#include <BTTask_Reload.h>
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| | UBTTask_Reload () |
| |
| virtual EBTNodeResult::Type | ExecuteTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override |
| |
| virtual EBTNodeResult::Type | AbortTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override |
| |
| virtual void | TickTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory, float DeltaSeconds) override |
| |
| virtual uint16 | GetInstanceMemorySize () const override |
| |
The UBTTask_Reload class is derived from UBTTaskNode and is used as a task node in behavior trees for reloading actions.
◆ UBTTask_Reload()
| UBTTask_Reload::UBTTask_Reload |
( |
| ) |
|
13{
14 NodeName = TEXT("Reload");
15 INIT_TASK_NODE_NOTIFY_FLAGS();
16}
◆ AbortTask()
| EBTNodeResult::Type UBTTask_Reload::AbortTask |
( |
UBehaviorTreeComponent & | OwnerComp, |
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uint8 * | NodeMemory ) |
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overridevirtual |
35{
36 return EBTNodeResult::Aborted;
37}
◆ ExecuteTask()
| EBTNodeResult::Type UBTTask_Reload::ExecuteTask |
( |
UBehaviorTreeComponent & | OwnerComp, |
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|
uint8 * | NodeMemory ) |
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overridevirtual |
19{
21 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Behaviors);
22 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Tasks);
23 FBTTaskReloadMemory* ReloadMemory = reinterpret_cast<FBTTaskReloadMemory*>(NodeMemory);
24 if(ReloadMemory == nullptr){return EBTNodeResult::Failed;}
25 ReloadMemory->StartTime = GetWorld()->GetTimeSeconds();
27 if(AIActions != nullptr)
28 {
29 ReloadMemory->DelayDuration = AIActions->
Reload();
30 }
31 return EBTNodeResult::InProgress;
32}
Definition AIActionsInterface.h:20
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override
Definition BTTask_Reload.cpp:18
◆ GetInstanceMemorySize()
| uint16 UBTTask_Reload::GetInstanceMemorySize |
( |
| ) |
const |
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overridevirtual |
53{
54 return sizeof(FBTTaskReloadMemory);
55}
◆ GetStaticDescription()
| FString UBTTask_Reload::GetStaticDescription |
( |
| ) |
const |
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overrideprivatevirtual |
58{
59 FString Description;
60 return Description;
61}
◆ TickTask()
| void UBTTask_Reload::TickTask |
( |
UBehaviorTreeComponent & | OwnerComp, |
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|
uint8 * | NodeMemory, |
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float | DeltaSeconds ) |
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overridevirtual |
40{
42 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Behaviors);
43 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Tasks);
44 const FBTTaskReloadMemory* ReloadMemory = reinterpret_cast<FBTTaskReloadMemory*>(NodeMemory);
45 if(ReloadMemory == nullptr){FinishLatentTask(OwnerComp, EBTNodeResult::Failed);}
46 if(GetWorld()->GetTimeSeconds() - ReloadMemory->StartTime >= ReloadMemory->DelayDuration)
47 {
48 FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
49 }
50}
virtual void TickTask(UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory, float DeltaSeconds) override
Definition BTTask_Reload.cpp:39
The documentation for this class was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Public/Behavior/Tasks/BTTask_Reload.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Private/Behavior/Tasks/BTTask_Reload.cpp