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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"version": "1.0",
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Content/Assets/Objects/Tutrorial_Assets/Tutorial_Wood_Texture.uasset
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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/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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Content/Blueprints/NotSkySphere.uasset
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Content/Blueprints/StatusEffects/BP_DamageOverTime.uasset
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Content/Blueprints/StatusEffects/BP_DamageOverTime.uasset
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Content/Blueprints/StatusEffects/BP_Thorns.uasset
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Content/Blueprints/StatusEffects/BP_Thorns.uasset
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Content/Levels/Build.umap
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Content/Levels/Build.umap
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Content/Levels/Level_1.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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Content/Levels/_GENERATED/kacpe/Box_296A6B44.uasset
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Content/Levels/_GENERATED/kacpe/Box_67D70E40.uasset
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Content/Levels/_GENERATED/kacpe/Box_67D70E40.uasset
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Content/Levels/_GENERATED/kacpe/Box_93BF3D62.uasset
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Content/Levels/_GENERATED/kacpe/Box_93BF3D62.uasset
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Content/Materials/Outline_rendering.uasset
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Content/Materials/Outline_rendering.uasset
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Content/Music/Wind_and_Rope_Cue.uasset
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@ -5,6 +5,7 @@
|
||||
|
||||
#include "StatusSystem.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "TurnBaseCombatV2.h"
|
||||
#include "Components/TextBlock.h"
|
||||
|
||||
void UStatusEffect::Invoke(AActor* Character, float TimeOfInit)
|
||||
@ -19,16 +20,33 @@ void UStatusEffect::OnExpiry(AActor* Character)
|
||||
if (StatusSystem->GetActiveStatusEffect(this).StatusIcon == nullptr) return;
|
||||
StatusSystem->GetActiveStatusEffect(this).StatusIcon->RemoveFromParent();
|
||||
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;
|
||||
}
|
||||
|
||||
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)
|
||||
|
@ -20,25 +20,34 @@ public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
FString Description;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
bool IsForCombatOnly = false;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
float BaseDuration;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
UTexture2D* Icon;
|
||||
|
||||
UFUNCTION()
|
||||
virtual void Invoke(AActor* Character, float TimeOfExpiry);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnExpiry(AActor* Character);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnPlayerTurn(AActor* Character);
|
||||
virtual void OnPlayerTurn(AActor* Character, AActor* Enemy);
|
||||
UFUNCTION()
|
||||
virtual void OnEnemyTurn(AActor* Enemy, AActor* Character);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnEnemyTurn(AActor* Character);
|
||||
virtual void OnStatusEffectAdd(AActor* Character);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void TickDown(AActor* Character);
|
||||
|
||||
protected:
|
||||
UPROPERTY()
|
||||
FTimerHandle ExpiryTimerHandle;
|
||||
UFUNCTION()
|
||||
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 "the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h"
|
||||
|
||||
void UThorns::Invoke(AActor* Character, float TimeOfExpiry)
|
||||
{
|
||||
Super::Invoke(Character, TimeOfExpiry);
|
||||
@ -12,3 +14,15 @@ void UThorns::OnExpiry(AActor* 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()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
float DamagePerTurn = 3.0f;
|
||||
|
||||
virtual void Invoke(AActor* Character, float TimeOfExpiry) 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;
|
||||
NewStatusEffect.StatusEffect = StatusEffect;
|
||||
NewStatusEffect.TimeInitiated = UGameplayStatics::GetRealTimeSeconds(GetWorld());
|
||||
if (StatusEffect->IsForCombatOnly)
|
||||
{
|
||||
NewStatusEffect.TimeTillExpiry = StatusEffect->BaseDuration * DurationMultiplier;
|
||||
}
|
||||
else
|
||||
{
|
||||
NewStatusEffect.TimeTillExpiry = UGameplayStatics::GetRealTimeSeconds(GetWorld()) + StatusEffect->BaseDuration * DurationMultiplier;
|
||||
}
|
||||
NewStatusEffect.StatusIcon = CreateWidget<UUserWidget>(GetWorld(), HUDStatusIconWidget);
|
||||
UImage* StatusIconImage = Cast<UImage>(NewStatusEffect.StatusIcon->GetWidgetFromName(TEXT("StatusIconImage")));
|
||||
StatusIconImage->SetBrushFromTexture(StatusEffect->Icon);
|
||||
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);
|
||||
|
||||
ActiveStatusEffects.Add(NewStatusEffect);
|
||||
|
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Reference in New Issue
Block a user