📄 unreach.h
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/*=============================================================================
UnReach.h: AI reach specs.
Copyright 1997-1999 Epic Games, Inc. All Rights Reserved.
Revision history:
* Created by Steven Polge 3/97
=============================================================================*/
class ENGINE_API FReachSpec
{
public:
INT distance;
AActor *Start;
AActor *End; //actor at endpoint of this path (next waypoint or goal)
INT CollisionRadius;
INT CollisionHeight;
INT reachFlags; //see defined bits above
BYTE bPruned;
inline int supports (int iRadius, int iHeight, int moveFlags);
FReachSpec operator+ (const FReachSpec &Spec) const;
int defineFor (AActor * begin, AActor * dest, APawn * Scout);
int operator<= (const FReachSpec &Spec);
int operator== (const FReachSpec &Spec);
int MonsterPath();
int BotOnlyPath();
void Init()
{
guard(FReachSpec::Init);
// Init everything here.
Start = End = NULL;
distance = CollisionRadius = CollisionHeight = 0.0;
reachFlags = 0;
bPruned = 0;
unguard;
};
friend FArchive& operator<< (FArchive &Ar, FReachSpec &ReachSpec )
{
guard(FReachSpec<<);
Ar << ReachSpec.distance << ReachSpec.Start << ReachSpec.End;
Ar << ReachSpec.CollisionRadius << ReachSpec.CollisionHeight;
Ar << ReachSpec.reachFlags << ReachSpec.bPruned;
return Ar;
unguard;
};
int findBestReachable(FVector &Start, FVector &Destination, APawn * Scout);
};
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