AMurphysLawAIController::AMurphysLawAIController()
	// Enable navigation within crowds
	//: Super(FObjectInitializer::Get().SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("PathFollowingComponent")))
{
	bWantsPlayerState = true;
	// bAllowStrafe = true; // ?? Run and shoot
	
	// The action logic of the AI (assigned from blueprint)
	BehaviorTreeAsset = nullptr;

	// No pawn is yet controlled
	bPossessPawn = false;

	// Create and configure sight sense
	UAISenseConfig_Sight* SightSenseConfig = CreateDefaultSubobject<UAISenseConfig_Sight>("Sight sense");
	SightSenseConfig->PeripheralVisionAngleDegrees = 90.f;
	SightSenseConfig->DetectionByAffiliation.bDetectEnemies = true;
	SightSenseConfig->DetectionByAffiliation.bDetectNeutrals = true;
	SightSenseConfig->DetectionByAffiliation.bDetectFriendlies = true;
	SightSenseConfig->SightRadius = 100.f * 20.f;
	SightSenseConfig->LoseSightRadius = SightSenseConfig->SightRadius * 1.2f;
	SightSenseConfig->AutoSuccessRangeFromLastSeenLocation = SightSenseConfig->SightRadius * 1.1f;

	UAISenseConfig_Hearing* HearingSenseConfig = CreateDefaultSubobject<UAISenseConfig_Hearing>("Hearing sense");
	HearingSenseConfig->HearingRange = 100.f * 50.f;
	HearingSenseConfig->LoSHearingRange = 100.f * 150.f;
	HearingSenseConfig->bUseLoSHearing = true;
	HearingSenseConfig->DetectionByAffiliation.bDetectEnemies = true;
	HearingSenseConfig->DetectionByAffiliation.bDetectNeutrals = true;
	HearingSenseConfig->DetectionByAffiliation.bDetectFriendlies = true;

	// Create perceptions system
	UAIPerceptionComponent* Perceptions = CreateDefaultSubobject<UAIPerceptionComponent>("PerceptionComp");
	Perceptions->ConfigureSense(*SightSenseConfig);
	Perceptions->ConfigureSense(*HearingSenseConfig);
	Perceptions->SetDominantSense(SightSenseConfig->GetSenseImplementation());
	Perceptions->Deactivate();
	SetPerceptionComponent(*Perceptions);
}
示例#2
0
AWalkerAIController::AWalkerAIController(const FObjectInitializer& ObjectInitializer)
  : Super(ObjectInitializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("PathFollowingComponent")))
{
  PrimaryActorTick.bCanEverTick = true;
  PrimaryActorTick.TickInterval = UPDATE_TIME_IN_SECONDS;

  auto Perception = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("AIPerception Component"));
  check(Perception != nullptr);
  SetPerceptionComponent(*Perception);

  SightConfiguration = CreateDefaultSubobject<UAISenseConfig_Sight>(TEXT("SightConfiguration"));
  SightConfiguration->SightRadius = WALKER_SIGHT_RADIUS;
  SightConfiguration->LoseSightRadius = (WALKER_SIGHT_RADIUS + 100.0f);
  SightConfiguration->PeripheralVisionAngleDegrees = WALKER_PERIPHERAL_VISION_ANGLE_IN_DEGREES;
  SightConfiguration->DetectionByAffiliation.bDetectEnemies = true;
  SightConfiguration->DetectionByAffiliation.bDetectNeutrals = true;
  SightConfiguration->DetectionByAffiliation.bDetectFriendlies = true;

  Perception->ConfigureSense(*SightConfiguration);
  Perception->SetDominantSense(SightConfiguration->GetSenseImplementation());
  Perception->OnPerceptionUpdated.AddDynamic(this, &AWalkerAIController::SenseActors);
}