本文整理汇总了C++中AAIController::GetAIPerceptionComponent方法的典型用法代码示例。如果您正苦于以下问题:C++ AAIController::GetAIPerceptionComponent方法的具体用法?C++ AAIController::GetAIPerceptionComponent怎么用?C++ AAIController::GetAIPerceptionComponent使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AAIController
的用法示例。
在下文中一共展示了AAIController::GetAIPerceptionComponent方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CollectDataToReplicate
void UPerceptionGameplayDebuggerObject::CollectDataToReplicate(APlayerController* MyPC, AActor *SelectedActor)
{
Super::CollectDataToReplicate(MyPC, SelectedActor);
#if ENABLED_GAMEPLAY_DEBUGGER
if (GetWorld()->TimeSeconds - LastDataCaptureTime < 2)
{
return;
}
APawn* MyPawn = Cast<APawn>(SelectedActor);
if (MyPawn)
{
AAIController* BTAI = Cast<AAIController>(MyPawn->GetController());
if (BTAI)
{
UAIPerceptionComponent* PerceptionComponent = BTAI->GetAIPerceptionComponent();
if (PerceptionComponent == nullptr)
{
PerceptionComponent = MyPawn->FindComponentByClass<UAIPerceptionComponent>();
}
if (PerceptionComponent)
{
TArray<FString> PerceptionTexts;
GenericShapeElements.Reset();
PerceptionComponent->GrabGameplayDebuggerData(PerceptionTexts, GenericShapeElements);
DistanceFromPlayer = DistanceFromSensor = -1;
if (MyPC && MyPC->GetPawn())
{
DistanceFromPlayer = (MyPawn->GetActorLocation() - MyPC->GetPawn()->GetActorLocation()).Size();
DistanceFromSensor = SensingComponentLocation != FVector::ZeroVector ? (SensingComponentLocation - MyPC->GetPawn()->GetActorLocation()).Size() : -1;
}
}
UAIPerceptionSystem* PerceptionSys = UAIPerceptionSystem::GetCurrent(MyPawn->GetWorld());
if (PerceptionSys)
{
PerceptionLegend = PerceptionSys->GetPerceptionDebugLegend();
}
}
}
#endif
}