Updated Thorns Status Effect to Trigger OnPlayerDamage

This commit is contained in:
Philip W 2023-03-02 03:25:00 +00:00
parent 6227b4952c
commit 0be235f6b1
9 changed files with 63 additions and 25 deletions

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@ -20,6 +20,9 @@ void UStatusEffect::OnExpiry(AActor* Character)
if (StatusSystem->GetActiveStatusEffect(this).StatusIcon == nullptr) return;
StatusSystem->GetActiveStatusEffect(this).StatusIcon->RemoveFromParent();
StatusSystem->RemoveStatusEffect(this);
ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
CombatSystem->OnPlayerTurn.Remove(OnPlayerTurnDelegateHandle);
CombatSystem->OnEnemyTurn.Remove(OnEnemyTurnDelegateHandle);
}
void UStatusEffect::OnPlayerTurn(AActor* Character, AActor* Enemy)
@ -35,8 +38,8 @@ void UStatusEffect::OnEnemyTurn(AActor* Enemy, AActor* Character)
void UStatusEffect::OnStatusEffectAdd()
{
ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
CombatSystem->OnPlayerTurn.AddUObject(this, &UStatusEffect::OnPlayerTurn);
CombatSystem->OnEnemyTurn.AddUObject(this, &UStatusEffect::OnEnemyTurn);
OnPlayerTurnDelegateHandle = CombatSystem->OnPlayerTurn.AddUObject(this, &UStatusEffect::OnPlayerTurn);
OnEnemyTurnDelegateHandle = CombatSystem->OnEnemyTurn.AddUObject(this, &UStatusEffect::OnEnemyTurn);
}
void UStatusEffect::CheckForExpiry(const float TimeOfExpiry, AActor* Character)

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@ -20,6 +20,8 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString Description;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool IsForCombatOnly = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float BaseDuration;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UTexture2D* Icon;
@ -42,4 +44,7 @@ protected:
FTimerHandle ExpiryTimerHandle;
UFUNCTION()
void CheckForExpiry(float TimeOfExpiry, AActor* Character);
FDelegateHandle OnPlayerTurnDelegateHandle;
FDelegateHandle OnEnemyTurnDelegateHandle;
};

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@ -3,6 +3,8 @@
#include "Thorns.h"
#include "the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h"
void UThorns::Invoke(AActor* Character, float TimeOfExpiry)
{
Super::Invoke(Character, TimeOfExpiry);
@ -12,3 +14,15 @@ void UThorns::OnExpiry(AActor* Character)
{
Super::OnExpiry(Character);
}
void UThorns::OnEnemyTurn(AActor* Enemy, AActor* Character)
{
Super::OnEnemyTurn(Enemy, Character);
ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
CombatSystem->DamageEnemy(DamagePerTurn, "thorns");
BaseDuration -= 1.0f;
if (BaseDuration <= 0.0f)
{
OnExpiry(Character);
}
}

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@ -15,6 +15,10 @@ class THE_TWILIGHT_ABYSS_API UThorns : public UStatusEffect
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float DamagePerTurn = 3.0f;
virtual void Invoke(AActor* Character, float TimeOfExpiry) override;
virtual void OnExpiry(AActor* Character) override;
virtual void OnEnemyTurn(AActor* Enemy, AActor* Character) override;
};

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@ -43,7 +43,14 @@ void UStatusSystem::AddStatusEffect(UStatusEffect* StatusEffect, const float Dur
FActiveStatusEffect NewStatusEffect;
NewStatusEffect.StatusEffect = StatusEffect;
NewStatusEffect.TimeInitiated = UGameplayStatics::GetRealTimeSeconds(GetWorld());
NewStatusEffect.TimeTillExpiry = UGameplayStatics::GetRealTimeSeconds(GetWorld()) + StatusEffect->BaseDuration * DurationMultiplier;
if (StatusEffect->IsForCombatOnly)
{
NewStatusEffect.TimeTillExpiry = StatusEffect->BaseDuration * DurationMultiplier;
}
else
{
NewStatusEffect.TimeTillExpiry = UGameplayStatics::GetRealTimeSeconds(GetWorld()) + StatusEffect->BaseDuration * DurationMultiplier;
}
NewStatusEffect.StatusIcon = CreateWidget<UUserWidget>(GetWorld(), HUDStatusIconWidget);
UImage* StatusIconImage = Cast<UImage>(NewStatusEffect.StatusIcon->GetWidgetFromName(TEXT("StatusIconImage")));
StatusIconImage->SetBrushFromTexture(StatusEffect->Icon);

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@ -86,15 +86,15 @@ void ATurnBaseCombatV2::EndCombat()
PlayerController->bShowMouseCursor = false;
}
void ATurnBaseCombatV2::FKeyPressed()
{
PButtonOnClick();
}
void ATurnBaseCombatV2::WKeyPressed()
{
EButtonOnClick();
}
// void ATurnBaseCombatV2::FKeyPressed()
// {
// PButtonOnClick();
// }
//
// void ATurnBaseCombatV2::WKeyPressed()
// {
// EButtonOnClick();
// }
void ATurnBaseCombatV2::BeginPlay()
{
@ -176,6 +176,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
UStatusEffect* TempThornsStatusEffect = NewObject<UStatusEffect>(PlayerActor, ThornsStatusEffect);
StatusSystem->AddStatusEffect(TempThornsStatusEffect, 1, false);
StatusEffects.Add(TempThornsStatusEffect);
AddBattleLogMessage("Player Casted Thorns");
}
}
@ -191,6 +192,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
RevertActionPoints();
UpdateActionPoints();
//Damage Calculation
switch (bIsPlayerTurn)
{
case true:
@ -241,18 +243,18 @@ void ATurnBaseCombatV2::RevertActionPoints()
UpdateActionPoints();
}
void ATurnBaseCombatV2::DamagePlayer(int Damage)
void ATurnBaseCombatV2::DamagePlayer(int Damage, FString DamageType)
{
*PlayerHealth -= FMath::Clamp(Damage, 0, 100);
UpdateProgressBars();
AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage) + " damage.");
AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage) + " HP by " + DamageType + ".");
}
void ATurnBaseCombatV2::DamageEnemy(int Damage)
void ATurnBaseCombatV2::DamageEnemy(int Damage, FString DamageType)
{
*EnemyHealth -= FMath::Clamp(Damage, 0, 100);
UpdateProgressBars();
AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage) + " damage.");
AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage) + " HP by " + DamageType + ".");
}
void ATurnBaseCombatV2::UpdateProgressBars() const
@ -455,6 +457,7 @@ void ATurnBaseCombatV2::ToggleButtons() const
void ATurnBaseCombatV2::EnemyTurn()
{
DamagePlayer(10);
OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
ToggleButtons();
}

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@ -94,15 +94,18 @@ public:
void StartCombat(AActor* Enemy);
UFUNCTION(BlueprintCallable)
void EndCombat();
UFUNCTION(BlueprintCallable)
void FKeyPressed();
UFUNCTION(BlueprintCallable)
void WKeyPressed();
// UFUNCTION(BlueprintCallable)
// void FKeyPressed();
// UFUNCTION(BlueprintCallable)
// void WKeyPressed();
DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*);
DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*);
FOnPlayerTurn OnPlayerTurn;
FOnEnemyTurn OnEnemyTurn;
void DamagePlayer(int Damage, FString DamageType = "unknown");
void DamageEnemy(int Damage, FString DamageType = "unknown");
protected:
virtual void BeginPlay() override;
@ -110,8 +113,6 @@ protected:
void UseActionPoint();
void ReuseActionPoint();
void RevertActionPoints();
void DamagePlayer(int Damage);
void DamageEnemy(int Damage);
void UpdateProgressBars() const;
private:

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@ -1,4 +1,5 @@
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Azos/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Iroquoid/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Probertium/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
<s:Boolean x:Key="/Default/UserDictionary/Words/=Probertium/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/UserDictionary/Words/=UFUNCTION/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>