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UBTTask_ShootAtTarget Class Reference

#include <BTTask_ShootAtTarget.h>

Inheritance diagram for UBTTask_ShootAtTarget:

Public Member Functions

 UBTTask_ShootAtTarget ()
 

Public Attributes

FBlackboardKeySelector TargetLocation
 
bool bStartShooting = true
 

Protected Member Functions

virtual EBTNodeResult::Type ExecuteTask (UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override
 
virtual FString GetStaticDescription () const override
 

Detailed Description

This class represents a behavior tree task node that instructs an AI character to shoot at a target. It is derived from the UBTTaskNode class.

Constructor & Destructor Documentation

◆ UBTTask_ShootAtTarget()

UBTTask_ShootAtTarget::UBTTask_ShootAtTarget ( )
14{
15 NodeName = TEXT("Shoot At Target");
16}

Member Function Documentation

◆ ExecuteTask()

EBTNodeResult::Type UBTTask_ShootAtTarget::ExecuteTask ( UBehaviorTreeComponent & OwnerComp,
uint8 * NodeMemory )
overrideprotectedvirtual
19{
20 TRACE_CPUPROFILER_EVENT_SCOPE(UBTTask_ShootAtTarget::ExecuteTask);
21 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Behaviors);
22 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Tasks);
23 const UBlackboardComponent* BlackboardComp = OwnerComp.GetBlackboardComponent();
24 if(BlackboardComp != nullptr)
25 {
26 const FVector Location = BlackboardComp->GetValueAsVector(TargetLocation.SelectedKeyName);
27 IAIActionsInterface* AIActions = Cast<IAIActionsInterface>(OwnerComp.GetAIOwner());
28 if(AIActions != nullptr)
29 {
31 return EBTNodeResult::Succeeded;
32 }
33 }
34 return EBTNodeResult::Failed;
35
36}
Definition AIActionsInterface.h:20
virtual void ShootAtTargetAction(const bool bStartShooting=true, const FVector &TargetLocation=FVector::ZeroVector)=0
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent &OwnerComp, uint8 *NodeMemory) override
Definition BTTask_ShootAtTarget.cpp:18
bool bStartShooting
Definition BTTask_ShootAtTarget.h:25
FBlackboardKeySelector TargetLocation
Definition BTTask_ShootAtTarget.h:23

◆ GetStaticDescription()

FString UBTTask_ShootAtTarget::GetStaticDescription ( ) const
overrideprotectedvirtual
39{
40 FString Description;
41 if(TargetLocation.SelectedKeyName.IsValid())
42 {
43 Description += FString::Printf(TEXT("\nTarget Location: %s"), *TargetLocation.SelectedKeyName.ToString());
44 }
45 else
46 {
47 Description += TEXT("\nTarget Location: None");
48 }
49 Description += FString::Printf(TEXT("\nStart Shooting: %s"), bStartShooting ? TEXT("True") : TEXT("False"));
50 return Description;
51}

Member Data Documentation

◆ bStartShooting

bool UBTTask_ShootAtTarget::bStartShooting = true

◆ TargetLocation

FBlackboardKeySelector UBTTask_ShootAtTarget::TargetLocation

The documentation for this class was generated from the following files: