RealtimeStyleTransferRuntime/Source/LyraGame/Player/LyraPlayerBotController.h

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ModularAIController.h"
#include "Teams/LyraTeamAgentInterface.h"
#include "Perception/AIPerceptionComponent.h"
#include "LyraPlayerBotController.generated.h"
/**
* 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()
APlayerState* LastSeenPlayerState;
};