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Copy pathAICharacter.h
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80 lines (60 loc) · 1.87 KB
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Perception/PawnSensingComponent.h"
#include "Blueprint/AIBlueprintHelperLibrary.h"
#include "AIController.h"
#include "Item.h"
#include "Components/WidgetComponent.h"
#include "TimerManager.h"
#include "DailyRoutine.h"
#include "IngameTime.h"
#include "InteractInterface.h"
#include "DialogOptionsWidget.h"
#include "Components/VerticalBox.h"
#include "DialogLineWidget.h"
#include "XMLHandler.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Components/TextBlock.h"
#include "AICharacter.generated.h"
// forward
class ARPG_cppCharacter;
class URPGGameInstance;
class ANPCController;
UCLASS()
class RPG_CPP_API AAICharacter : public ACharacter, public IInteractInterface
{
GENERATED_BODY()
UPROPERTY(VisibleAnywhere)
UPawnSensingComponent* pawnSensingComponent;
UPROPERTY()
AItem* lastSeenInteractTarget = nullptr;
UFUNCTION()
void seePawn(APawn* pawn);
bool bIsBusy = false;
UPROPERTY()
UDialogOptionsWidget* dialogBoxWidget = nullptr;
//UPROPERTY(EditAnywhere)
FString name = "npc";
public:
// Sets default values for this character's properties
AAICharacter();
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UWidgetComponent* focusWidgetComponent;
UPROPERTY()
FTimerHandle dailyRoutineTimerHandle;
DailyRoutine currentDailyRoutine;
void setName(FString npcName);
FString getName();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
void interact_Implementation(AActor* interactor) override;
};