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NPCAIController.h
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NPCAIController.h
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "AIController.h"
#include "NPCAIController.generated.h"
/**
* NPC AI Controller is AI Controller with behavior tree and blackboard components.
*/
UCLASS(Abstract)
class RUNFORLIFE_API ANPCAIController : public AAIController
{
GENERATED_BODY()
protected:
/** Behavior tree component */
UBehaviorTreeComponent* BehaviorComp;
/** Blackboard component */
UBlackboardComponent* BlackboardComp;
/** Target points for patrol */
TArray<AActor*> PatrolTargetPoints;
public:
/** Blackboard key names */
UPROPERTY(VisibleAnywhere, Category = AI)
FName IsHearingNoiseKey;
UPROPERTY(VisibleAnywhere, Category = AI)
FName NoiseLocationKey;
UPROPERTY(VisibleAnywhere, Category = AI)
FName PatrolLocationKey;
ANPCAIController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
bool IsNewLocationCloser(const FVector& NewKeyLocation, const FName& Key);
/** Returns behavior tree component */
FORCEINLINE UBehaviorTreeComponent* GetBehaviorComp() const { return BehaviorComp; }
/** Returns blackboard component */
FORCEINLINE UBlackboardComponent* GetBlackboardComp() const { return BlackboardComp; }
/** Returns patrol target points */
FORCEINLINE TArray<AActor*> GetPatrolTargetPoints() const { return PatrolTargetPoints; }
};