Add BT Services and Tasks for Animation Triggers

This commit is contained in:
Philip W 2023-10-19 11:59:28 +01:00
parent 7a9488e13a
commit 0fb24cd386
11 changed files with 222 additions and 2 deletions

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@ -63,6 +63,14 @@ void AEnemyCharacter::EquipWeapon_Implementation()
{
}
void AEnemyCharacter::DeEquipWeapon_Implementation()
{
}
void AEnemyCharacter::SetFiring_Implementation(bool IsFiring)
{
}
void AEnemyCharacter::HuntPlayer(FVector PlayerLastKnownLocation)
{
if (!IsValid(this)) return;

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@ -16,6 +16,8 @@ class ENDLESSVENDETTA_API AEnemyCharacter : public AAICharacter
public:
// Sets default values for this character's properties
AEnemyCharacter();
UPROPERTY(BlueprintReadWrite)
bool WeaponRaised = false;
protected:
// Called when the game starts or when spawned
@ -29,9 +31,16 @@ public:
void SubscribeToGroupAIEvents(class AAIControlHub* ControlHub);
void SetLocalAlertLevel(int NewAlertLevel) const;
//Animation Blueprint Triggers
UFUNCTION(BlueprintNativeEvent)
void EquipWeapon();
virtual void EquipWeapon_Implementation();
UFUNCTION(BlueprintNativeEvent)
void DeEquipWeapon();
virtual void DeEquipWeapon_Implementation();
UFUNCTION(BlueprintNativeEvent)
void SetFiring(bool IsFiring);
virtual void SetFiring_Implementation(bool IsFiring);
private:
FDelegateHandle AlertLevelDelegateHandle;

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@ -0,0 +1,24 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "BTService_StopAttack.h"
#include "EndlessVendetta/AI/AI_EnemyController.h"
#include "EndlessVendetta/AI/EnemyCharacter.h"
UBTService_StopAttack::UBTService_StopAttack()
{
NodeName = "Stop Attack";
}
void UBTService_StopAttack::OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
Super::OnBecomeRelevant(OwnerComp, NodeMemory);
if (const AAI_EnemyController* const EnemyController = Cast<AAI_EnemyController>(OwnerComp.GetAIOwner()))
{
if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(EnemyController->GetPawn()))
{
EnemyCharacter->SetFiring(false);
}
}
}

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@ -0,0 +1,20 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BehaviorTree/Services/BTService_BlackboardBase.h"
#include "BTService_StopAttack.generated.h"
/**
*
*/
UCLASS()
class ENDLESSVENDETTA_API UBTService_StopAttack : public UBTService_BlackboardBase
{
GENERATED_BODY()
public:
UBTService_StopAttack();
virtual void OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};

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@ -5,6 +5,7 @@
#include "EndlessVendetta/AI/AI_EnemyController.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "EndlessVendetta/AI/EnemyCharacter.h"
UBTTask_AttackPlayer::UBTTask_AttackPlayer(FObjectInitializer const& ObjectInitializer)
{
@ -21,8 +22,13 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow
FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation");
DrawDebugLine(GetWorld(), Origin, PlayerLocation, FColor::Green, false, 1.f, 0, 1.f);
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return EBTNodeResult::Succeeded;
if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIController->GetPawn()))
{
EnemyCharacter->SetFiring(true);
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return EBTNodeResult::Succeeded;
}
}
}
return EBTNodeResult::Failed;

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@ -0,0 +1,32 @@
// Fill out your copyright notice in the Description page of PrBTTask_LowerWeapon.h"
#include "BTTask_LowerWeapon.h"
#include "EndlessVendetta/AI/AI_EnemyController.h"
#include "EndlessVendetta/AI/EnemyCharacter.h"
UBTTask_LowerWeapon::UBTTask_LowerWeapon()
{
NodeName = "Lower Weapon";
}
EBTNodeResult::Type UBTTask_LowerWeapon::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
if (const AAI_EnemyController* const AIEnemyController = Cast<AAI_EnemyController>(OwnerComp.GetAIOwner()))
{
if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIEnemyController->GetPawn()))
{
if (!EnemyCharacter->WeaponRaised)
{
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return EBTNodeResult::Succeeded;
}
EnemyCharacter->DeEquipWeapon();
EnemyCharacter->WeaponRaised = false;
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return EBTNodeResult::Succeeded;
}
}
return EBTNodeResult::Failed;
}

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@ -0,0 +1,21 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
#include "BTTask_LowerWeapon.generated.h"
/**
*
*/
UCLASS()
class ENDLESSVENDETTA_API UBTTask_LowerWeapon : public UBTTask_BlackboardBase
{
GENERATED_BODY()
public:
UBTTask_LowerWeapon();
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};

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@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "BTTask_RaiseWeapon.h"
#include "EndlessVendetta/AI/AI_EnemyController.h"
#include "EndlessVendetta/AI/EnemyCharacter.h"
UBTTask_RaiseWeapon::UBTTask_RaiseWeapon()
{
NodeName = "Raise Weapon";
}
EBTNodeResult::Type UBTTask_RaiseWeapon::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
if (const AAI_EnemyController* const AIEnemyController = Cast<AAI_EnemyController>(OwnerComp.GetAIOwner()))
{
if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIEnemyController->GetPawn()))
{
if (EnemyCharacter->WeaponRaised)
{
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return EBTNodeResult::Succeeded;
}
EnemyCharacter->EquipWeapon();
EnemyCharacter->WeaponRaised = true;
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return EBTNodeResult::Succeeded;
}
}
return EBTNodeResult::Failed;
}

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@ -0,0 +1,20 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
#include "BTTask_RaiseWeapon.generated.h"
/**
*
*/
UCLASS()
class ENDLESSVENDETTA_API UBTTask_RaiseWeapon : public UBTTask_BlackboardBase
{
GENERATED_BODY()
public:
UBTTask_RaiseWeapon();
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};

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@ -0,0 +1,26 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "BTTask_StopAttack.h"
#include "EndlessVendetta/AI/AI_EnemyController.h"
#include "EndlessVendetta/AI/EnemyCharacter.h"
UBTTask_StopAttack::UBTTask_StopAttack()
{
NodeName = "Stop Attack";
}
EBTNodeResult::Type UBTTask_StopAttack::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
if (const AAI_EnemyController* const AIEnemyController = Cast<AAI_EnemyController>(OwnerComp.GetAIOwner()))
{
if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIEnemyController->GetPawn()))
{
EnemyCharacter->SetFiring(false);
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return EBTNodeResult::Succeeded;
}
}
return EBTNodeResult::Failed;
}

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@ -0,0 +1,20 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
#include "BTTask_StopAttack.generated.h"
/**
*
*/
UCLASS()
class ENDLESSVENDETTA_API UBTTask_StopAttack : public UBTTask_BlackboardBase
{
GENERATED_BODY()
public:
UBTTask_StopAttack();
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};