void ATankAIController::Tick(float DeltaTime) { Super::Tick(DeltaTime); if (GetPlayerTank()) { GetControlledTank()->AimAt(GetPlayerTank()->GetActorLocation()); } }
void ATankAIController::Tick(float DeltaTime) { Super::Tick(DeltaTime); //UE_LOG(LogTemp, Warning, TEXT("TEST")); if (GetPlayerTank()) { // TODO move towards the player // aim towards player GetControlledTank()->AimAt(GetPlayerTank()->GetActorLocation()); // fire if ready } }
void ATankAIController::Tick(float DeltaTime) { Super::Tick(DeltaTime); FVector HitLocation; if (GetPlayerTank()) { //TODO Move towards the player //Aim towards the player GetTankAIController()->AimAt(GetPlayerTank()->GetActorLocation()); //Fire it ready } }
void ATankAIController::Tick(float deltaTime) { Super::Tick(deltaTime); ATank* PlayerTank = GetPlayerTank(); if (PlayerTank) { GetControlledTank()->AimAt(PlayerTank->GetActorLocation()); } }
void ATankAIController::BeginPlay() { Super::BeginPlay(); auto FoundPlayer = GetPlayerTank(); if (!FoundPlayer) { UE_LOG(LogTemp, Warning, TEXT("TankAI can't find player")); } else { UE_LOG(LogTemp, Warning, TEXT("TankAI found: %s"), *(FoundPlayer->GetName())); } }
void ATankAIController::BeginPlay() { Super::BeginPlay(); auto PlayerTank = GetPlayerTank(); auto ControllerTank = GetControlledTank(); if (!PlayerTank) { UE_LOG(LogTemp, Warning, TEXT("AIController Cant Find Player Tank")); } else { UE_LOG(LogTemp, Warning, TEXT("AIController found player: %s"), *(ControllerTank->GetName())); } }
void ATankAIController::BeginPlay() { Super::BeginPlay(); auto ControlledTank = GetControlledTank(); auto PlayerTank = GetPlayerTank(); if (!PlayerTank) { UE_LOG(LogTemp, Warning, TEXT("AI(%s): Player not found..."), *ControlledTank->GetName()); } else { UE_LOG(LogTemp, Warning, TEXT("AI(%s): Player %s found"),*ControlledTank->GetName(), *PlayerTank->GetName()); } }
void ATankAIController::BeginPlay() { Super::BeginPlay(); ATank* tank = GetPlayerTank(); if (!tank) { UE_LOG(LogTemp, Warning, TEXT("No controlled tank for this controller")); } else { FString name = tank->GetName(); UE_LOG(LogTemp, Warning, TEXT("We are now controlling tank: %s"), *name); } }
void ATankAIController::BeginPlay() { Super::BeginPlay(); ATank* ThisTank = GetControlledTank(); if (!ThisTank) { GEngine->AddOnScreenDebugMessage(-1, 20.f, FColor::Red, TEXT("[TAIC] AI Tank not found")); } ATank* PlayerTank = GetPlayerTank(); if (PlayerTank) { GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("[TAIC] Player Tank %s found!"), *PlayerTank->GetName())); } else { GEngine->AddOnScreenDebugMessage(-1, 20.f, FColor::Red, TEXT("[TAIC] Player Tank not found")); } }