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BTService_SetFocus.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_SetFocus.generated.h"
8
9
13UCLASS()
14class AITOOLKIT_API UBTService_SetFocus : public UBTService
15{
16 GENERATED_BODY()
17
18public:
20
21 //- Will only fire once, when entering Branch //
22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
23 bool bDoOnce = false;
24 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
25 bool bFocusPoint = true;
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI")
27 FBlackboardKeySelector Target;
28
29
30 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
31 bool bDebuggingMode = false;
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
33 float PointSize = 20.0f;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
35 float LineLifetime = 20.0f;
36 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
37 float LineThickness = 1.0f;
38 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
39 FColor TargetPointColor = FColor::Red;
40 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AI|Debugging")
41 FColor TargetLineColor = FColor::Red;
42
43protected:
44 virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, const float DeltaSeconds) override;
45 virtual void OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
46
47 virtual FString GetStaticDescription() const override;
48#if WITH_EDITOR
49 virtual FName GetNodeIconName() const override;
50#endif // WITH_EDITOR
51
52
53private:
54
55 bool SetFocusToActor(AActor* TargetActor, class AAIController* Controller) const;
56
57};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTService_SetFocus.h:15