diff --git a/Content/BlueprintAI/AI/AIBruh.uasset b/Content/BlueprintAI/AI/AIBruh.uasset index 43e3a9b..25592c5 100644 --- a/Content/BlueprintAI/AI/AIBruh.uasset +++ b/Content/BlueprintAI/AI/AIBruh.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f991e2ffa722c07c9b215206e7e72e5f3405afb1da07d40d608f47419c25ecfd -size 79285 +oid sha256:800bdc6bd6084e775a08f93e15e6c3131bc1e42051c43aeed6cce77a4a694319 +size 82006 diff --git a/Content/BlueprintAI/AI/BTT_ChaseBruh.uasset b/Content/BlueprintAI/AI/BTT_ChaseBruh.uasset index cacd89d..93d5191 100644 --- a/Content/BlueprintAI/AI/BTT_ChaseBruh.uasset +++ b/Content/BlueprintAI/AI/BTT_ChaseBruh.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:da96ad8696b48b09139d79173aea8aea87bfb325c8f817e7ccf413d95f3f034f -size 39894 +oid sha256:93fb62549b8029d2b30422681be1c1a29b22b4819a7b8c94eaec4167a4119c65 +size 31978 diff --git a/Content/Blueprints/Combat_UI/CombatCharacter.uasset b/Content/Blueprints/Combat_UI/CombatCharacter.uasset index 95ef963..55906c5 100644 --- a/Content/Blueprints/Combat_UI/CombatCharacter.uasset +++ b/Content/Blueprints/Combat_UI/CombatCharacter.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:465dda65f6f573e5b213f73e85bf00219e3bbcc762d215532bb138add6695028 -size 82954 +oid sha256:bbeca26ba4c4db596230911c57de53af1607b63511991f401db6ada791cf2cac +size 73547 diff --git a/Content/Levels/Top_layer_level.umap b/Content/Levels/Top_layer_level.umap index 1517b01..a7c8fd3 100644 --- a/Content/Levels/Top_layer_level.umap +++ b/Content/Levels/Top_layer_level.umap @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a4c3d9a7f84050a825d8d4c34139d5af6df268aa9765795bc651731bc4c4ca50 -size 219357 +oid sha256:efa810ba341773ef70924459587a5bbcb3231863903517bdad8273090322f7ec +size 219702 diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp index 7084e10..de8f09c 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp @@ -37,17 +37,22 @@ void UHoldToInitCombat::TickComponent(float DeltaTime, ELevelTick TickType, FAct { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); - //If the player is holding down the right mouse button for 3 seconds, then the player will enter combat mode - if (bRightClickDown && RightClickDownTime < 0.1f) + // //If the player is holding down the right mouse button for 3 seconds, then the player will enter combat mode + // if (bRightClickDown && RightClickDownTime < 0.1f) + // { + // RightClickDownTime += DeltaTime; + // } + // else if (bRightClickDown && RightClickDownTime >= 0.1f) + // { + // //Enter Combat Mode + // Cast(GetWorld()->GetGameState())->StartCombat(TargetEnemy); + // //UBlackboardComponent* TargetEnemyBlackboard = Cast(TargetEnemy->GetComponentByClass(UBlackboardComponent::StaticClass())); + // //TargetEnemyBlackboard->SetValueAsBool("IsInCombat", true); + // OnRightClickUp(); + // } + if (bRightClickDown) { - RightClickDownTime += DeltaTime; - } - else if (bRightClickDown && RightClickDownTime >= 0.1f) - { - //Enter Combat Mode Cast(GetWorld()->GetGameState())->StartCombat(TargetEnemy); - //UBlackboardComponent* TargetEnemyBlackboard = Cast(TargetEnemy->GetComponentByClass(UBlackboardComponent::StaticClass())); - //TargetEnemyBlackboard->SetValueAsBool("IsInCombat", true); OnRightClickUp(); } } @@ -58,7 +63,7 @@ void UHoldToInitCombat::OnRightClickDown() { TargetEnemy = RightClickHit; bRightClickDown = true; - InitCombatWidget->AddToViewport(); + //InitCombatWidget->AddToViewport(); } } @@ -68,7 +73,7 @@ void UHoldToInitCombat::OnRightClickUp() RightClickDownTime = 0.0f; if (InitCombatWidget->IsInViewport()) { - InitCombatWidget->RemoveFromViewport(); + InitCombatWidget->RemoveFromParent(); } } @@ -86,10 +91,10 @@ AActor* UHoldToInitCombat::LookingAtEnemy() const return HitResult.GetActor(); } if (HitResult.GetActor()->Tags.Contains("Break")) - { + { HitResult.GetActor()->Destroy(); - return nullptr; - } + return nullptr; + } } DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 5.0f, 0, 10.0f); return nullptr;