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FTask_SetFocus 구조체 참조

#include <Task_SetFocus.h>

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

Public 타입

using FInstanceDataType = FSetFocusInstanceData
 

Public 멤버 함수

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
 

멤버 타입정의 문서화

◆ FInstanceDataType

멤버 함수 문서화

◆ EnterState()

EStateTreeRunStatus FTask_SetFocus::EnterState ( FStateTreeExecutionContext &  Context,
const FStateTreeTransitionResult &  Transition 
) const
overridevirtual
5{
6 FInstanceDataType& Data = Context.GetInstanceData<FInstanceDataType>(*this);
7
8 if (Data.AIController && Data.TargetActor)
9 {
10 Data.AIController->SetFocus(Data.TargetActor);
11 return EStateTreeRunStatus::Succeeded;
12 }
13 return EStateTreeRunStatus::Failed;
14}
TObjectPtr< AAIController > AIController
Definition Task_SetFocus.h:14
FSetFocusInstanceData FInstanceDataType
Definition Task_SetFocus.h:24

◆ ExitState()

void FTask_SetFocus::ExitState ( FStateTreeExecutionContext &  Context,
const FStateTreeTransitionResult &  Transition 
) const
overridevirtual
17{
18 FInstanceDataType& Data = Context.GetInstanceData<FInstanceDataType>(*this);
19
20 if (Data.AIController)
21 {
22 Data.AIController->ClearFocus(EAIFocusPriority::Gameplay);
23 }
24}

◆ GetInstanceDataType()

virtual const UStruct * FTask_SetFocus::GetInstanceDataType ( ) const
inlineoverridevirtual
25{ return FInstanceDataType::StaticStruct(); }

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