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BTTask_Reload.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/BTTaskNode.h"
7#include "BTTask_Reload.generated.h"
8
14UCLASS()
15class AITOOLKIT_API UBTTask_Reload : public UBTTaskNode
16{
17 GENERATED_BODY()
18
19public:
21
22 virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
23 virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
24 virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
25
26 virtual uint16 GetInstanceMemorySize() const override;
27
28private:
30 {
31 float StartTime = 0.0f;
32 float DelayDuration = 0.0f;
33 };
34 virtual FString GetStaticDescription() const override;
35
36#if WITH_EDITOR
37 virtual FName GetNodeIconName() const override;
38#endif // WITH_EDITOR
39
40};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition BTTask_Reload.h:16
Definition BTTask_Reload.h:30