#include <Task_SetFocus.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_SetFocus::EnterState |
( |
FStateTreeExecutionContext & |
Context, |
|
|
const FStateTreeTransitionResult & |
Transition |
|
) |
| const |
|
overridevirtual |
5{
7
8 if (Data.AIController && Data.TargetActor)
9 {
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{
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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