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UnrealEngine/Engine/Plugins/Runtime/MassGameplay/Source/MassSpawner/Public/MassEntityZoneGraphSpawnPointsGenerator.h
2025-05-18 13:04:45 +08:00

40 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_6
#include "CoreMinimal.h"
#endif // UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_6
#include "MassEntitySpawnDataGeneratorBase.h"
#include "ZoneGraphTypes.h"
#include "MassEntityZoneGraphSpawnPointsGenerator.generated.h"
class AZoneGraphData;
/**
* Describes the SpawnPoints Generator when we want to spawn directly on Zone Graph
*/
UCLASS(MinimalAPI, BlueprintType, meta=(DisplayName="ZoneGraph SpawnPoints Generator"))
class UMassEntityZoneGraphSpawnPointsGenerator : public UMassEntitySpawnDataGeneratorBase
{
GENERATED_BODY()
public:
MASSSPAWNER_API virtual void Generate(UObject& QueryOwner, TConstArrayView<FMassSpawnedEntityType> EntityTypes, int32 Count, FFinishedGeneratingSpawnDataSignature& FinishedGeneratingSpawnPointsDelegate) const override;
protected:
MASSSPAWNER_API void GeneratePointsForZoneGraphData(const ::AZoneGraphData& ZoneGraphData, TArray<FVector>& Locations, const FRandomStream& RandomStream) const;
/** Tags to filter which lane to use to generate points on */
UPROPERTY(EditAnywhere, Category = "ZoneGraph Generator Config")
FZoneGraphTagFilter TagFilter;
/** Minimum gap for spawning entities on a given lanes */
UPROPERTY(EditAnywhere, Category = "ZoneGraph Generator Config")
float MinGap = 100;
/** Maximum gap for spawning entities on a given lanes */
UPROPERTY(EditAnywhere, Category = "ZoneGraph Generator Config")
float MaxGap = 300;
};