#include <BTD_IsFocused.h>
◆ UBTD_IsFocused()
| UBTD_IsFocused::UBTD_IsFocused |
( |
| ) |
|
10{
11 NodeName = TEXT("Check Focus");
12
13}
◆ CalculateRawConditionValue()
| bool UBTD_IsFocused::CalculateRawConditionValue |
( |
UBehaviorTreeComponent & | OwnerComp, |
|
|
uint8 * | NodeMemory ) const |
|
overrideprotectedvirtual |
44{
45 if(OwnerComp.GetAIOwner() == nullptr || OwnerComp.GetAIOwner()->GetPawn() == nullptr){return false;}
47 {
48 return OwnerComp.GetAIOwner()->GetFocusActor() != nullptr;
49 }
50 const UBlackboardComponent* BlackboardComp = OwnerComp.GetBlackboardComponent();
51 if(BlackboardComp != nullptr)
52 {
53
54 const AActor* ActorObject = Cast<AActor>(BlackboardComp->GetValueAsObject(
TargetActor.SelectedKeyName));
55 if(ActorObject != nullptr)
56 {
57 return OwnerComp.GetAIOwner()->GetFocusActor() == ActorObject;
58 }
59 }
60 return false;
61}
FBlackboardKeySelector TargetActor
Definition BTD_IsFocused.h:31
bool bHasAnyFocus
Definition BTD_IsFocused.h:33
◆ GetStaticDescription()
| FString UBTD_IsFocused::GetStaticDescription |
( |
| ) |
const |
|
overrideprotectedvirtual |
16{
17 FString Description;
19 {
20 Description += FString::Printf(TEXT("\nCheck Focused on Anything"));
21 }
22 else
23 {
24 Description += FString::Printf(TEXT("\nCheck Focused on:"));
26 {
27 Description += FString::Printf(TEXT(
"\nTarget Actor: %s"), *
TargetActor.SelectedKeyName.ToString());
28 }
29 else
30 {
31 Description += TEXT("\nTarget Actor: None");
32 }
33 }
34 return Description;
35}
◆ bHasAnyFocus
| bool UBTD_IsFocused::bHasAnyFocus = false |
|
protected |
◆ TargetActor
| FBlackboardKeySelector UBTD_IsFocused::TargetActor |
|
protected |
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Public/Behavior/Decotators/BTD_IsFocused.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Private/Behavior/Decotators/BTD_IsFocused.cpp