Update AI Attack Task for Instigating Damage

This commit is contained in:
Philip W 2023-11-09 13:14:28 +00:00
parent 3721fff015
commit 91c3e8163b

View File

@ -5,7 +5,9 @@
#include "EndlessVendetta/AI/AI_EnemyController.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "EndlessVendetta/EndlessVendettaCharacter.h"
#include "EndlessVendetta/AI/EnemyCharacter.h"
#include "Engine/DamageEvents.h"
UBTTask_AttackPlayer::UBTTask_AttackPlayer(FObjectInitializer const& ObjectInitializer)
{
@ -19,9 +21,22 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow
if (const UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent())
{
FVector const Origin = AIController->GetPawn()->GetActorLocation();
FVector const Start = Origin + FVector(0.f, 0.f, 30.f);
FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation");
//DrawDebugLine(GetWorld(), Origin, PlayerLocation, FColor::Green, false, 1.f, 0, 1.f);
DrawDebugLine(GetWorld(), Start, PlayerLocation, FColor::Black, false, 1.f, 0, 1.f);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(AIController->GetPawn());
if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, PlayerLocation, ECC_Pawn, QueryParams))
{
if (IsValid(HitResult.GetActor()))
{
if (HitResult.GetActor()->ActorHasTag("Player"))
{
Cast<AEndlessVendettaCharacter>(HitResult.GetActor())->TakeDamage(5.0f, FPointDamageEvent(), AIController->GetInstigatorController(), AIController->GetPawn());
}
}
}
if (AEnemyCharacter* const EnemyCharacter = Cast<AEnemyCharacter>(AIController->GetPawn()))
{
EnemyCharacter->SetFiring(true);