mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
85 lines
2.1 KiB
C++
85 lines
2.1 KiB
C++
#include "FortAIController.h"
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#include "FortPathFollowingComponent.h"
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#include "Templates/SubclassOf.h"
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void AFortAIController::WakeUp() {
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}
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void AFortAIController::UnregisterForGoalDetection() {
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}
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void AFortAIController::UnlockMovementResource() {
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}
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void AFortAIController::UnlockBehaviorResource() {
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}
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void AFortAIController::SetupCustomVIM(UClass* VIM) {
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}
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void AFortAIController::SetTeamInt(uint8 InTeam) {
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}
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void AFortAIController::SetTeam(TEnumAsByte<EFortTeam::Type> InTeam) {
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}
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void AFortAIController::SetPawnAIType(EFortressAIType NewAIType, AActor* SpawnSpot) {
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}
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void AFortAIController::SetIsSleeping(bool bNewSleepStatus) {
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}
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void AFortAIController::SetGoalActor(AActor* InActor, bool bLocationAlwaysKnown) {
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}
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void AFortAIController::SetFullPeripheralVision(bool bNewFullPeripheralVision) {
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}
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void AFortAIController::SetAlwaysGameplayRelevant(bool bInAlwaysGameplayRelevant) {
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}
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void AFortAIController::OnBuildingActorGoalDestroyed() {
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}
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void AFortAIController::LockMovementResource() {
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}
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void AFortAIController::LockBehaviorResource() {
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}
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bool AFortAIController::IsIgnoringProximity(AFortAIController* FortAIController) {
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return false;
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}
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bool AFortAIController::IsAllowedToSleep() {
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return false;
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}
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void AFortAIController::IgnoreProximityForDuration(float DurationToIgnore) {
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}
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AActor* AFortAIController::GetGoalActor() const {
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return NULL;
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}
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UFortAIEncounterInfo* AFortAIController::GetEncounterInfo() const {
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return NULL;
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}
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bool AFortAIController::CreateBuildingActor(TSubclassOf<ABuildingSMActor> BuildingClass, FVector BuildLoc, FRotator BuildRot, bool bMirrored) {
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return false;
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}
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AFortAIController::AFortAIController() {
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this->bUsingNavMesh = false;
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this->bAlwaysNotifyBumpWall = false;
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this->bInstantRotation = false;
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this->bTurnTransitionsEnabled = true;
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// this->FortPathFollowingComp = CreateDefaultSubobject<UFortPathFollowingComponent>(TEXT("PathFollowingComponent"));
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this->GoalInfoUpdateRate = 0.25f;
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this->GoalActor = NULL;
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this->GoalVisibilityPersistanceTime = 1.00f;
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this->MyFortPawn = NULL;
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}
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