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// Copyright Zelle Games
#include "MoveToRandomSpot.h"
#include "AIController.h"
#include "NavigationSystem.h"
EBTNodeResult::Type UMoveToRandomSpot::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
bNotifyTick = 1;
FNavLocation Loc;
UNavigationSystemV1* NavSystem = UNavigationSystemV1::GetCurrent(GetWorld());
NavSystem->GetRandomReachablePointInRadius(OwnerComp.GetAIOwner()->GetPawn()->GetActorLocation(), 8000, Loc);
OwnerComp.GetAIOwner()->MoveToLocation(Loc.Location);
return EBTNodeResult::InProgress;
}
void UMoveToRandomSpot::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
TimeSinceExecute += DeltaSeconds;
if(TimeSinceExecute > 2)
{
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
}
}