Files
UnrealEngine/Engine/Source/Runtime/AIModule/Private/Navigation/PathFollowingManager.cpp
2025-05-18 13:04:45 +08:00

43 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Navigation/PathFollowingManager.h"
#include "GameFramework/Pawn.h"
#include "Navigation/PathFollowingComponent.h"
#include "VisualLogger/VisualLogger.h"
#include "GameFramework/Controller.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PathFollowingManager)
UPathFollowingManager::UPathFollowingManager(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
struct FDelegatesInitializer
{
FDelegatesInitializer()
{
IPathFollowingManagerInterface::StopMovementDelegate().BindStatic(&UPathFollowingManager::StopMovement);
IPathFollowingManagerInterface::IsFollowingAPathDelegate().BindStatic(&UPathFollowingManager::IsFollowingAPath);
}
};
static FDelegatesInitializer DelegatesInitializer;
}
void UPathFollowingManager::StopMovement(const AController& Controller)
{
UE_VLOG(&Controller, LogNavigation, Log, TEXT("AController::StopMovement: %s STOP MOVEMENT"), *GetNameSafe(Controller.GetPawn()));
UPathFollowingComponent* PathFollowingComp = Controller.FindComponentByClass<UPathFollowingComponent>();
if (PathFollowingComp != nullptr)
{
PathFollowingComp->AbortMove(Controller, FPathFollowingResultFlags::MovementStop);
}
}
bool UPathFollowingManager::IsFollowingAPath(const AController& Controller)
{
UPathFollowingComponent* PathFollowingComp = Controller.FindComponentByClass<UPathFollowingComponent>();
return (PathFollowingComp != nullptr) && (PathFollowingComp->GetStatus() != EPathFollowingStatus::Idle);
}