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CK Graduation Project
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Task_UpdateBossPatternState.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "StateTreeTaskBase.h"
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#include "Task_UpdateBossPatternState.generated.h"
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class
UBossPatternComponent;
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UENUM(BlueprintType)
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enum class
EBossPatternStateAction
: uint8
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{
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None
,
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ResetPatternState
,
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MarkFirstBasicAttackUsed
,
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};
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USTRUCT(BlueprintType)
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struct
FUpdateBossPatternStateInstanceData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category =
"Input"
)
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TObjectPtr<UBossPatternComponent> BossPatternComponent =
nullptr
;
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UPROPERTY(EditAnywhere, Category = "Parameter")
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EBossPatternStateAction
Action =
EBossPatternStateAction
::
None
;
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};
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USTRUCT(BlueprintType, meta = (DisplayName = "Update Boss Pattern State", Category = "Boss"))
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struct CK_UE_API
FTask_UpdateBossPatternState
: public FStateTreeTaskCommonBase
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{
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GENERATED_BODY()
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FTask_UpdateBossPatternState
() = default;
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using
FInstanceDataType
=
FUpdateBossPatternStateInstanceData
;
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virtual const UStruct* GetInstanceDataType()
const override
{
return
FInstanceDataType::StaticStruct(); }
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virtual
EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const
FStateTreeTransitionResult& Transition)
const override
;
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};
EBossPatternStateAction
EBossPatternStateAction
Definition
Task_UpdateBossPatternState.h:13
EBossPatternStateAction::MarkFirstBasicAttackUsed
@ MarkFirstBasicAttackUsed
Definition
BossPatternComponent.cpp:16
EBossPatternStateAction::None
@ None
EBossPatternStateAction::ResetPatternState
@ ResetPatternState
Definition
BossPatternComponent.cpp:11
FTask_UpdateBossPatternState
Definition
Task_UpdateBossPatternState.h:33
FUpdateBossPatternStateInstanceData
Definition
Task_UpdateBossPatternState.h:21
Source
CK_UE
Character
Enemy
ST
Task
Task_UpdateBossPatternState.h
다음에 의해 생성됨 :
1.9.8