#include <STT_ShootAtTarget.h>
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| | 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 |
| |
◆ FInstanceDataType
◆ FStateTree_ShootAtTarget()
| FStateTree_ShootAtTarget::FStateTree_ShootAtTarget |
( |
| ) |
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default |
◆ EnterState()
| EStateTreeRunStatus FStateTree_ShootAtTarget::EnterState |
( |
FStateTreeExecutionContext & | Context, |
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const FStateTreeTransitionResult & | Transition ) const |
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overridevirtual |
14{
15 UE_LOG(LogAIToolKit,
Warning, TEXT(
"Enter Shooting At Location State Task"));
18 const APawn* OwnerPawn = Cast<APawn>(Context.GetOwner());
19 if(OwnerPawn != nullptr)
20 {
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 |
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FStateTreeExecutionContext & | Context, |
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const FStateTreeTransitionResult & | Transition ) const |
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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 |
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inlineoverridevirtual |
36{ return FInstanceDataType::StaticStruct(); }
◆ bStartShooting
| bool FStateTree_ShootAtTarget::bStartShooting = true |
The documentation for this struct was generated from the following files:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Public/Behavior/Tasks/STT_ShootAtTarget.h
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/AIToolKit/Source/AIToolKit/Private/Behavior/Tasks/STT_ShootAtTarget.cpp