Merge branch 'Hub-level-blockout' into dev
This commit is contained in:
commit
1cf40d1c05
@ -1,10 +1,15 @@
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{
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{
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"version": "1.0",
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"version": "1.0",
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Content/Assets/Objects/Rope_Bridge/lambert1.uasset
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Content/Assets/Objects/Stalegtite/Material.uasset
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Content/Assets/Objects/Stalegtite/Material.uasset
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Content/Assets/Objects/Tutrorial_Assets/Beams_1.uasset
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Content/Assets/Objects/Tutrorial_Assets/Beams_1.uasset
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Content/Assets/Objects/Tutrorial_Assets/Tutorial_Wood_Texture.uasset
(Stored with Git LFS)
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Content/Assets/Objects/Tutrorial_Assets/Tutorial_Wood_Texture.uasset
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Content/BlueprintAI/AI/AIBruh.uasset
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Content/BlueprintAI/AI/AIBruh.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/NotSkySphere.uasset
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Normal file
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Content/Blueprints/NotSkySphere.uasset
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BIN
Content/Blueprints/StatusEffects/BP_DamageOverTime.uasset
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Content/Blueprints/StatusEffects/BP_DamageOverTime.uasset
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BIN
Content/Blueprints/StatusEffects/BP_Thorns.uasset
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Content/Blueprints/StatusEffects/BP_Thorns.uasset
(Stored with Git LFS)
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Content/Levels/Build.umap
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Normal file
BIN
Content/Levels/Build.umap
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BIN
Content/Levels/Level_1.umap
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Content/Levels/Level_1.umap
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Content/Levels/Tutorial.umap
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Content/Levels/Tutorial.umap
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Content/Levels/_GENERATED/kacpe/Box_191EAD20.uasset
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Content/Levels/_GENERATED/kacpe/Box_191EAD20.uasset
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Content/Levels/_GENERATED/kacpe/Box_296A6B44.uasset
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Normal file
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Content/Levels/_GENERATED/kacpe/Box_296A6B44.uasset
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BIN
Content/Levels/_GENERATED/kacpe/Box_67D70E40.uasset
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BIN
Content/Levels/_GENERATED/kacpe/Box_67D70E40.uasset
(Stored with Git LFS)
Normal file
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Content/Levels/_GENERATED/kacpe/Box_93BF3D62.uasset
(Stored with Git LFS)
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BIN
Content/Levels/_GENERATED/kacpe/Box_93BF3D62.uasset
(Stored with Git LFS)
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Content/Materials/Outline_rendering.uasset
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BIN
Content/Materials/Outline_rendering.uasset
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BIN
Content/Music/Wind_and_Rope_Cue.uasset
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Content/Music/Wind_and_Rope_Cue.uasset
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@ -5,6 +5,7 @@
|
|||||||
|
|
||||||
#include "StatusSystem.h"
|
#include "StatusSystem.h"
|
||||||
#include "Kismet/GameplayStatics.h"
|
#include "Kismet/GameplayStatics.h"
|
||||||
|
#include "TurnBaseCombatV2.h"
|
||||||
#include "Components/TextBlock.h"
|
#include "Components/TextBlock.h"
|
||||||
|
|
||||||
void UStatusEffect::Invoke(AActor* Character, float TimeOfInit)
|
void UStatusEffect::Invoke(AActor* Character, float TimeOfInit)
|
||||||
@ -19,16 +20,33 @@ void UStatusEffect::OnExpiry(AActor* Character)
|
|||||||
if (StatusSystem->GetActiveStatusEffect(this).StatusIcon == nullptr) return;
|
if (StatusSystem->GetActiveStatusEffect(this).StatusIcon == nullptr) return;
|
||||||
StatusSystem->GetActiveStatusEffect(this).StatusIcon->RemoveFromParent();
|
StatusSystem->GetActiveStatusEffect(this).StatusIcon->RemoveFromParent();
|
||||||
StatusSystem->RemoveStatusEffect(this);
|
StatusSystem->RemoveStatusEffect(this);
|
||||||
|
ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
|
||||||
|
CombatSystem->OnPlayerTurn.Remove(OnPlayerTurnDelegateHandle);
|
||||||
|
CombatSystem->OnEnemyTurn.Remove(OnEnemyTurnDelegateHandle);
|
||||||
}
|
}
|
||||||
|
|
||||||
void UStatusEffect::OnPlayerTurn(AActor* Character)
|
void UStatusEffect::OnPlayerTurn(AActor* Character, AActor* Enemy)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
void UStatusEffect::OnEnemyTurn(AActor* Character)
|
void UStatusEffect::OnEnemyTurn(AActor* Enemy, AActor* Character)
|
||||||
{
|
{
|
||||||
return;
|
TickDown(Character);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UStatusEffect::OnStatusEffectAdd(AActor* Character)
|
||||||
|
{
|
||||||
|
ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
|
||||||
|
OnPlayerTurnDelegateHandle = CombatSystem->OnPlayerTurn.AddUObject(this, &UStatusEffect::OnPlayerTurn);
|
||||||
|
OnEnemyTurnDelegateHandle = CombatSystem->OnEnemyTurn.AddUObject(this, &UStatusEffect::OnEnemyTurn);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UStatusEffect::TickDown(AActor* Character)
|
||||||
|
{
|
||||||
|
UStatusSystem* StatusSystem = Cast<UStatusSystem>(Character->GetComponentByClass(UStatusSystem::StaticClass()));
|
||||||
|
UTextBlock* StatusText = Cast<UTextBlock>(StatusSystem->GetActiveStatusEffect(this).StatusIcon->GetWidgetFromName(TEXT("DurationText")));
|
||||||
|
StatusText->SetText(FText::FromString(FString::FromInt(BaseDuration)));
|
||||||
}
|
}
|
||||||
|
|
||||||
void UStatusEffect::CheckForExpiry(const float TimeOfExpiry, AActor* Character)
|
void UStatusEffect::CheckForExpiry(const float TimeOfExpiry, AActor* Character)
|
||||||
|
@ -20,25 +20,34 @@ public:
|
|||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
FString Description;
|
FString Description;
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
|
bool IsForCombatOnly = false;
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
float BaseDuration;
|
float BaseDuration;
|
||||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
UTexture2D* Icon;
|
UTexture2D* Icon;
|
||||||
|
|
||||||
UFUNCTION()
|
UFUNCTION()
|
||||||
virtual void Invoke(AActor* Character, float TimeOfExpiry);
|
virtual void Invoke(AActor* Character, float TimeOfExpiry);
|
||||||
|
|
||||||
UFUNCTION()
|
UFUNCTION()
|
||||||
virtual void OnExpiry(AActor* Character);
|
virtual void OnExpiry(AActor* Character);
|
||||||
|
|
||||||
UFUNCTION()
|
UFUNCTION()
|
||||||
virtual void OnPlayerTurn(AActor* Character);
|
virtual void OnPlayerTurn(AActor* Character, AActor* Enemy);
|
||||||
|
UFUNCTION()
|
||||||
|
virtual void OnEnemyTurn(AActor* Enemy, AActor* Character);
|
||||||
|
|
||||||
UFUNCTION()
|
UFUNCTION()
|
||||||
virtual void OnEnemyTurn(AActor* Character);
|
virtual void OnStatusEffectAdd(AActor* Character);
|
||||||
|
|
||||||
|
UFUNCTION()
|
||||||
|
virtual void TickDown(AActor* Character);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
UPROPERTY()
|
UPROPERTY()
|
||||||
FTimerHandle ExpiryTimerHandle;
|
FTimerHandle ExpiryTimerHandle;
|
||||||
UFUNCTION()
|
UFUNCTION()
|
||||||
void CheckForExpiry(float TimeOfExpiry, AActor* Character);
|
void CheckForExpiry(float TimeOfExpiry, AActor* Character);
|
||||||
|
|
||||||
|
FDelegateHandle OnPlayerTurnDelegateHandle;
|
||||||
|
FDelegateHandle OnEnemyTurnDelegateHandle;
|
||||||
};
|
};
|
||||||
|
@ -0,0 +1,17 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
|
||||||
|
#include "DamageOverTime.h"
|
||||||
|
#include <the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h>
|
||||||
|
|
||||||
|
void UDamageOverTime::OnEnemyTurn(AActor* Enemy, AActor* Character)
|
||||||
|
{
|
||||||
|
ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
|
||||||
|
CombatSystem->DamageEnemy(DamagePerTurn, "DOT");
|
||||||
|
BaseDuration -= 1.0f;
|
||||||
|
Super::OnEnemyTurn(Enemy, Character);
|
||||||
|
if (BaseDuration <= 0.0f)
|
||||||
|
{
|
||||||
|
OnExpiry(Character);
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,23 @@
|
|||||||
|
// Fill out your copyright notice in the Description page of Project Settings.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "../StatusEffect.h"
|
||||||
|
#include "DamageOverTime.generated.h"
|
||||||
|
|
||||||
|
/**
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
UCLASS()
|
||||||
|
class THE_TWILIGHT_ABYSS_API UDamageOverTime : public UStatusEffect
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
public:
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
|
float DamagePerTurn = 6.0f;
|
||||||
|
|
||||||
|
//virtual void Invoke(AActor* Character, float TimeOfExpiry) override;
|
||||||
|
//virtual void OnExpiry(AActor* Character) override;
|
||||||
|
virtual void OnEnemyTurn(AActor* Enemy, AActor* Character) override;
|
||||||
|
};
|
@ -3,6 +3,8 @@
|
|||||||
|
|
||||||
#include "Thorns.h"
|
#include "Thorns.h"
|
||||||
|
|
||||||
|
#include "the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h"
|
||||||
|
|
||||||
void UThorns::Invoke(AActor* Character, float TimeOfExpiry)
|
void UThorns::Invoke(AActor* Character, float TimeOfExpiry)
|
||||||
{
|
{
|
||||||
Super::Invoke(Character, TimeOfExpiry);
|
Super::Invoke(Character, TimeOfExpiry);
|
||||||
@ -12,3 +14,15 @@ void UThorns::OnExpiry(AActor* Character)
|
|||||||
{
|
{
|
||||||
Super::OnExpiry(Character);
|
Super::OnExpiry(Character);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void UThorns::OnEnemyTurn(AActor* Enemy, AActor* Character)
|
||||||
|
{
|
||||||
|
ATurnBaseCombatV2* CombatSystem = Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState());
|
||||||
|
CombatSystem->DamageEnemy(DamagePerTurn, "thorns");
|
||||||
|
BaseDuration -= 1.0f;
|
||||||
|
Super::OnEnemyTurn(Enemy, Character);
|
||||||
|
if (BaseDuration <= 0.0f)
|
||||||
|
{
|
||||||
|
OnExpiry(Character);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
@ -15,6 +15,10 @@ class THE_TWILIGHT_ABYSS_API UThorns : public UStatusEffect
|
|||||||
GENERATED_BODY()
|
GENERATED_BODY()
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||||
|
float DamagePerTurn = 3.0f;
|
||||||
|
|
||||||
virtual void Invoke(AActor* Character, float TimeOfExpiry) override;
|
virtual void Invoke(AActor* Character, float TimeOfExpiry) override;
|
||||||
virtual void OnExpiry(AActor* Character) override;
|
virtual void OnExpiry(AActor* Character) override;
|
||||||
|
virtual void OnEnemyTurn(AActor* Enemy, AActor* Character) override;
|
||||||
};
|
};
|
||||||
|
@ -43,11 +43,21 @@ void UStatusSystem::AddStatusEffect(UStatusEffect* StatusEffect, const float Dur
|
|||||||
FActiveStatusEffect NewStatusEffect;
|
FActiveStatusEffect NewStatusEffect;
|
||||||
NewStatusEffect.StatusEffect = StatusEffect;
|
NewStatusEffect.StatusEffect = StatusEffect;
|
||||||
NewStatusEffect.TimeInitiated = UGameplayStatics::GetRealTimeSeconds(GetWorld());
|
NewStatusEffect.TimeInitiated = UGameplayStatics::GetRealTimeSeconds(GetWorld());
|
||||||
NewStatusEffect.TimeTillExpiry = UGameplayStatics::GetRealTimeSeconds(GetWorld()) + StatusEffect->BaseDuration * DurationMultiplier;
|
if (StatusEffect->IsForCombatOnly)
|
||||||
|
{
|
||||||
|
NewStatusEffect.TimeTillExpiry = StatusEffect->BaseDuration * DurationMultiplier;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
NewStatusEffect.TimeTillExpiry = UGameplayStatics::GetRealTimeSeconds(GetWorld()) + StatusEffect->BaseDuration * DurationMultiplier;
|
||||||
|
}
|
||||||
NewStatusEffect.StatusIcon = CreateWidget<UUserWidget>(GetWorld(), HUDStatusIconWidget);
|
NewStatusEffect.StatusIcon = CreateWidget<UUserWidget>(GetWorld(), HUDStatusIconWidget);
|
||||||
UImage* StatusIconImage = Cast<UImage>(NewStatusEffect.StatusIcon->GetWidgetFromName(TEXT("StatusIconImage")));
|
UImage* StatusIconImage = Cast<UImage>(NewStatusEffect.StatusIcon->GetWidgetFromName(TEXT("StatusIconImage")));
|
||||||
StatusIconImage->SetBrushFromTexture(StatusEffect->Icon);
|
StatusIconImage->SetBrushFromTexture(StatusEffect->Icon);
|
||||||
StatusIconsBox->AddChild(NewStatusEffect.StatusIcon);
|
StatusIconsBox->AddChild(NewStatusEffect.StatusIcon);
|
||||||
|
NewStatusEffect.StatusEffect->OnStatusEffectAdd(GetOwner());
|
||||||
|
UTextBlock* StatusText = Cast<UTextBlock>(NewStatusEffect.StatusIcon->GetWidgetFromName(TEXT("DurationText")));
|
||||||
|
StatusText->SetText(FText::FromString(FString::FromInt(NewStatusEffect.TimeTillExpiry)));
|
||||||
if (Invoke) NewStatusEffect.StatusEffect->Invoke(GetOwner(), NewStatusEffect.TimeTillExpiry);
|
if (Invoke) NewStatusEffect.StatusEffect->Invoke(GetOwner(), NewStatusEffect.TimeTillExpiry);
|
||||||
|
|
||||||
ActiveStatusEffects.Add(NewStatusEffect);
|
ActiveStatusEffects.Add(NewStatusEffect);
|
||||||
|
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Reference in New Issue
Block a user