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CK Graduation Project
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Task_Strafe.h
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1#pragma once
2
3#include "CoreMinimal.h"
4#include "StateTreeTaskBase.h"
5#include "Task_Strafe.generated.h"
6
7class UEnemyStrafeComponent;
8
9UENUM(BlueprintType)
10enum class EStrafeMode : uint8
11{
12 Reset UMETA(DisplayName = "초기화 모드"),
13 Calculate UMETA(DisplayName = "계산 모드")
14};
15
16
17USTRUCT(BlueprintType)
19{
20 GENERATED_BODY()
21
22 UPROPERTY(EditAnywhere, Category = "Context")
23 TObjectPtr<UEnemyStrafeComponent> StrafeComponent = nullptr;
24
25 UPROPERTY(EditAnywhere, Category = "Parameter")
26 EStrafeMode StrafeMode = EStrafeMode::Calculate;
27
28 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "StrafeMode == EStrafeMode::Calculate"))
29 float DistanceToTarget = 0.0f;
30
31 // -1.0 = 왼쪽, 1.0 = 오른쪽 (계산 모드에서만 사용)
32 UPROPERTY(EditAnywhere, Category = "Output", meta = (EditCondition = "StrafeMode == EStrafeMode::Calculate"))
33 float StrafeDirection = 1.0f;
34
35 UPROPERTY(EditAnywhere, Category = "Output", meta = (EditCondition = "StrafeMode == EStrafeMode::Calculate"))
36 float CombatDistance = 0.0f;
37};
38
39USTRUCT(BlueprintType, meta = (DisplayName = "Strafe", Category = "Combat"))
40struct CK_UE_API FTask_Strafe : public FStateTreeTaskCommonBase
41{
42 GENERATED_BODY()
44 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
45 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
46};
EStrafeMode
Definition Task_Strafe.h:11
Definition Task_Strafe.h:19
Definition Task_Strafe.h:41