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starting to add the hud in the sample
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@@ -4,14 +4,14 @@
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#include "CogSampleFunctionLibrary_Team.h"
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#include "Engine/DataAsset.h"
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#include "Engine/EngineTypes.h"
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#include "GameplayTagContainer.h"
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#include "WorldCollision.h"
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#include "CogSampleTargetAcquisition.generated.h"
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class ACogSampleCharacter;
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class APlayerController;
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class UCurveFloat;
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struct FCogSampleTargetCandidateEvaluationResult;
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struct FCogSampleTargetCandidateEvaluationParameters;
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struct FCogSampleTargetTargetAcquisitionParams;
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//--------------------------------------------------------------------------------------------------------------------------
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UENUM(BlueprintType)
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@@ -89,7 +89,10 @@ public:
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int32 Allegiance = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "General")
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bool AcceptDead = false;
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FGameplayTagContainer RequiredTags;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "General")
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FGameplayTagContainer IgnoredTags;
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//--------------------------------------------------------------------------------------------------------------
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// Detection
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@@ -118,7 +121,7 @@ public:
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bool bUseScreenLimit = true;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
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bool bPrioritizeInsideHitZones = true;
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bool bPrioritizeTargetWithCrosshairInsideThem = true;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
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bool ScreenTestUseAspectRatio = true;
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@@ -237,10 +240,6 @@ public:
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const AActor* Source,
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const AActor* Target) const;
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//--------------------------------------------------------------------------------------------------------------
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// Utility
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//--------------------------------------------------------------------------------------------------------------
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void FindBestTargetInCandidates(
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const APlayerController* Controller,
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const TArray<AActor*>& TargetsToIgnore,
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@@ -261,13 +260,16 @@ public:
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bool HasLineOfSightToTarget(
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const AActor* Source,
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const FVector& SourceLocation,
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const AActor* Target,
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const FVector& TargetLocation,
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const FCollisionObjectQueryParams& BlockersParams) const;
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bool EvaluateCandidate(
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AActor* CandidateTarget,
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const FCogSampleTargetCandidateEvaluationParameters& EvaluationParameters,
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FCogSampleTargetCandidateEvaluationResult& EvaluationResult) const;
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const FCogSampleTargetTargetAcquisitionParams& EvaluationParameters,
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float& CandidateScore,
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bool& bIsCrosshairInsideCandidate) const;
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bool CheckCandidateWithinScreenDistance(
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const APlayerController* Controller,
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@@ -279,7 +281,7 @@ public:
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bool ComputeCandidateScreenLocation(
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const AActor* CandidateTarget,
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const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
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const FCogSampleTargetTargetAcquisitionParams& EvalParams,
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const FVector& CandidateTargetLocation,
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FVector2D& CandidateScreenLocation,
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FVector2D& CandidateClosestScreenLocation,
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