Files
UnrealEngine/Engine/Source/Developer/AITestSuite/Private/BehaviorTree/TestBTTask_SetFlag.cpp
2025-05-18 13:04:45 +08:00

33 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BehaviorTree/TestBTTask_SetFlag.h"
#include "BehaviorTree/Blackboard/BlackboardKeyType_Bool.h"
#include "BehaviorTree/BlackboardComponent.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(TestBTTask_SetFlag)
UTestBTTask_SetFlag::UTestBTTask_SetFlag(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
NodeName = "Log";
TaskResult = EBTNodeResult::Succeeded;
KeyName = TEXT("Bool1");
bValue = true;
OnAbortKeyName = FName();
bOnAbortValue = true;
}
EBTNodeResult::Type UTestBTTask_SetFlag::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
OwnerComp.GetBlackboardComponent()->SetValue<UBlackboardKeyType_Bool>(KeyName, bValue);
return TaskResult;
}
EBTNodeResult::Type UTestBTTask_SetFlag::AbortTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
if (OnAbortKeyName.IsValid())
{
OwnerComp.GetBlackboardComponent()->SetValue<UBlackboardKeyType_Bool>(OnAbortKeyName, bOnAbortValue);
}
return EBTNodeResult::Aborted;
}