Updated Combat to Include Enemy UI
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Content/Blueprints/Combat_UI/Combat_UI.uasset
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Content/Blueprints/Combat_UI/Combat_UI.uasset
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@ -38,6 +38,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, bool bWasShot)
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EnemyActor = Enemy;
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EnemyActor = Enemy;
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if (bIsInCombat) return;
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if (bIsInCombat) return;
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BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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HUD->AddToViewport(-1);
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EscapePercentage = CalculateEscapePercentage();
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EscapePercentage = CalculateEscapePercentage();
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EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%")));
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EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%")));
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bIsInCombat = true;
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bIsInCombat = true;
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@ -110,6 +111,7 @@ void ATurnBaseCombatV2::CombatCheck(bool bWasShot)
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void ATurnBaseCombatV2::EndCombat()
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void ATurnBaseCombatV2::EndCombat()
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{
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{
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BookHUD->SetVisibility(ESlateVisibility::Hidden);
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BookHUD->SetVisibility(ESlateVisibility::Hidden);
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HUD->RemoveFromParent();
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Cast<ATempCharacter>(PlayerActor)->ResetWidgetPointer();
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Cast<ATempCharacter>(PlayerActor)->ResetWidgetPointer();
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TurnIndicatorTextBlock->SetText(FText::FromString(""));
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TurnIndicatorTextBlock->SetText(FText::FromString(""));
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bEnemyHasExtraTurn = false;
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bEnemyHasExtraTurn = false;
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@ -52,7 +52,7 @@ public:
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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UNiagaraSystem* GunEffect;
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UNiagaraSystem* GunEffect;
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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AActor* PlayerActor;
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AActor* PlayerActor;
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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AActor* EnemyActor;
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AActor* EnemyActor;
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