Bugfix Unable to Escape in Some Situations
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Content/BlueprintAI/AI
Source/the_twilight_abyss/TurnBasedCombatV2
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Content/BlueprintAI/AI/AIBruh.uasset
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Content/BlueprintAI/AI/AIBruh.uasset
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@ -2,7 +2,10 @@
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#include "HoldToInitCombat.h"
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#include "HoldToInitCombat.h"
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#include "AIController.h"
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#include "TurnBaseCombatV2.h"
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#include "TurnBaseCombatV2.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
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@ -70,7 +73,12 @@ void UHoldToInitCombat::OnClickDown()
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if (AActor* ClickHit = LookingAtEnemy(); ClickHit != nullptr)
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if (AActor* ClickHit = LookingAtEnemy(); ClickHit != nullptr)
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{
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{
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TargetEnemy = ClickHit;
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TargetEnemy = ClickHit;
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Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState())->StartCombat(TargetEnemy);
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EnemyBlackboard = Cast<AAIController>(TargetEnemy->GetInstigatorController())->GetBlackboardComponent();
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if (!EnemyBlackboard->GetValueAsBool("WasInCombat"))
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{
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Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState())->StartCombat(TargetEnemy);
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return;
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}
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InitCombatWidget->SetVisibility(ESlateVisibility::Hidden);
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InitCombatWidget->SetVisibility(ESlateVisibility::Hidden);
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return;
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return;
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}
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}
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@ -6,6 +6,7 @@
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#include "Components/ActorComponent.h"
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#include "Components/ActorComponent.h"
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#include "NiagaraFunctionLibrary.h"
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#include "NiagaraFunctionLibrary.h"
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#include "Components/RadialSlider.h"
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#include "Components/RadialSlider.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "HoldToInitCombat.generated.h"
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#include "HoldToInitCombat.generated.h"
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class UNiagaraSystem;
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class UNiagaraSystem;
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@ -35,6 +36,8 @@ public:
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protected:
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protected:
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// Called when the game starts
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// Called when the game starts
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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UPROPERTY()
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UBlackboardComponent* EnemyBlackboard;
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public:
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public:
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// Called every frame
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// Called every frame
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