Payback 0.0.1
CK Graduation Project
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Task_EnemyAttackToken.h
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1#pragma once
2
3#include "CK_UE.h"
4#include "StateTreeTaskBase.h"
5#include "Task_EnemyAttackToken.generated.h"
6
7class UEnemyCombatTokenComponent;
8
9UENUM(BlueprintType)
10enum class EEnemyAttackTokenTaskMode : uint8
11{
12 Request,
13 Release,
15};
16
17USTRUCT(BlueprintType)
19{
20 GENERATED_BODY()
21
22 UPROPERTY(EditAnywhere, Category = "Context")
23 TObjectPtr<UEnemyCombatTokenComponent> CombatTokenComponent = nullptr;
24
25 UPROPERTY(EditAnywhere, Category = "Context")
26 TObjectPtr<AActor> TargetActor = nullptr;
27
28 UPROPERTY(EditAnywhere, Category = "Parameter")
30};
31
32USTRUCT(BlueprintType, meta = (DisplayName = "Enemy Attack Token", Category = "Combat"))
33struct CK_UE_API FTask_EnemyAttackToken : public FStateTreeTaskCommonBase
34{
35 GENERATED_BODY()
36
38 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
39 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
40 virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
41};
EEnemyAttackTokenTaskMode
Definition Task_EnemyAttackToken.h:11
Definition Task_EnemyAttackToken.h:19
Definition Task_EnemyAttackToken.h:34