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UBTTaskNode_TurnToTarget 클래스 참조

#include <BTTaskNode_TurnToTarget.h>

UBTTaskNode_TurnToTarget에 대한 상속 다이어그램 :
Inheritance graph
UBTTaskNode_TurnToTarget에 대한 협력 다이어그램:
Collaboration graph

Public 멤버 함수

 UBTTaskNode_TurnToTarget ()
 

Protected 멤버 함수

virtual EBTNodeResult::Type ExecuteTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override
 

생성자 & 소멸자 문서화

◆ UBTTaskNode_TurnToTarget()

UBTTaskNode_TurnToTarget::UBTTaskNode_TurnToTarget ( )
10{
11 NodeName = TEXT("Turn To Target");
12}

멤버 함수 문서화

◆ ExecuteTask()

EBTNodeResult::Type UBTTaskNode_TurnToTarget::ExecuteTask ( UBehaviorTreeComponent &  OwnerComp,
uint8 *  NodeMemory 
)
overrideprotectedvirtual
15{
16 AAIController* AIController = OwnerComp.GetAIOwner();
17 UBlackboardComponent* BlackboardComp = OwnerComp.GetBlackboardComponent();
18
19 if (AIController && BlackboardComp)
20 {
21 APawn* AIPawn = AIController->GetPawn();
22 AActor* TargetActor = Cast<AActor>(BlackboardComp->GetValueAsObject(BlackboardKey.SelectedKeyName));
23 if (AIPawn && TargetActor)
24 {
25 FVector LookAtDirection = TargetActor->GetActorLocation() - AIPawn->GetActorLocation();
26 LookAtDirection.Z = 0.0f;
27
28 FRotator TargetRotation = LookAtDirection.Rotation();
29 AIPawn->SetActorRotation(TargetRotation);
30
31 return EBTNodeResult::Succeeded;
32 }
33 }
34 return EBTNodeResult::Failed;
35}

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