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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 |