setup npc visuals

This commit is contained in:
2026-06-03 15:12:04 +03:00
parent fdb1366516
commit 11cc4ae538
34 changed files with 142 additions and 38 deletions
+10 -1
View File
@@ -7,6 +7,7 @@
#include "NPCType.h"
#include "NPC.generated.h"
class UNPCVisualsConfig;
class ANPCTargetLocation;
class UNPCTypeDefinition;
@@ -21,7 +22,7 @@ public:
// Behavioral template for this NPC (Walker / Stalker / …). Author one DA_* per type and assign
// here (or on the NPC blueprint). Null falls back to Walker-ish defaults (GDD §10.2, §17.4).
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "NPC")
TObjectPtr<UNPCTypeDefinition> NPCTypeDefinition;
TMap<ENPCType, TObjectPtr<UNPCTypeDefinition>> NPCTypeDefinitions;
UFUNCTION(BlueprintPure, Category = "NPC")
ENPCType GetNPCType() const;
@@ -43,8 +44,16 @@ public:
// layer restart and pick a fresh destination (BT startup lives in BP, §17.5).
void ActivateFromPool(const FVector& Location, const FRotator& Rotation);
void DeactivateToPool();
void Init(ENPCType InType);
protected:
UPROPERTY(BlueprintReadWrite, Category = "NPC")
TObjectPtr<ANPCTargetLocation> TargetLocationActor;
private:
UPROPERTY()
ENPCType Type = ENPCType::None;
UPROPERTY()
TObjectPtr<UNPCTypeDefinition> TypeDefinition;
};