Updated TurnBasedCombat to Use New Book UI
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Content/Blueprints/Combat_UI/Combat_UI.uasset
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Content/Blueprints/Combat_UI/Combat_UI.uasset
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@ -12,7 +12,6 @@
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#include "GameFramework/Character.h"
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#include "GameFramework/Character.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/GameplayStatics.h"
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#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
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#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
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#include "UObject/UnrealTypePrivate.h"
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// Sets default values
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// Sets default values
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ATurnBaseCombatV2::ATurnBaseCombatV2()
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ATurnBaseCombatV2::ATurnBaseCombatV2()
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@ -138,17 +137,22 @@ void ATurnBaseCombatV2::BeginPlay()
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PlayerHealth = &Cast<ATempCharacter>(PlayerActor)->Health;
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PlayerHealth = &Cast<ATempCharacter>(PlayerActor)->Health;
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HUD = CreateWidget<UUserWidget>(GetWorld(), HUDWidget);
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HUD = CreateWidget<UUserWidget>(GetWorld(), HUDWidget);
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TArray<AActor*> PlayerChildActors;
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PlayerActor->GetAllChildActors(PlayerChildActors, false);
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PlayerWidget = Cast<UWidgetComponent>(PlayerChildActors[0]->GetComponentByClass(UWidgetComponent::StaticClass()));
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PlayerWidget->InitWidget();
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BookHUD = PlayerWidget->GetWidget();
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TurnIndicatorTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("TurnIndicator"));
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TurnIndicatorTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("TurnIndicator"));
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CurrentComboTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("CurrentCombo"));
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CurrentComboTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("CurrentCombo"));
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ActionPointsTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("ActionPoints"));
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ActionPointsTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("ActionPoints"));
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BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog"));
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BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog"));
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PlayerHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("PlayerHealthBar"));
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PlayerHealthBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("PlayerHealthBar"));
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EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar"));
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EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar"));
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ProbertiumResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("ProbertiumResourceBar"));
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ProbertiumResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("ProbertiumResourceBar"));
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EisResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EisResourceBar"));
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EisResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("EisResourceBar"));
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AzosResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("AzosResourceBar"));
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AzosResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("AzosResourceBar"));
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IroquoidResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("IroquoidResourceBar"));
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IroquoidResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("IroquoidResourceBar"));
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CastButton = Cast<UButton>(HUD->GetWidgetFromName("CastButton"));
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CastButton = Cast<UButton>(HUD->GetWidgetFromName("CastButton"));
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PButton = Cast<UButton>(HUD->GetWidgetFromName("PButton"));
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PButton = Cast<UButton>(HUD->GetWidgetFromName("PButton"));
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EButton = Cast<UButton>(HUD->GetWidgetFromName("EButton"));
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EButton = Cast<UButton>(HUD->GetWidgetFromName("EButton"));
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@ -10,6 +10,7 @@
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#include "NiagaraComponent.h"
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#include "NiagaraComponent.h"
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#include "NiagaraFunctionLibrary.h"
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#include "NiagaraFunctionLibrary.h"
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#include "GameFramework/GameStateBase.h"
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#include "GameFramework/GameStateBase.h"
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#include "Components/WidgetComponent.h"
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#include "StatusEffects/Thorns.h"
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#include "StatusEffects/Thorns.h"
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#include "TurnBaseCombatV2.generated.h"
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#include "TurnBaseCombatV2.generated.h"
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@ -49,6 +50,11 @@ public:
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// AActor* ActiveActor;
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// AActor* ActiveActor;
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UPROPERTY(BlueprintReadWrite)
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UPROPERTY(BlueprintReadWrite)
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UUserWidget* HUD;
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UUserWidget* HUD;
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UPROPERTY()
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UUserWidget* BookHUD;
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UPROPERTY()
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UWidgetComponent* PlayerWidget;
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/*
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/*
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TODO:
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TODO:
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Reference Player Inventory
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Reference Player Inventory
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