Updated Combat UI to Make Extra Turn More Readable

This commit is contained in:
Philip W 2023-05-09 13:29:52 +01:00
parent e1027d5d8e
commit 2638e71f97
3 changed files with 13 additions and 3 deletions

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

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UI designs/Coins.png (Stored with Git LFS) Normal file

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