#include <BTTask_Shoot.h>
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| virtual EBTNodeResult::Type | ExecuteTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override |
| |
| virtual FString | GetStaticDescription () const override |
| |
UBTTask_Shoot is a behavior tree task node that represents shooting action for an AI character.
◆ UBTTask_Shoot()
| UBTTask_Shoot::UBTTask_Shoot |
( |
| ) |
|
13{
14 NodeName = TEXT("Shoot");
15}
◆ ExecuteTask()
| EBTNodeResult::Type UBTTask_Shoot::ExecuteTask |
( |
UBehaviorTreeComponent & | OwnerComp, |
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uint8 * | NodeMemory ) |
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overrideprotectedvirtual |
18{
20 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Behaviors);
21 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Tasks);
22
24 if(AIActions != nullptr)
25 {
27 return EBTNodeResult::Succeeded;
28 }
29 return EBTNodeResult::Failed;
30}
Definition AIActionsInterface.h:20
virtual void ShootAction(const bool bStartShooting=true)=0
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override
Definition BTTask_Shoot.cpp:17
bool bStartShooting
Definition BTTask_Shoot.h:21
◆ GetStaticDescription()
| FString UBTTask_Shoot::GetStaticDescription |
( |
| ) |
const |
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overrideprotectedvirtual |
33{
34 FString Description;
35 Description += FString::Printf(TEXT(
"\nbStart Shooting: %s"),
bStartShooting ? TEXT(
"True") : TEXT(
"False"));
36 return Description;
37}
◆ bStartShooting
| bool UBTTask_Shoot::bStartShooting = true |
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_Shoot.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Private/Behavior/Tasks/BTTask_Shoot.cpp