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STT_ShootAtTarget.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 "StateTreeTaskBase.h"
6#include "STT_ShootAtTarget.generated.h"
7
8
12USTRUCT()
14{
15 GENERATED_BODY()
16
17
18 // UPROPERTY(EditAnywhere, Category = "Parameter")
19 // TObjectPtr<AActor> ReferenceActor = nullptr;
20 UPROPERTY(EditAnywhere, Category="Parameter")
21 FVector TargetLocation = FVector::ZeroVector;
22
23};
24
25
29USTRUCT(meta = (DisplayName = "Shoot At Target"))
30struct FStateTree_ShootAtTarget : public FStateTreeTaskCommonBase
31{
32 GENERATED_BODY()
33
36 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
37
38
39 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
40
41 virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
42
43 UPROPERTY(EditAnywhere, Category="Parameter")
44 bool bStartShooting = true;
45
46};
Definition STT_ShootAtTarget.h:31
Definition STT_ShootAtTarget.h:14