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Mar 3rd, 2016
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C++ 1.09 KB | None | 0 0
  1. void AAuroraBaseAICharacter::Tick(float DeltaSeconds)
  2. {
  3.     // Make sure we aren't going over our sensed time or set it back to false
  4.     if (bSensedTarget && (GetWorld()->TimeSeconds - LastSeenTime) > SenseTimeOut)
  5.     {
  6.         AAuroraBaseAIController* AIController = Cast<AAuroraBaseAIController>(GetController());
  7.         if (AIController)
  8.         {
  9.             bSensedTarget = false;
  10.  
  11.             GEngine->AddOnScreenDebugMessage(-2, 2.0f, FColor::Red, TEXT("Shit I lost him"));
  12.  
  13.             /* Reset */
  14.             AIController->SetTargetEnemy(nullptr);
  15.         }
  16.     }
  17. }
  18.  
  19. void AAuroraBaseAICharacter::OnSeePlayer(APawn * Pawn)
  20. {
  21.     GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Green, TEXT("I SEE YOU!"));
  22.  
  23.     // Keep track of when a player is tracked
  24.     LastSeenTime = GetWorld()->GetTimeSeconds();
  25.     bSensedTarget = true;
  26.  
  27.     // Get the controller
  28.     AAuroraBaseAIController* aiController = Cast<AAuroraBaseAIController>(this->GetController());
  29.    
  30.     // Cast to see if player is a Aurora Base Character
  31.     AAuroraBaseCharacter* sensedPlayer = Cast<AAuroraBaseCharacter>(Pawn);
  32.  
  33.     if (aiController)
  34.     {
  35.         aiController->SetTargetEnemy(sensedPlayer);
  36.     }
  37. }
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