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AIControllerCore.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "AIController.h"
8#include "Data/AIDataTypes.h"
9#include "AIControllerCore.generated.h"
10
11UCLASS()
12class AITOOLKIT_API AAIControllerCore : public AAIControllerBase
13{
14 GENERATED_BODY()
15
16public:
18
19 virtual void Tick(float DeltaTime) override;
20
21
22 //~ Generic Team Interface
23 virtual ETeamAttitude::Type GetTeamAttitudeTowards(const AActor& Other) const override;
24 // virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
25 // virtual FGenericTeamId GetGenericTeamId() const override{return TeamID;};
26 //~ Generic Team Interface
27
28
29protected:
30 virtual void BeginPlay() override;
31 virtual void OnPossess(APawn* InPawn) override;
32
33
34 //~ Generic Team Interface
35 // UPROPERTY(EditAnywhere, BlueprintReadOnly)
36 // FGenericTeamId TeamID;
37 // UFUNCTION(BlueprintCallable, Category="Defence")
38 // int32 GetTeamID() const{return (TeamID == FGenericTeamId::NoTeam) ? INDEX_NONE : (int32)TeamID;};
39 //~ Generic Team Interface
40
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Defence")
43
44 // UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "AI")
45 // TObjectPtr<UBehaviorTree> Behaviour = nullptr;
46
47
48 // UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Defence")
49 // bool bDebuggingMode = false;
50};
EFactionType
Definition AIDataTypes.h:103
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition AIControllerBase.h:15
Definition AIControllerCore.h:13