Updated Thorns Status Effect to Trigger OnPlayerDamage
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Content/Blueprints/StatusEffects/BP_Thorns.uasset
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Content/Blueprints/StatusEffects/BP_Thorns.uasset
(Stored with Git LFS)
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@ -20,6 +20,9 @@ void UStatusEffect::OnExpiry(AActor* Character)
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if (StatusSystem->GetActiveStatusEffect(this).StatusIcon == nullptr) return;
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if (StatusSystem->GetActiveStatusEffect(this).StatusIcon == nullptr) return;
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StatusSystem->GetActiveStatusEffect(this).StatusIcon->RemoveFromParent();
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StatusSystem->GetActiveStatusEffect(this).StatusIcon->RemoveFromParent();
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StatusSystem->RemoveStatusEffect(this);
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StatusSystem->RemoveStatusEffect(this);
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ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
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CombatSystem->OnPlayerTurn.Remove(OnPlayerTurnDelegateHandle);
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CombatSystem->OnEnemyTurn.Remove(OnEnemyTurnDelegateHandle);
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}
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}
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void UStatusEffect::OnPlayerTurn(AActor* Character, AActor* Enemy)
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void UStatusEffect::OnPlayerTurn(AActor* Character, AActor* Enemy)
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@ -35,8 +38,8 @@ void UStatusEffect::OnEnemyTurn(AActor* Enemy, AActor* Character)
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void UStatusEffect::OnStatusEffectAdd()
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void UStatusEffect::OnStatusEffectAdd()
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{
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{
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ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
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ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
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CombatSystem->OnPlayerTurn.AddUObject(this, &UStatusEffect::OnPlayerTurn);
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OnPlayerTurnDelegateHandle = CombatSystem->OnPlayerTurn.AddUObject(this, &UStatusEffect::OnPlayerTurn);
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CombatSystem->OnEnemyTurn.AddUObject(this, &UStatusEffect::OnEnemyTurn);
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OnEnemyTurnDelegateHandle = CombatSystem->OnEnemyTurn.AddUObject(this, &UStatusEffect::OnEnemyTurn);
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}
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}
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void UStatusEffect::CheckForExpiry(const float TimeOfExpiry, AActor* Character)
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void UStatusEffect::CheckForExpiry(const float TimeOfExpiry, AActor* Character)
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@ -20,6 +20,8 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString Description;
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FString Description;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool IsForCombatOnly = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float BaseDuration;
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float BaseDuration;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UTexture2D* Icon;
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UTexture2D* Icon;
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@ -42,4 +44,7 @@ protected:
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FTimerHandle ExpiryTimerHandle;
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FTimerHandle ExpiryTimerHandle;
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UFUNCTION()
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UFUNCTION()
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void CheckForExpiry(float TimeOfExpiry, AActor* Character);
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void CheckForExpiry(float TimeOfExpiry, AActor* Character);
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FDelegateHandle OnPlayerTurnDelegateHandle;
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FDelegateHandle OnEnemyTurnDelegateHandle;
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};
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};
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@ -3,6 +3,8 @@
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#include "Thorns.h"
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#include "Thorns.h"
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#include "the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h"
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void UThorns::Invoke(AActor* Character, float TimeOfExpiry)
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void UThorns::Invoke(AActor* Character, float TimeOfExpiry)
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{
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{
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Super::Invoke(Character, TimeOfExpiry);
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Super::Invoke(Character, TimeOfExpiry);
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@ -12,3 +14,15 @@ void UThorns::OnExpiry(AActor* Character)
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{
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{
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Super::OnExpiry(Character);
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Super::OnExpiry(Character);
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}
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}
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void UThorns::OnEnemyTurn(AActor* Enemy, AActor* Character)
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{
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Super::OnEnemyTurn(Enemy, Character);
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ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
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CombatSystem->DamageEnemy(DamagePerTurn, "thorns");
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BaseDuration -= 1.0f;
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if (BaseDuration <= 0.0f)
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{
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OnExpiry(Character);
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}
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}
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@ -15,6 +15,10 @@ class THE_TWILIGHT_ABYSS_API UThorns : public UStatusEffect
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float DamagePerTurn = 3.0f;
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virtual void Invoke(AActor* Character, float TimeOfExpiry) override;
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virtual void Invoke(AActor* Character, float TimeOfExpiry) override;
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virtual void OnExpiry(AActor* Character) override;
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virtual void OnExpiry(AActor* Character) override;
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virtual void OnEnemyTurn(AActor* Enemy, AActor* Character) override;
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};
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};
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@ -43,7 +43,14 @@ void UStatusSystem::AddStatusEffect(UStatusEffect* StatusEffect, const float Dur
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FActiveStatusEffect NewStatusEffect;
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FActiveStatusEffect NewStatusEffect;
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NewStatusEffect.StatusEffect = StatusEffect;
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NewStatusEffect.StatusEffect = StatusEffect;
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NewStatusEffect.TimeInitiated = UGameplayStatics::GetRealTimeSeconds(GetWorld());
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NewStatusEffect.TimeInitiated = UGameplayStatics::GetRealTimeSeconds(GetWorld());
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if (StatusEffect->IsForCombatOnly)
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{
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NewStatusEffect.TimeTillExpiry = StatusEffect->BaseDuration * DurationMultiplier;
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}
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else
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{
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NewStatusEffect.TimeTillExpiry = UGameplayStatics::GetRealTimeSeconds(GetWorld()) + StatusEffect->BaseDuration * DurationMultiplier;
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NewStatusEffect.TimeTillExpiry = UGameplayStatics::GetRealTimeSeconds(GetWorld()) + StatusEffect->BaseDuration * DurationMultiplier;
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}
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NewStatusEffect.StatusIcon = CreateWidget<UUserWidget>(GetWorld(), HUDStatusIconWidget);
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NewStatusEffect.StatusIcon = CreateWidget<UUserWidget>(GetWorld(), HUDStatusIconWidget);
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UImage* StatusIconImage = Cast<UImage>(NewStatusEffect.StatusIcon->GetWidgetFromName(TEXT("StatusIconImage")));
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UImage* StatusIconImage = Cast<UImage>(NewStatusEffect.StatusIcon->GetWidgetFromName(TEXT("StatusIconImage")));
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StatusIconImage->SetBrushFromTexture(StatusEffect->Icon);
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StatusIconImage->SetBrushFromTexture(StatusEffect->Icon);
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@ -86,15 +86,15 @@ void ATurnBaseCombatV2::EndCombat()
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PlayerController->bShowMouseCursor = false;
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PlayerController->bShowMouseCursor = false;
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}
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}
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void ATurnBaseCombatV2::FKeyPressed()
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// void ATurnBaseCombatV2::FKeyPressed()
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{
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// {
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PButtonOnClick();
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// PButtonOnClick();
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}
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// }
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//
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void ATurnBaseCombatV2::WKeyPressed()
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// void ATurnBaseCombatV2::WKeyPressed()
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{
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// {
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EButtonOnClick();
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// EButtonOnClick();
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}
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// }
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void ATurnBaseCombatV2::BeginPlay()
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void ATurnBaseCombatV2::BeginPlay()
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{
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{
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@ -176,6 +176,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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UStatusEffect* TempThornsStatusEffect = NewObject<UStatusEffect>(PlayerActor, ThornsStatusEffect);
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UStatusEffect* TempThornsStatusEffect = NewObject<UStatusEffect>(PlayerActor, ThornsStatusEffect);
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StatusSystem->AddStatusEffect(TempThornsStatusEffect, 1, false);
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StatusSystem->AddStatusEffect(TempThornsStatusEffect, 1, false);
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StatusEffects.Add(TempThornsStatusEffect);
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StatusEffects.Add(TempThornsStatusEffect);
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AddBattleLogMessage("Player Casted Thorns");
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}
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}
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}
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}
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@ -191,6 +192,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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RevertActionPoints();
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RevertActionPoints();
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UpdateActionPoints();
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UpdateActionPoints();
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//Damage Calculation
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switch (bIsPlayerTurn)
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switch (bIsPlayerTurn)
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{
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{
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case true:
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case true:
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@ -241,18 +243,18 @@ void ATurnBaseCombatV2::RevertActionPoints()
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UpdateActionPoints();
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UpdateActionPoints();
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}
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}
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void ATurnBaseCombatV2::DamagePlayer(int Damage)
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void ATurnBaseCombatV2::DamagePlayer(int Damage, FString DamageType)
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{
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{
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*PlayerHealth -= FMath::Clamp(Damage, 0, 100);
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*PlayerHealth -= FMath::Clamp(Damage, 0, 100);
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UpdateProgressBars();
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UpdateProgressBars();
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AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage) + " damage.");
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AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage) + " HP by " + DamageType + ".");
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}
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}
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void ATurnBaseCombatV2::DamageEnemy(int Damage)
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void ATurnBaseCombatV2::DamageEnemy(int Damage, FString DamageType)
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{
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{
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*EnemyHealth -= FMath::Clamp(Damage, 0, 100);
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*EnemyHealth -= FMath::Clamp(Damage, 0, 100);
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UpdateProgressBars();
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UpdateProgressBars();
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AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage) + " damage.");
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AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage) + " HP by " + DamageType + ".");
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}
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}
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void ATurnBaseCombatV2::UpdateProgressBars() const
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void ATurnBaseCombatV2::UpdateProgressBars() const
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@ -455,6 +457,7 @@ void ATurnBaseCombatV2::ToggleButtons() const
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void ATurnBaseCombatV2::EnemyTurn()
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void ATurnBaseCombatV2::EnemyTurn()
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{
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{
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DamagePlayer(10);
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DamagePlayer(10);
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OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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ToggleButtons();
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ToggleButtons();
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}
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}
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@ -94,24 +94,25 @@ public:
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void StartCombat(AActor* Enemy);
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void StartCombat(AActor* Enemy);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void EndCombat();
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void EndCombat();
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UFUNCTION(BlueprintCallable)
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// UFUNCTION(BlueprintCallable)
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void FKeyPressed();
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// void FKeyPressed();
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UFUNCTION(BlueprintCallable)
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// UFUNCTION(BlueprintCallable)
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void WKeyPressed();
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// void WKeyPressed();
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DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*);
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DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*);
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DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*);
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DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*);
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FOnPlayerTurn OnPlayerTurn;
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FOnPlayerTurn OnPlayerTurn;
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FOnEnemyTurn OnEnemyTurn;
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FOnEnemyTurn OnEnemyTurn;
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void DamagePlayer(int Damage, FString DamageType = "unknown");
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void DamageEnemy(int Damage, FString DamageType = "unknown");
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protected:
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protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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void ExecuteCast(FString Combo);
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void ExecuteCast(FString Combo);
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void UseActionPoint();
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void UseActionPoint();
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void ReuseActionPoint();
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void ReuseActionPoint();
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void RevertActionPoints();
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void RevertActionPoints();
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void DamagePlayer(int Damage);
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void DamageEnemy(int Damage);
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void UpdateProgressBars() const;
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void UpdateProgressBars() const;
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private:
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private:
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@ -1,4 +1,5 @@
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Azos/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Azos/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Iroquoid/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Iroquoid/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Probertium/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Probertium/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=UFUNCTION/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
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