Bugfix Enemy Runs Away when User Init Combat
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@ -3,8 +3,9 @@
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#include "TurnBaseCombatV2.h"
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#include "CoreMinimal.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "AIController.h"
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#include "Blueprint/UserWidget.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Components/TextBlock.h"
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#include "Components/ProgressBar.h"
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#include "GameFramework/Character.h"
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@ -24,8 +25,10 @@ ATurnBaseCombatV2::ATurnBaseCombatV2()
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void ATurnBaseCombatV2::StartCombat(AActor* Enemy)
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{
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if (Enemy == nullptr) return;
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UBlackboardComponent* EnemyBlackboard = Cast<UBlackboardComponent>(Enemy->GetComponentByClass(UBlackboardComponent::StaticClass()));
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UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(Enemy->GetInstigatorController())->GetBlackboardComponent();
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if (EnemyBlackboard->GetValueAsBool("IsInCombat")) return;
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EnemyBlackboard->SetValueAsBool("IsInCombat", true);
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FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health"));
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int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr<int32>(Enemy);
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@ -8,7 +8,7 @@ public class the_twilight_abyss : ModuleRules
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Niagara" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Niagara", "AIModule" });
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PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
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@ -9,6 +9,7 @@ public class the_twilight_abyssEditorTarget : TargetRules
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{
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Type = TargetType.Editor;
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DefaultBuildSettings = BuildSettingsVersion.V2;
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IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1;
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ExtraModuleNames.AddRange( new string[] { "the_twilight_abyss" } );
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}
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}
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