haxis/Source/UnrealProject/Creatures/BehaviorTree/BTTaskNodeClimb.cpp

64 lines
2.5 KiB
C++

// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "BTTaskNodeClimb.h"
#include "EnemyAIController.h"
#include "BehaviorTree/BehaviorTree.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "BehaviorTree/Blackboard/BlackboardKeyType_Object.h"
#include "BehaviorTree/Blackboard/BlackboardKeyType_Vector.h"
UBTTaskNodeClimb::UBTTaskNodeClimb()
{
NodeName = "Climb";
bNotifyTick = true;
// accept only actors and vectors
BlackboardKey.AddObjectFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeClimb, BlackboardKey), AActor::StaticClass());
BlackboardKey.AddVectorFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeClimb, BlackboardKey));
directionKey.AddVectorFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeClimb, directionKey));
directionKey.AddObjectFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeClimb, directionKey), AActor::StaticClass());
}
void UBTTaskNodeClimb::InitializeFromAsset(UBehaviorTree& Asset)
{
Super::InitializeFromAsset(Asset);
UBlackboardData &BBAsset = *GetBlackboardAsset();
BlackboardKey.ResolveSelectedKey(BBAsset);
directionKey.ResolveSelectedKey(BBAsset);
}
EBTNodeResult::Type UBTTaskNodeClimb::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
EBTNodeResult::Type NodeResult = EBTNodeResult::InProgress;
NodeResult = PeformClimbTask(OwnerComp, NodeMemory);
return NodeResult;
}
EBTNodeResult::Type UBTTaskNodeClimb::PeformClimbTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
const UBlackboardComponent* MyBlackboard = OwnerComp.GetBlackboardComponent();
AAIController* MyController = OwnerComp.GetAIOwner();
AEnemyAIController* cont = Cast<AEnemyAIController>(OwnerComp.GetAIOwner());
EBTNodeResult::Type NodeResult = EBTNodeResult::Failed;
if (cont && MyBlackboard)
{
const FVector TargetLocation = MyBlackboard->GetValue<UBlackboardKeyType_Vector>(BlackboardKey.GetSelectedKeyID());
FVector TargetDirection = FVector::ZeroVector;
MyBlackboard->GetLocationFromEntry(directionKey.GetSelectedKeyID(), TargetDirection);
if (cont->VerticleMoveTo(TargetLocation, TargetDirection,AcceptableRadius ))
{
NodeResult = EBTNodeResult::Succeeded;
}
else NodeResult = EBTNodeResult::InProgress;
}
return NodeResult;
}
void UBTTaskNodeClimb::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
const EBTNodeResult::Type NodeResult = PeformClimbTask(OwnerComp, NodeMemory);
if (NodeResult != EBTNodeResult::InProgress)
{
FinishLatentTask(OwnerComp, NodeResult);
}
}