#include <Evaluator_DetectPlayer.h>
◆ FInstanceDataType
◆ FEvaluator_DetectPlayer()
| FEvaluator_DetectPlayer::FEvaluator_DetectPlayer |
( |
| ) |
|
|
default |
◆ GetInstanceDataType()
| virtual const UStruct * FEvaluator_DetectPlayer::GetInstanceDataType |
( |
| ) |
const |
|
inlineoverridevirtual |
33{ return FInstanceDataType::StaticStruct(); }
◆ Tick()
| void FEvaluator_DetectPlayer::Tick |
( |
FStateTreeExecutionContext & |
Context, |
|
|
const float |
DeltaTime |
|
) |
| const |
|
overridevirtual |
39{
41
42 if (Data.TargetActor == nullptr)
43 {
44 if (UWorld* World = Context.GetWorld())
45 {
46 Data.
TargetActor = UGameplayStatics::GetPlayerCharacter(World, 0);
47 }
48 }
49
50 if (Data.TargetActor && Data.OwnerPawn.IsValid())
51 {
52 Data.DistanceToTarget = FVector::Dist(Data.OwnerPawn->GetActorLocation(), Data.TargetActor->GetActorLocation());
53 }
54}
TObjectPtr< AActor > TargetActor
Definition Evaluator_DetectPlayer.h:16
FDetectPlayerInstanceData FInstanceDataType
Definition Evaluator_DetectPlayer.h:32
◆ TreeStart()
| void FEvaluator_DetectPlayer::TreeStart |
( |
FStateTreeExecutionContext & |
Context | ) |
const |
|
overridevirtual |
15{
17
18 if (AActor* OwnerActor = Cast<AActor>(Context.GetOwner()))
19 {
21
22 if (AAIController* Controller = Cast<AAIController>(OwnerActor))
23 {
24 Enemy = Cast<AEnemyCharacterBase>(Controller->GetPawn());
25 }
26 else
27 {
28 Enemy = Cast<AEnemyCharacterBase>(OwnerActor);
29 }
30
31 if (Enemy)
32 {
33 Data.OwnerPawn = Enemy;
34 }
35 }
36}
Definition EnemyCharacterBase.h:49
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