File size: 2,045 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModularAIController.h"
#include "Teams/LyraTeamAgentInterface.h"
#include "LyraPlayerBotController.generated.h"
namespace ETeamAttitude { enum Type : int; }
struct FGenericTeamId;
class APlayerState;
class UAIPerceptionComponent;
class UObject;
struct FFrame;
/**
* ALyraPlayerBotController
*
* The controller class used by player bots in this project.
*/
UCLASS(Blueprintable)
class ALyraPlayerBotController : public AModularAIController, public ILyraTeamAgentInterface
{
GENERATED_BODY()
public:
ALyraPlayerBotController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~ILyraTeamAgentInterface interface
virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
virtual FGenericTeamId GetGenericTeamId() const override;
virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override;
ETeamAttitude::Type GetTeamAttitudeTowards(const AActor& Other) const override;
//~End of ILyraTeamAgentInterface interface
// Attempts to restart this controller (e.g., to respawn it)
void ServerRestartController();
//Update Team Attitude for the AI
UFUNCTION(BlueprintCallable, Category = "Lyra AI Player Controller")
void UpdateTeamAttitude(UAIPerceptionComponent* AIPerception);
virtual void OnUnPossess() override;
private:
UFUNCTION()
void OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam);
protected:
// Called when the player state is set or cleared
virtual void OnPlayerStateChanged();
private:
void BroadcastOnPlayerStateChanged();
protected:
//~AController interface
virtual void InitPlayerState() override;
virtual void CleanupPlayerState() override;
virtual void OnRep_PlayerState() override;
//~End of AController interface
private:
UPROPERTY()
FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate;
UPROPERTY()
TObjectPtr<APlayerState> LastSeenPlayerState;
};
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