Fix embarrassment gain/decay not tied to NPC observation state

This commit is contained in:
2026-05-18 22:47:33 +03:00
parent a04b892fe9
commit 2c78e1660e
4 changed files with 66 additions and 7 deletions
+7 -4
View File
@@ -4,14 +4,13 @@
#include "CoreMinimal.h"
#include "DetourCrowdAIController.h"
#include "Perception/AIPerceptionTypes.h"
#include "NPCAIController.generated.h"
class ANakedDesireGameMode;
class UNavigationSystemV1;
class ANakedDesireCharacter;
/**
*
*/
UCLASS()
class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
{
@@ -19,7 +18,7 @@ class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
UPROPERTY()
ANakedDesireCharacter* PlayerCharacter = nullptr;
UPROPERTY()
const UNavigationSystemV1* NavigationSystem = nullptr;
@@ -29,10 +28,14 @@ class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
UPROPERTY(EditDefaultsOnly)
UBehaviorTree* BehaviorTreeAsset = nullptr;
bool bCurrentlyObserving = false;
public:
UFUNCTION(BlueprintCallable)
void SetShouldReactToPlayer(bool Value);
protected:
virtual void OnPossess(APawn* InPawn) override;
virtual void OnUnpossess() override;
virtual void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus) override;
};