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FEvaluator_RetreatData 구조체 참조

#include <Evaluator_RetreatData.h>

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

Public 타입

using FInstanceDataType = FRetreatDataInstanceData
 

Public 멤버 함수

 FEvaluator_RetreatData ()=default
 
virtual const UStruct * GetInstanceDataType () const override
 
virtual void TreeStart (FStateTreeExecutionContext &Context) const override
 

멤버 타입정의 문서화

◆ FInstanceDataType

생성자 & 소멸자 문서화

◆ FEvaluator_RetreatData()

FEvaluator_RetreatData::FEvaluator_RetreatData ( )
default

멤버 함수 문서화

◆ GetInstanceDataType()

virtual const UStruct * FEvaluator_RetreatData::GetInstanceDataType ( ) const
inlineoverridevirtual
39{ return FInstanceDataType::StaticStruct(); }

◆ TreeStart()

void FEvaluator_RetreatData::TreeStart ( FStateTreeExecutionContext &  Context) const
overridevirtual
10{
11 FInstanceDataType& Data = Context.GetInstanceData(*this);
12
13 APawn* Pawn = nullptr;
14
15 if (AActor* OwnerActor = Cast<AActor>(Context.GetOwner()))
16 {
17 if (AAIController* Controller = Cast<AAIController>(OwnerActor))
18 {
19 Pawn = Controller->GetPawn();
20 }
21 else
22 {
23 Pawn = Cast<APawn>(OwnerActor);
24 }
25 }
26
27 if (Pawn == nullptr)
28 {
29 return;
30 }
31
32 Data.CachedPawn = Pawn;
33 Data.RetreatComponent = Pawn->FindComponentByClass<UEnemyRetreatComponent>();
34
35 if (UEnemyRetreatComponent* RetreatComponent = Data.RetreatComponent)
36 {
37 Data.AttackWait = RetreatComponent->GetAttackWait();
38 Data.RetreatDistance = RetreatComponent->GetRetreatDistance();
39 Data.RetreatSpeed = RetreatComponent->GetRetreatSpeed();
40 }
41}
FRetreatDataInstanceData FInstanceDataType
Definition Evaluator_RetreatData.h:38

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