60 lines
1.9 KiB
C++
Executable file
60 lines
1.9 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "EnemyAIController.h"
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#include "ConvertedRobotController.generated.h"
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class UBehaviorTree;
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UCLASS(Blueprintable)
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class AConvertedRobotController : public AEnemyAIController {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CheckRangeInterval;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxTimeInRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PersonalSpaceRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagQuery FriendlyTargetingQuery;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpecialAttackRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpecialAttackFireRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float WaitBeforeSpecial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float WaitAfterSpecial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MinSpecialAttackCooldown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxSpecialAttackCooldown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBehaviorTree* BehaviourTree;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float UpdateTargetInterval;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PowerDownAfterSeconds;
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public:
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AConvertedRobotController();
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UFUNCTION(BlueprintCallable)
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void ResetCloseTimer();
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};
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