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#ifndef WALKACTION_H
#define WALKACTION_H
#include "Game/Components/TransformComponent.h"
#include "Game/GameObjects/GameObject.h"
#include "Game/Systems/AI/btnode.h"
#include "glm/fwd.hpp"
#include <memory>
#include "btaction.h"
class WalkAction : public BTNode
{
public:
WalkAction(std::string entity_id, std::map<std::string, BlackboardData>& global_blackboard);
Status update(float seconds) override;
void reset() override;
void setPath(glm::vec3 entity_pos);
void addChildren(BTNode *node) override;
private:
std::vector<glm::vec3> m_path;
glm::vec3 m_destination;
std::map<std::string, BlackboardData>& m_global_blackboard;
std::string m_entity_id;
};
#endif // WALKACTION_H
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