Updated Combat to Include Enemy UI

This commit is contained in:
Philip W 2023-04-27 04:24:54 +01:00
parent 2df31aa719
commit 19fcc0c063
3 changed files with 5 additions and 3 deletions

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@ -38,6 +38,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, bool bWasShot)
EnemyActor = Enemy; EnemyActor = Enemy;
if (bIsInCombat) return; if (bIsInCombat) return;
BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible); BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
HUD->AddToViewport(-1);
EscapePercentage = CalculateEscapePercentage(); EscapePercentage = CalculateEscapePercentage();
EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%"))); EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%")));
bIsInCombat = true; bIsInCombat = true;
@ -110,6 +111,7 @@ void ATurnBaseCombatV2::CombatCheck(bool bWasShot)
void ATurnBaseCombatV2::EndCombat() void ATurnBaseCombatV2::EndCombat()
{ {
BookHUD->SetVisibility(ESlateVisibility::Hidden); BookHUD->SetVisibility(ESlateVisibility::Hidden);
HUD->RemoveFromParent();
Cast<ATempCharacter>(PlayerActor)->ResetWidgetPointer(); Cast<ATempCharacter>(PlayerActor)->ResetWidgetPointer();
TurnIndicatorTextBlock->SetText(FText::FromString("")); TurnIndicatorTextBlock->SetText(FText::FromString(""));
bEnemyHasExtraTurn = false; bEnemyHasExtraTurn = false;

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@ -52,7 +52,7 @@ public:
UPROPERTY(EditDefaultsOnly) UPROPERTY(EditDefaultsOnly)
UNiagaraSystem* GunEffect; UNiagaraSystem* GunEffect;
UPROPERTY(VisibleAnywhere) UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
AActor* PlayerActor; AActor* PlayerActor;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite) UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
AActor* EnemyActor; AActor* EnemyActor;