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FStateTree_Aim Struct Reference

#include <STT_Aim.h>

Inheritance diagram for FStateTree_Aim:

Public Types

using FInstanceDataType = FStateTreeAimInstanceData
 

Public Member Functions

 FStateTree_Aim ()=default
 
virtual const UStruct * GetInstanceDataType () const override
 
virtual EStateTreeRunStatus EnterState (FStateTreeExecutionContext &Context, const FStateTreeTransitionResult &Transition) const override
 
virtual void ExitState (FStateTreeExecutionContext &Context, const FStateTreeTransitionResult &Transition) const override
 

Public Attributes

bool bStartAiming = true
 

Member Typedef Documentation

◆ FInstanceDataType

Constructor & Destructor Documentation

◆ FStateTree_Aim()

FStateTree_Aim::FStateTree_Aim ( )
default

Member Function Documentation

◆ EnterState()

EStateTreeRunStatus FStateTree_Aim::EnterState ( FStateTreeExecutionContext & Context,
const FStateTreeTransitionResult & Transition ) const
overridevirtual
16{
17 TRACE_CPUPROFILER_EVENT_SCOPE(FStateTree_Aim::EnterState);
18 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Behaviors);
19 SCOPE_CYCLE_COUNTER(STATGROUP_AIToolKit_Tasks);
20
21 UE_LOG(LogAIToolKit, Warning, TEXT("Enter Aim State Task"));
22 // const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
23 // const APawn* Pawn = Cast<APawn>(InstanceData.ReferenceActor);
24 // if(Pawn != nullptr)
25 // {
26 // IAIActionsInterface* AIActions = Cast<IAIActionsInterface>(Pawn->Controller);
27 // if(AIActions != nullptr)
28 // {
29 // UE_LOG(LogAIToolKit, Warning, TEXT("AIM PASSED"));
30 // AIActions->Aim(bStartAiming);
31 // return EStateTreeRunStatus::Succeeded;
32 // }
33 // }
34 const APawn* OwnerPawn = Cast<APawn>(Context.GetOwner());
35 if(OwnerPawn != nullptr)
36 {
37 IAIActionsInterface* AIActions = Cast<IAIActionsInterface>(OwnerPawn->Controller);
38 if(AIActions != nullptr)
39 {
40 UE_LOG(LogAIToolKit, Warning, TEXT("Owner PAWN AIM PASSED"));
41 AIActions->Aim(bStartAiming);
42 return EStateTreeRunStatus::Succeeded;
43 }
44 }
45 return EStateTreeRunStatus::Failed;
46}
Definition AIActionsInterface.h:20
virtual void Aim(const bool bStartAiming=true)=0
bool bStartAiming
Definition STT_Aim.h:39
virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext &Context, const FStateTreeTransitionResult &Transition) const override
Definition STT_Aim.cpp:14

◆ ExitState()

void FStateTree_Aim::ExitState ( FStateTreeExecutionContext & Context,
const FStateTreeTransitionResult & Transition ) const
overridevirtual
49{
50 UE_LOG(LogAIToolKit, Warning, TEXT("Exit Aim State"));
51 FStateTreeTaskCommonBase::ExitState(Context, Transition);
52
53}

◆ GetInstanceDataType()

virtual const UStruct * FStateTree_Aim::GetInstanceDataType ( ) const
inlineoverridevirtual
32{ return FInstanceDataType::StaticStruct(); }

Member Data Documentation

◆ bStartAiming

bool FStateTree_Aim::bStartAiming = true

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