Updated Combat UI to Make Extra Turn More Readable
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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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							| @ -141,10 +141,13 @@ void ATurnBaseCombatV2::CombatCheck(const bool bWasShot) | ||||
| 	{ | ||||
| 		//bEnemyHasExtraTurn = true;
 | ||||
| 		SwitchTurn(); | ||||
| 		return; | ||||
| 	} | ||||
| 	else if (Cast<ATempCharacter>(PlayerActor)->ReactionSpeed > *EnemyReactionSpeedPtr && bWasShot) | ||||
| 	{ | ||||
| 		TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn\nExtra")); | ||||
| 		bPlayerHasExtraTurn = true; | ||||
| 		return; | ||||
| 	} | ||||
| 	TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn")); | ||||
| } | ||||
| @ -363,7 +366,11 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) | ||||
| 	{ | ||||
| 		SwitchTurn(); | ||||
| 	} | ||||
| 	bPlayerHasExtraTurn = false; | ||||
| 	else | ||||
| 	{ | ||||
| 		TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn")); | ||||
| 		bPlayerHasExtraTurn = false; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| void ATurnBaseCombatV2::UseActionPoint() | ||||
|  | ||||
							
								
								
									
										
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								UI designs/Coins.png
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								UI designs/Coins.png
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