = "Parameter")
17 float DetectRadius = 700.0f;
18
19 UPROPERTY(EditAnywhere, Category = "Parameter")
20 float BehindDotThreshold = -0.35f;
21
22 UPROPERTY(EditAnywhere, Category = "Output")
23 TObjectPtr<AActor> TargetActor = nullptr;
24
25 UPROPERTY(EditAnywhere, Category = "Output")
26 float DistanceToTarget = 0.0f;
27
28 UPROPERTY(EditAnywhere, Category = "Output")
29 bool bHasDetectedTarget = false;
30
31 UPROPERTY(EditAnywhere, Category = "Output")
32 bool bIsTargetBehind = false;
33
34 UPROPERTY(Transient)
35 TWeakObjectPtr<APawn> OwnerPawn = nullptr;
36
37 UPROPERTY(Transient)
38 TWeakObjectPtr<AActor> CachedPlayerActor = nullptr;
39};
40
41USTRUCT(BlueprintType, meta = (DisplayName = "Boss Target Data", Category = "AI Evaluator"))
42struct CK_UE_API FEvaluator_BossTargetData : public FStateTreeEvaluatorCommonBase
43{
44 GENERATED_BODY()
45
48 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
49 virtual void TreeStart(FStateTreeExecutionContext& Context) const override;
50 virtual void Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const override;
51};
Definition Evaluator_BossTargetData.h:12
Definition Evaluator_BossTargetData.h:43