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类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;
}