Added 1st and 2nd Element UI Book Elements
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Content/Blueprints/Combat_UI/BookCombat_UI.uasset
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Content/Blueprints/Combat_UI/BookCombat_UI.uasset
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Content/Blueprints/Combat_UI/Widget3DPassThrough.uasset
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Content/Blueprints/Combat_UI/Widget3DPassThrough.uasset
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@ -24,7 +24,7 @@ ATurnBaseCombatV2::ATurnBaseCombatV2()
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ThornsStatusEffect = StatusEffectThornsClassFinder.Class;
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ThornsStatusEffect = StatusEffectThornsClassFinder.Class;
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static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectDOTClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageOverTime"));
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static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectDOTClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageOverTime"));
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DOTStatusEffect = StatusEffectDOTClassFinder.Class;
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DOTStatusEffect = StatusEffectDOTClassFinder.Class;
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static ConstructorHelpers::FClassFinder<UUserWidget> DeathScreenWidgetClass(TEXT("/Game/Blueprints/Death_UI/Death_UI"));
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static ConstructorHelpers::FClassFinder<UUserWidget> DeathScreenWidgetClass(TEXT("/Game/Blueprints/Death_UI/Death_UI"));
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DeathScreenWidgetSubclass = DeathScreenWidgetClass.Class;
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DeathScreenWidgetSubclass = DeathScreenWidgetClass.Class;
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}
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}
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@ -40,7 +40,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy)
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FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health"));
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FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health"));
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int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr<int32>(Enemy);
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int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr<int32>(Enemy);
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EnemyHealth = EnemyHealthPtr;
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EnemyHealth = EnemyHealthPtr;
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if (EnemyBlackboard->GetValueAsBool("Sight"))
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if (EnemyBlackboard->GetValueAsBool("Sight"))
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{
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{
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//bEnemyHasExtraTurn = true;
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//bEnemyHasExtraTurn = true;
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@ -144,7 +144,9 @@ void ATurnBaseCombatV2::BeginPlay()
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BookHUD = PlayerWidget->GetWidget();
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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>(BookHUD->GetWidgetFromName("CurrentCombo"));
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CurrentComboTextBlock1 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_1"));
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CurrentComboTextBlock2 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_2"));
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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>(BookHUD->GetWidgetFromName("PlayerHealthBar"));
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PlayerHealthBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("PlayerHealthBar"));
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@ -237,13 +239,13 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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case true:
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case true:
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// Player Turn
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// Player Turn
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DamageEnemy(*ValidCombos.Find(Combo));
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DamageEnemy(*ValidCombos.Find(Combo));
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//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Enemy Damaged %d"), *ValidCombos.Find(Combo)));
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//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Enemy Damaged %d"), *ValidCombos.Find(Combo)));
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OnPlayerTurn.Broadcast(PlayerActor, EnemyActor);
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OnPlayerTurn.Broadcast(PlayerActor, EnemyActor);
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break;
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break;
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case false:
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case false:
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// Enemy Turn
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// Enemy Turn
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DamagePlayer(*ValidCombos.Find(Combo));
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DamagePlayer(*ValidCombos.Find(Combo));
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//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Player Damaged %d"), *ValidCombos.Find(Combo)));
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//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Player Damaged %d"), *ValidCombos.Find(Combo)));
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OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
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OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
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break;
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break;
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}
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}
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@ -452,6 +454,18 @@ void ATurnBaseCombatV2::RunButtonOnClick()
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void ATurnBaseCombatV2::UpdateComboString(FString NewCombo) const
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void ATurnBaseCombatV2::UpdateComboString(FString NewCombo) const
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{
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{
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CurrentComboTextBlock->SetText(FText::FromString(NewCombo));
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CurrentComboTextBlock->SetText(FText::FromString(NewCombo));
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CurrentComboTextBlock1->SetText(FText::FromString(""));
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CurrentComboTextBlock2->SetText(FText::FromString(""));
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if (NewCombo.Len() == 1)
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{
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CurrentComboTextBlock1->SetText(FText::FromString(NewCombo));
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}
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else if (NewCombo.Len() == 2)
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{
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CurrentComboTextBlock1->SetText(FText::FromString(NewCombo.LeftChop(1)));
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CurrentComboTextBlock2->SetText(FText::FromString(NewCombo.RightChop(1)));
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}
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}
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}
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void ATurnBaseCombatV2::UpdateActionPoints() const
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void ATurnBaseCombatV2::UpdateActionPoints() const
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@ -27,7 +27,7 @@ public:
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int* EnemyHealth = nullptr;
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int* EnemyHealth = nullptr;
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float* PlayerHealth = nullptr;
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float* PlayerHealth = nullptr;
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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int DefaultActionPoints = 3;
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int DefaultActionPoints = 2;
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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int ActiveActionPoints = 0;
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int ActiveActionPoints = 0;
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@ -149,6 +149,10 @@ private:
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere)
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UTextBlock* CurrentComboTextBlock;
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UTextBlock* CurrentComboTextBlock;
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere)
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UTextBlock* CurrentComboTextBlock1;
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UPROPERTY(VisibleAnywhere)
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UTextBlock* CurrentComboTextBlock2;
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UPROPERTY(VisibleAnywhere)
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UTextBlock* BattleLogTextBlock;
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UTextBlock* BattleLogTextBlock;
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere)
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UTextBlock* ActionPointsTextBlock;
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UTextBlock* ActionPointsTextBlock;
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