#include "PullToPointBehavior.h" #include "BehaviorContext.h" #include "BehaviorBranchContext.h" #include "EntityManager.h" #include "MovementAIComponent.h" void PullToPointBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { auto* entity = EntityManager::Instance()->GetEntity(context->originator); auto* target = EntityManager::Instance()->GetEntity(branch.target); if (entity == nullptr || target == nullptr) { return; } auto* movement = target->GetComponent(); if (movement == nullptr) { return; } const auto position = branch.isProjectile ? branch.referencePosition : entity->GetPosition(); movement->PullToPoint(position); } void PullToPointBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { Handle(context, bitStream, branch); } void PullToPointBehavior::Load() { }