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FStateTree_ShootAtTarget Struct Reference

#include <STT_ShootAtTarget.h>

Inheritance diagram for FStateTree_ShootAtTarget:

Public Types

using FInstanceDataType = FStateTreeShootAtTargetInstanceData
 

Public Member Functions

 FStateTree_ShootAtTarget ()=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 bStartShooting = true
 

Member Typedef Documentation

◆ FInstanceDataType

Constructor & Destructor Documentation

◆ FStateTree_ShootAtTarget()

FStateTree_ShootAtTarget::FStateTree_ShootAtTarget ( )
default

Member Function Documentation

◆ EnterState()

EStateTreeRunStatus FStateTree_ShootAtTarget::EnterState ( FStateTreeExecutionContext & Context,
const FStateTreeTransitionResult & Transition ) const
overridevirtual
14{
15 UE_LOG(LogAIToolKit, Warning, TEXT("Enter Shooting At Location State Task"));
16 const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
17 const FVector Location = InstanceData.TargetLocation;
18 const APawn* OwnerPawn = Cast<APawn>(Context.GetOwner());
19 if(OwnerPawn != nullptr)
20 {
21 IAIActionsInterface* AIActions = Cast<IAIActionsInterface>(OwnerPawn->Controller);
22 if(AIActions != nullptr)
23 {
24 UE_LOG(LogAIToolKit, Warning, TEXT("Owner Shooting At Location PASSED"));
26 return EStateTreeRunStatus::Succeeded;
27 }
28 }
29 return EStateTreeRunStatus::Failed;
30
31}
Definition AIActionsInterface.h:20
virtual void ShootAtTargetAction(const bool bStartShooting=true, const FVector &TargetLocation=FVector::ZeroVector)=0
bool bStartShooting
Definition STT_ShootAtTarget.h:44
FStateTreeShootAtTargetInstanceData FInstanceDataType
Definition STT_ShootAtTarget.h:35
FVector TargetLocation
Definition STT_ShootAtTarget.h:21

◆ ExitState()

void FStateTree_ShootAtTarget::ExitState ( FStateTreeExecutionContext & Context,
const FStateTreeTransitionResult & Transition ) const
overridevirtual
35{
36 UE_LOG(LogAIToolKit, Warning, TEXT("Exit Shooting At Location State"));
37 FStateTreeTaskCommonBase::ExitState(Context, Transition);
38}

◆ GetInstanceDataType()

virtual const UStruct * FStateTree_ShootAtTarget::GetInstanceDataType ( ) const
inlineoverridevirtual
36{ return FInstanceDataType::StaticStruct(); }

Member Data Documentation

◆ bStartShooting

bool FStateTree_ShootAtTarget::bStartShooting = true

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