#include <Task_EnemyAttackToken.h>
|
| virtual const UStruct * | GetInstanceDataType () const override |
| |
| virtual EStateTreeRunStatus | EnterState (FStateTreeExecutionContext &Context, const FStateTreeTransitionResult &Transition) const override |
| |
| virtual void | ExitState (FStateTreeExecutionContext &Context, const FStateTreeTransitionResult &Transition) const override |
| |
◆ FInstanceDataType
◆ EnterState()
| EStateTreeRunStatus FTask_EnemyAttackToken::EnterState |
( |
FStateTreeExecutionContext & |
Context, |
|
|
const FStateTreeTransitionResult & |
Transition |
|
) |
| const |
|
overridevirtual |
7{
9
11 if (IsValid(CombatTokenComponent) == false)
12 {
13 return EStateTreeRunStatus::Failed;
14 }
15
16 switch (Data.Mode)
17 {
19 if (CombatTokenComponent->RequestAttackToken(Data.TargetActor))
20 {
21 return EStateTreeRunStatus::Succeeded;
22 }
23 return EStateTreeRunStatus::Failed;
24
26 CombatTokenComponent->ReleaseAttackToken();
27 return EStateTreeRunStatus::Succeeded;
28
30 return EStateTreeRunStatus::Running;
31
32 default:
33 return EStateTreeRunStatus::Failed;
34 }
35}
TObjectPtr< UEnemyCombatTokenComponent > CombatTokenComponent
Definition Task_EnemyAttackToken.h:23
FEnemyAttackTokenTaskInstanceData FInstanceDataType
Definition Task_EnemyAttackToken.h:37
◆ ExitState()
| void FTask_EnemyAttackToken::ExitState |
( |
FStateTreeExecutionContext & |
Context, |
|
|
const FStateTreeTransitionResult & |
Transition |
|
) |
| const |
|
overridevirtual |
38{
40
42 {
43 return;
44 }
45
47 if (IsValid(CombatTokenComponent) == false)
48 {
49 return;
50 }
51
52 CombatTokenComponent->ReleaseAttackToken();
53}
◆ GetInstanceDataType()
| virtual const UStruct * FTask_EnemyAttackToken::GetInstanceDataType |
( |
| ) |
const |
|
inlineoverridevirtual |
38{ return FInstanceDataType::StaticStruct(); }
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