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HunterAIController.h
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "NPCAIController.h"
#include "HunterAIController.generated.h"
/**
* Hunter AI Controller is NPC AI Controller with corresponding actions to pursue prey.
*/
UCLASS()
class RUNFORLIFE_API AHunterAIController : public ANPCAIController
{
GENERATED_BODY()
/** Last time seeing prey */
float LastSeenTime;
/** Period of time seen target expires */
UPROPERTY(EditAnywhere, Category = AI)
float SeenExpirationTime;
public:
/** Blackboard key names */
UPROPERTY(VisibleAnywhere, Category = AI)
FName IsSeeingPreyKey;
UPROPERTY(VisibleAnywhere, Category = AI)
FName PreyKey;
UPROPERTY(VisibleAnywhere, Category = AI)
FName PreyLocationKey;
AHunterAIController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
virtual void Tick(float DeltaTime) override;
/** Called whenever the controller possesses a character */
virtual void Possess(APawn* InPawn) override;
void SetPreyLocation(APawn* Prey);
void SetNoiseLocation(const FVector& Location);
};