DRG-Femboy-Voice/Source/FSD/Public/ConvertedRobotController.h
2025-04-15 12:39:31 -07:00

60 lines
1.9 KiB
C++
Executable file

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