38 lines
1.1 KiB
C++
38 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "UObject/Object.h"
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#include "Tickable.h"
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#include "AISystem.h"
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#include "AISubsystem.generated.h"
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class UAISystem;
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/** A class representing a common interface and behavior for AI subsystems */
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UCLASS(config = Engine, defaultconfig, MinimalAPI)
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class UAISubsystem : public UObject, public FTickableGameObject
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{
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GENERATED_BODY()
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private:
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UPROPERTY()
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TObjectPtr<UAISystem> AISystem;
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public:
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AIMODULE_API UAISubsystem(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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AIMODULE_API virtual UWorld* GetWorld() const override;
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AIMODULE_API virtual void BeginDestroy() override;
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// FTickableGameObject begin
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virtual UWorld* GetTickableGameObjectWorld() const override { return GetWorldFast(); }
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virtual void Tick(float DeltaTime) override {}
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AIMODULE_API virtual ETickableTickType GetTickableTickType() const override;
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AIMODULE_API virtual TStatId GetStatId() const override;
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// FTickableGameObject end
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UWorld* GetWorldFast() const { return AISystem ? AISystem->GetOuterWorld() : GetOuter()->GetWorld(); }
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};
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