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

37 lines
1.1 KiB
C++

// Project Lab - NHTV Igad
#pragma once
#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
#include "BTTaskNodeClimb.generated.h"
/**
*
*/
UCLASS(config = Game)
class UNREALPROJECT_API UBTTaskNodeClimb : public UBTTaskNode
{
GENERATED_BODY()
public :
UPROPERTY(config, Category = Node, EditAnywhere, meta = (ClampMin = "0.0"))
float AcceptableRadius;
FName GetSelectedBlackboardKey() const;
UBTTaskNodeClimb();
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
virtual void InitializeFromAsset(UBehaviorTree& Asset) override;
UPROPERTY(EditAnywhere, Category = Blackboard)
FBlackboardKeySelector directionKey;
UPROPERTY(EditAnywhere, Category = Blackboard)
FBlackboardKeySelector BlackboardKey;
protected:
EBTNodeResult::Type PeformClimbTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory);
};
FORCEINLINE FName UBTTaskNodeClimb::GetSelectedBlackboardKey() const
{
return directionKey.SelectedKeyName;
}