Updated TurnBasedCombat to Use New Book UI

This commit is contained in:
Philip W 2023-04-21 03:44:01 +01:00
parent fe54fcb90b
commit 02e1ec436c
3 changed files with 18 additions and 8 deletions

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@ -12,7 +12,6 @@
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "the_twilight_abyss/PlayerTemp/TempCharacter.h" #include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
#include "UObject/UnrealTypePrivate.h"
// Sets default values // Sets default values
ATurnBaseCombatV2::ATurnBaseCombatV2() ATurnBaseCombatV2::ATurnBaseCombatV2()
@ -138,17 +137,22 @@ void ATurnBaseCombatV2::BeginPlay()
PlayerHealth = &Cast<ATempCharacter>(PlayerActor)->Health; PlayerHealth = &Cast<ATempCharacter>(PlayerActor)->Health;
HUD = CreateWidget<UUserWidget>(GetWorld(), HUDWidget); HUD = CreateWidget<UUserWidget>(GetWorld(), HUDWidget);
TArray<AActor*> PlayerChildActors;
PlayerActor->GetAllChildActors(PlayerChildActors, false);
PlayerWidget = Cast<UWidgetComponent>(PlayerChildActors[0]->GetComponentByClass(UWidgetComponent::StaticClass()));
PlayerWidget->InitWidget();
BookHUD = PlayerWidget->GetWidget();
TurnIndicatorTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("TurnIndicator")); TurnIndicatorTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("TurnIndicator"));
CurrentComboTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("CurrentCombo")); CurrentComboTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("CurrentCombo"));
ActionPointsTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("ActionPoints")); ActionPointsTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("ActionPoints"));
BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog")); BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog"));
PlayerHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("PlayerHealthBar")); PlayerHealthBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("PlayerHealthBar"));
EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar")); EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar"));
ProbertiumResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("ProbertiumResourceBar")); ProbertiumResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("ProbertiumResourceBar"));
EisResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EisResourceBar")); EisResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("EisResourceBar"));
AzosResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("AzosResourceBar")); AzosResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("AzosResourceBar"));
IroquoidResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("IroquoidResourceBar")); IroquoidResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("IroquoidResourceBar"));
CastButton = Cast<UButton>(HUD->GetWidgetFromName("CastButton")); CastButton = Cast<UButton>(HUD->GetWidgetFromName("CastButton"));
PButton = Cast<UButton>(HUD->GetWidgetFromName("PButton")); PButton = Cast<UButton>(HUD->GetWidgetFromName("PButton"));
EButton = Cast<UButton>(HUD->GetWidgetFromName("EButton")); EButton = Cast<UButton>(HUD->GetWidgetFromName("EButton"));

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@ -10,6 +10,7 @@
#include "NiagaraComponent.h" #include "NiagaraComponent.h"
#include "NiagaraFunctionLibrary.h" #include "NiagaraFunctionLibrary.h"
#include "GameFramework/GameStateBase.h" #include "GameFramework/GameStateBase.h"
#include "Components/WidgetComponent.h"
#include "StatusEffects/Thorns.h" #include "StatusEffects/Thorns.h"
#include "TurnBaseCombatV2.generated.h" #include "TurnBaseCombatV2.generated.h"
@ -49,6 +50,11 @@ public:
// AActor* ActiveActor; // AActor* ActiveActor;
UPROPERTY(BlueprintReadWrite) UPROPERTY(BlueprintReadWrite)
UUserWidget* HUD; UUserWidget* HUD;
UPROPERTY()
UUserWidget* BookHUD;
UPROPERTY()
UWidgetComponent* PlayerWidget;
/* /*
TODO: TODO:
Reference Player Inventory Reference Player Inventory