Update AI to Be Hostile If Player is Holding a Weapon
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@ -102,6 +102,10 @@ void AAI_EnemyController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus c
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GetBlackboardComponent()->SetValueAsObject("TargetPlayer", Actor);
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GetBlackboardComponent()->SetValueAsObject("TargetPlayer", Actor);
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GetBlackboardComponent()->SetValueAsVector("TargetLocation", Stimulus.StimulusLocation);
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GetBlackboardComponent()->SetValueAsVector("TargetLocation", Stimulus.StimulusLocation);
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GetBlackboardComponent()->SetValueAsBool("CanSeePlayer", true);
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GetBlackboardComponent()->SetValueAsBool("CanSeePlayer", true);
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if (PlayerCharacter->CurrentOverlayState != EOverlayState::Default)
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{
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GetBlackboardComponent()->SetValueAsBool("IsHostile", true);
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}
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}
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}
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else if (!Stimulus.WasSuccessfullySensed() && Stimulus.Type == SightConfig->GetSenseID())
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else if (!Stimulus.WasSuccessfullySensed() && Stimulus.Type == SightConfig->GetSenseID())
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{
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{
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@ -105,6 +105,8 @@ private:
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public:
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public:
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AEndlessVendettaCharacter();
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AEndlessVendettaCharacter();
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UPROPERTY(BlueprintReadOnly)
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EOverlayState CurrentOverlayState = EOverlayState::Default;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
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float CurrentHealth = 100.0f;
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float CurrentHealth = 100.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
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@ -168,7 +170,7 @@ public:
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FSetOverlayState SetOverlayStateEvent;
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FSetOverlayState SetOverlayStateEvent;
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UFUNCTION(BlueprintCallable, Category = "Weapon")
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UFUNCTION(BlueprintCallable, Category = "Weapon")
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void SetOverlayState(EOverlayState OverlayState) const;
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void SetOverlayState(EOverlayState OverlayState);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRestrictedAreaStatusChangedSignature, bool, bIsInRestrictedAreaLmao);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FRestrictedAreaStatusChangedSignature, bool, bIsInRestrictedAreaLmao);
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