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Task_Groggy.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 "StateTreeTaskBase.h"
7#include "Task_Groggy.generated.h"
8
9class AActor;
10class UAnimInstance;
11class UAnimMontage;
12class UEnemyGroggyComponent;
13
14UENUM(BlueprintType)
15enum class EGroggyStateMode : uint8
16{
17 Enter,
19};
20
21USTRUCT(BlueprintType)
23{
24 GENERATED_BODY()
25
26 UPROPERTY(EditAnywhere, Category = "Context")
27 TObjectPtr<AActor> Actor = nullptr;
28
29 UPROPERTY(EditAnywhere, Category = "Parameter")
31
32 UPROPERTY(Transient)
33 TObjectPtr<UEnemyGroggyComponent> GroggyComponent = nullptr;
34
35 UPROPERTY(Transient)
36 TObjectPtr<UAnimInstance> AnimInstance = nullptr;
37
38 UPROPERTY(Transient)
39 TObjectPtr<UAnimMontage> GroggyMontage = nullptr;
40};
41
42USTRUCT(BlueprintType, meta = (DisplayName = "Groggy", Category = "Combat"))
43struct CK_UE_API FTask_Groggy : public FStateTreeTaskCommonBase
44{
45 GENERATED_BODY()
46
48 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
49 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
50 virtual EStateTreeRunStatus Tick(FStateTreeExecutionContext& Context, float DeltaTime) const override;
51 virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
52};
EGroggyStateMode
Definition Task_Groggy.h:16
Definition Task_Groggy.h:23
Definition Task_Groggy.h:44