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November 27, 2023 22:20
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NecroAiTask UNecroAiComponent::MoveToPoint(const FVector Dest, const float AcceptanceRadius = 160.0f) const | |
{ | |
auto NavSys = Cast<UNavigationSystemV1>(GetWorld()->GetNavigationSystem()); | |
check(NavSys); | |
auto NavProps = FNavAgentProperties(ControlledCharacter->GetSimpleCollisionRadius(), 128.f); | |
NavProps.bCanWalk = true; | |
NavProps.bCanFly = false; | |
auto Query = FPathFindingQuery(); | |
Query.NavAgentProperties = NavProps; | |
Query.StartLocation = ControlledCharacter->GetActorLocation(); | |
Query.NavData = NavSys->MainNavData; | |
Query.QueryFilter = UNavigationQueryFilter::GetQueryFilter<UNavigationQueryFilter>(*NavSys->MainNavData); | |
ENavigationQueryResult::Type QueryResult; | |
bool QueryComplete; | |
TSharedPtr<FNavigationPath> ResultingPath; | |
FNavPathQueryDelegate OnPathGenerated; | |
OnPathGenerated.BindLambda([&](uint PathId, const ENavigationQueryResult::Type QResultType, TSharedPtr<FNavigationPath> Path) | |
{ | |
QueryResult = QResultType; | |
QueryComplete = true; | |
ResultingPath = Path; | |
}); | |
NavSys->FindPathAsync(NavProps, Query, OnPathGenerated); | |
while(!QueryComplete) | |
{ | |
co_await std::suspend_always{}; | |
} | |
if(QueryResult != ENavigationQueryResult::Type::Success) | |
{ | |
if(QueryResult == ENavigationQueryResult::Type::Error) | |
{ | |
UE_LOG(LogTemp, Warning, TEXT("Error query!")); | |
} | |
if(QueryResult == ENavigationQueryResult::Type::Invalid) | |
{ | |
UE_LOG(LogTemp, Warning, TEXT("Invalid query!")); | |
} | |
if(QueryResult == ENavigationQueryResult::Type::Fail) | |
{ | |
UE_LOG(LogTemp, Warning, TEXT("Failed query!")); | |
} | |
co_return; | |
} | |
UE_LOG(LogTemp, Warning, TEXT("Successful query!")); | |
SplineComponent->ClearSplinePoints(); | |
for (const auto& Point : ResultingPath->GetPathPoints()) | |
{ | |
SplineComponent->AddSplinePoint(Point, ESplineCoordinateSpace::World, false); | |
DrawDebugSphere(ControlledCharacter->GetWorld(), Point, 8.f, 8, FColor::Red, false, 5.f); | |
} | |
SplineComponent->UpdateSpline(); | |
while(true) | |
{ | |
const auto ClosestSplinePoint = SplineComponent->FindLocationClosestToWorldLocation(ControlledCharacter->GetActorLocation(), ESplineCoordinateSpace::World); | |
const auto SplineDirection = SplineComponent->FindDirectionClosestToWorldLocation(ClosestSplinePoint, ESplineCoordinateSpace::World); | |
ControlledCharacter->AddMovementInput(SplineDirection); | |
const float DistanceToDest = (ClosestSplinePoint - Dest).Length(); | |
if(DistanceToDest <= AcceptanceRadius) { | |
co_return; | |
} | |
co_await std::suspend_always{}; | |
} | |
} |
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