setup npc visuals
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@@ -7,6 +7,7 @@
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#include "NPCType.h"
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#include "NPC.generated.h"
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class UNPCVisualsConfig;
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class ANPCTargetLocation;
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class UNPCTypeDefinition;
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@@ -21,7 +22,7 @@ public:
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// Behavioral template for this NPC (Walker / Stalker / …). Author one DA_* per type and assign
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// here (or on the NPC blueprint). Null falls back to Walker-ish defaults (GDD §10.2, §17.4).
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "NPC")
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TObjectPtr<UNPCTypeDefinition> NPCTypeDefinition;
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TMap<ENPCType, TObjectPtr<UNPCTypeDefinition>> NPCTypeDefinitions;
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UFUNCTION(BlueprintPure, Category = "NPC")
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ENPCType GetNPCType() const;
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@@ -43,8 +44,16 @@ public:
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// layer restart and pick a fresh destination (BT startup lives in BP, §17.5).
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void ActivateFromPool(const FVector& Location, const FRotator& Rotation);
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void DeactivateToPool();
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void Init(ENPCType InType);
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protected:
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UPROPERTY(BlueprintReadWrite, Category = "NPC")
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TObjectPtr<ANPCTargetLocation> TargetLocationActor;
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private:
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UPROPERTY()
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ENPCType Type = ENPCType::None;
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UPROPERTY()
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TObjectPtr<UNPCTypeDefinition> TypeDefinition;
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};
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