Updated Combat System to Hide Quest Widget in Combat
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				| @ -32,6 +32,9 @@ public: | ||||
| 	UPROPERTY(VisibleAnywhere, BlueprintReadOnly) | ||||
| 	bool bHasSubQuest = false; | ||||
| 
 | ||||
| 	UPROPERTY() | ||||
| 	UUserWidget* QuestWidgetInstance; | ||||
| 	 | ||||
| protected: | ||||
| 	// Called when the game starts
 | ||||
| 	virtual void BeginPlay() override; | ||||
| @ -39,8 +42,6 @@ protected: | ||||
| 	UPROPERTY() | ||||
| 	TSubclassOf<UUserWidget> QuestWidget; | ||||
| 	UPROPERTY() | ||||
| 	UUserWidget* QuestWidgetInstance; | ||||
| 	UPROPERTY() | ||||
| 	TSubclassOf<UUserWidget> QuestCompletionWidget; | ||||
| 	UPROPERTY() | ||||
| 	UUserWidget* QuestCompletionWidgetInstance; | ||||
|  | ||||
| @ -13,6 +13,7 @@ | ||||
| #include "Kismet/KismetMathLibrary.h" | ||||
| #include "Misc/OutputDeviceNull.h" | ||||
| #include "the_twilight_abyss/PlayerTemp/TempCharacter.h" | ||||
| #include "the_twilight_abyss/Quest/QuestSystem.h" | ||||
| 
 | ||||
| // Sets default values
 | ||||
| ATurnBaseCombatV2::ATurnBaseCombatV2() | ||||
| @ -46,7 +47,8 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, bool bWasShot) | ||||
| 	EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%"))); | ||||
| 	bIsInCombat = true; | ||||
| 	UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(Enemy->GetInstigatorController())->GetBlackboardComponent(); | ||||
| 
 | ||||
| 	Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	 | ||||
| 	//Disable Character Movement
 | ||||
| 	APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); | ||||
| 	PlayerController->SetIgnoreMoveInput(true); | ||||
| @ -126,6 +128,7 @@ void ATurnBaseCombatV2::EndCombat() | ||||
| 	BookHUD->SetVisibility(ESlateVisibility::Hidden); | ||||
| 	HUD->RemoveFromParent(); | ||||
| 	BookStaticMeshComponent->SetVisibility(false); | ||||
| 	Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::HitTestInvisible); | ||||
| 	Cast<ATempCharacter>(PlayerActor)->ResetWidgetPointer(); | ||||
| 	TurnIndicatorTextBlock->SetText(FText::FromString("")); | ||||
| 	bEnemyHasExtraTurn = false; | ||||
|  | ||||
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