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C++ AAIController::RequestPathAndMove方法代码示例

本文整理汇总了C++中AAIController::RequestPathAndMove方法的典型用法代码示例。如果您正苦于以下问题:C++ AAIController::RequestPathAndMove方法的具体用法?C++ AAIController::RequestPathAndMove怎么用?C++ AAIController::RequestPathAndMove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AAIController的用法示例。


在下文中一共展示了AAIController::RequestPathAndMove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: CreateMoveToProxyObject

UAIAsyncTaskBlueprintProxy* UAIBlueprintHelperLibrary::CreateMoveToProxyObject(UObject* WorldContextObject, APawn* Pawn, FVector Destination, AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap)
{
	check(WorldContextObject);
	if (!Pawn)
	{
		return NULL;
	}
	UAIAsyncTaskBlueprintProxy* MyObj = NULL;
	AAIController* AIController = Cast<AAIController>(Pawn->GetController());
	if (AIController)
	{
		UWorld* World = GEngine->GetWorldFromContextObject( WorldContextObject );
		MyObj = NewObject<UAIAsyncTaskBlueprintProxy>(World);

		FAIMoveRequest MoveReq;
		MoveReq.SetUsePathfinding(true);
		MoveReq.SetAcceptanceRadius(AcceptanceRadius);
		MoveReq.SetStopOnOverlap(bStopOnOverlap);
		if (TargetActor)
		{
			MoveReq.SetGoalActor(TargetActor);
		}
		else
		{
			MoveReq.SetGoalLocation(Destination);
		}
		
		FPathFindingQuery Query;
		const bool bValidQuery = AIController->PreparePathfinding(MoveReq, Query);

		if (bValidQuery)
		{
			const FAIRequestID RequestID = AIController->RequestPathAndMove(MoveReq, Query);
			if (RequestID.IsValid())
			{
				MyObj->AIController = AIController;
				MyObj->AIController->ReceiveMoveCompleted.AddDynamic(MyObj, &UAIAsyncTaskBlueprintProxy::OnMoveCompleted);
				MyObj->MoveRequestId = RequestID;
			}
			else
			{
				World->GetTimerManager().SetTimer(MyObj->TimerHandle_OnNoPath, MyObj, &UAIAsyncTaskBlueprintProxy::OnNoPath, 0.1f, false);
			}
		}
	}
	return MyObj;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:47,代码来源:AIBlueprintHelperLibrary.cpp


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