Space Plunder
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STT_Shoot.h
Go to the documentation of this file.
1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "StateTreeTaskBase.h"
6#include "STT_Shoot.generated.h"
7
11USTRUCT()
13{
14 GENERATED_BODY()
15
16
17 // UPROPERTY(EditAnywhere, Category = "Parameter")
18 // TObjectPtr<AActor> ReferenceActor = nullptr;
19
20};
21
22
28USTRUCT(meta = (DisplayName = "Shoot"))
29struct FStateTree_Shoot : public FStateTreeTaskCommonBase
30{
31 GENERATED_BODY()
32
33 FStateTree_Shoot() = default;
35 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
36
37
38 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
39
40 virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
41
42 UPROPERTY(EditAnywhere, Category="Parameter")
43 bool bStartShooting = true;
44
45};
Represents a state for shooting behavior.
Definition STT_Shoot.h:30
Definition STT_Shoot.h:13