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1 | #include "Gameplay/Foes/MTD_FoeCharacter.h" | |
2 | ||
3 | #include "Components/CapsuleComponent.h" | |
4 | #include "FiniteStateMachine/FiniteStateMachine.h" | |
5 | #include "Gameplay/Foes/AI/States/MTD_FoeState_MovingAroundBlockade.h" | |
6 | #include "Gameplay/Foes/MTD_FoeController.h" | |
7 | ||
8 | AMTD_FoeCharacter::AMTD_FoeCharacter() | |
9 | { | |
10 | PrimaryActorTick.bCanEverTick = false; | |
11 | PrimaryActorTick.bStartWithTickEnabled = false; | |
12 | ||
13 | AIControllerClass = AMTD_FoeController::StaticClass(); | |
14 | } | |
15 | ||
16 | void AMTD_FoeCharacter::PreInitializeComponents() | |
17 | { | |
18 | Super::PreInitializeComponents(); | |
19 | ||
20 | UPrimitiveComponent* Collision = GetCapsuleComponent(); | |
21 | Collision->OnComponentHit.AddDynamic(this, &ThisClass::OnCapsuleHit); | |
22 | } | |
23 | ||
24 | void AMTD_FoeCharacter::OnCapsuleHit( | |
25 | UPrimitiveComponent* HitComponent, | |
26 | AActor* OtherActor, | |
27 | UPrimitiveComponent* OtherComp, | |
28 | FVector NormalImpulse, | |
29 | const FHitResult& Hit) | |
30 | { | |
31 | if (!OtherActor->IsA(StaticClass())) | |
32 | { | |
33 | return; | |
34 | } | |
35 | ||
36 | const auto* FoeController = GetController<AMTD_FoeController>(); | |
37 | check(IsValid(FoeController)); | |
38 | ||
39 | UFiniteStateMachine* StateMachine = FoeController->GetStateMachine(); | |
40 | check(IsValid(StateMachine)); | |
41 | ||
42 | UMTD_FoeState_MovingAroundBlockade::MoveAroundBlockade(StateMachine, OtherActor, 0.f, Hit.Normal); | |
43 | } | |
44 |