Space Plunder
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BTService_SelectTargetEnemy.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 "BehaviorTree/BTService.h"
7#include "BTService_SelectTargetEnemy.generated.h"
8
12UCLASS()
13class AITOOLKIT_API UBTService_SelectTargetEnemy : public UBTService
14{
15 GENERATED_BODY()
16
17public:
19protected:
20 virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
21 virtual FString GetStaticDescription() const override;
22
23
24#if WITH_EDITOR
25 virtual FName GetNodeIconName() const override;
26#endif // WITH_EDITOR
27
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
29 bool bResetIfNoneFound = true;
30
31 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
32 FBlackboardKeySelector TargetEnemy;
33 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
34 FBlackboardKeySelector bSomethingInTheWay;
35
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
37 bool bDebuggingMode = false;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
39 bool bDebugAllEnemies = true;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
41 float PointSize = 20.0f;
42 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
43 FColor EnemyPointColor = FColor::Yellow;
44 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
45 FColor TargetPointColor = FColor::Red;
46
47private:
49 {
50 AActor* BestHostile = nullptr;
51 bool bSomethingInTheWay = false;
52 // float NearestTargetDistance = 10000000.0f;
53 };
54
55};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTService_SelectTargetEnemy.h:14
Definition BTService_SelectTargetEnemy.h:49