Payback 0.0.1
CK Graduation Project
로딩중...
검색중...
일치하는것 없음
FEvaluator_DetectPlayer 구조체 참조

#include <Evaluator_DetectPlayer.h>

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

Public 타입

using FInstanceDataType = FDetectPlayerInstanceData
 

Public 멤버 함수

 FEvaluator_DetectPlayer ()=default
 
virtual const UStruct * GetInstanceDataType () const override
 
virtual void TreeStart (FStateTreeExecutionContext &Context) const override
 
virtual void Tick (FStateTreeExecutionContext &Context, const float DeltaTime) const override
 

멤버 타입정의 문서화

◆ FInstanceDataType

생성자 & 소멸자 문서화

◆ FEvaluator_DetectPlayer()

FEvaluator_DetectPlayer::FEvaluator_DetectPlayer ( )
default

멤버 함수 문서화

◆ 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{
40 FInstanceDataType& Data = Context.GetInstanceData(*this);
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{
16 FInstanceDataType& Data = Context.GetInstanceData(*this);
17
18 if (AActor* OwnerActor = Cast<AActor>(Context.GetOwner()))
19 {
20 AEnemyCharacterBase* Enemy = nullptr;
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

이 구조체에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: