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)
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{
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{
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//bEnemyHasExtraTurn = true;
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//bEnemyHasExtraTurn = true;
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SwitchTurn();
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SwitchTurn();
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return;
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}
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}
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else if (Cast<ATempCharacter>(PlayerActor)->ReactionSpeed > *EnemyReactionSpeedPtr && bWasShot)
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else if (Cast<ATempCharacter>(PlayerActor)->ReactionSpeed > *EnemyReactionSpeedPtr && bWasShot)
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{
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{
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn\nExtra"));
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bPlayerHasExtraTurn = true;
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bPlayerHasExtraTurn = true;
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return;
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}
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}
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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}
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}
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@ -363,7 +366,11 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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{
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{
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SwitchTurn();
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SwitchTurn();
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}
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}
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else
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{
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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bPlayerHasExtraTurn = false;
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bPlayerHasExtraTurn = false;
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}
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}
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}
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void ATurnBaseCombatV2::UseActionPoint()
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void ATurnBaseCombatV2::UseActionPoint()
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UI designs/Coins.png
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UI designs/Coins.png
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