Merge branch 'dev' of https://github.falmouth.ac.uk/Games-Academy-Student-Work-22-23/the-twilight-abyss
This commit is contained in:
commit
2a4300066c
@ -1,15 +1,10 @@
|
||||
{
|
||||
"version": "1.0",
|
||||
"components": [
|
||||
"Microsoft.Net.Component.4.6.2.TargetingPack",
|
||||
"Microsoft.VisualStudio.Component.VC.14.33.17.3.ARM64",
|
||||
"Microsoft.VisualStudio.Component.VC.14.33.17.3.x86.x64",
|
||||
"Microsoft.VisualStudio.Component.VC.Tools.ARM64",
|
||||
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
|
||||
"Microsoft.VisualStudio.Component.Windows10SDK",
|
||||
"Microsoft.VisualStudio.Workload.CoreEditor",
|
||||
"Microsoft.VisualStudio.Workload.ManagedDesktop",
|
||||
"Microsoft.VisualStudio.Workload.NativeCrossPlat",
|
||||
"Microsoft.VisualStudio.Workload.NativeDesktop",
|
||||
"Microsoft.VisualStudio.Workload.NativeGame",
|
||||
"Microsoft.VisualStudio.Workload.Universal"
|
||||
|
BIN
Art Misc/Kit1.mb
(Stored with Git LFS)
Normal file
BIN
Art Misc/Kit1.mb
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Characters/Merchant.fbx
(Stored with Git LFS)
Normal file
BIN
Characters/Merchant.fbx
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Characters/Merchant_low_MerchantMat_BaseColor.png
(Stored with Git LFS)
Normal file
BIN
Characters/Merchant_low_MerchantMat_BaseColor.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Characters/Merchant_low_MerchantMat_Emissive.png
(Stored with Git LFS)
Normal file
BIN
Characters/Merchant_low_MerchantMat_Emissive.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Characters/Merchant_low_MerchantMat_Normal.png
(Stored with Git LFS)
Normal file
BIN
Characters/Merchant_low_MerchantMat_Normal.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Characters/Merchant_low_MerchantMat_OcclusionRoughnessMetallic.png
(Stored with Git LFS)
Normal file
BIN
Characters/Merchant_low_MerchantMat_OcclusionRoughnessMetallic.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -128,3 +128,15 @@ CompressionQualityModifier=1.000000
|
||||
AutoStreamingThreshold=0.000000
|
||||
SoundCueCookQualityIndex=-1
|
||||
|
||||
[/Script/GameplayDebugger.GameplayDebuggerConfig]
|
||||
CategorySlot1=One
|
||||
CategorySlot2=Two
|
||||
CategorySlot3=Three
|
||||
CategorySlot4=Four
|
||||
CategorySlot5=Five
|
||||
CategorySlot6=Six
|
||||
CategorySlot7=Seven
|
||||
CategorySlot8=Eight
|
||||
CategorySlot9=Nine
|
||||
CategorySlot0=Zero
|
||||
|
||||
|
@ -82,6 +82,7 @@ DoubleClickTime=0.200000
|
||||
+ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar)
|
||||
+ActionMappings=(ActionName="Interact",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=E)
|
||||
+ActionMappings=(ActionName="RightClick",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftMouseButton)
|
||||
+ActionMappings=(ActionName="Sneak",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=LeftControl)
|
||||
+AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY)
|
||||
+AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY)
|
||||
+AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY)
|
||||
|
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_001.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_001.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_002.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_002.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_003.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_003.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_004.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_004.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_005.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_005.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_006.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_006.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_007.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_007.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_008.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_008.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_009.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_009.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_010.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_010.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_011.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_011.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_012.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_012.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_013.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_013.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_014.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_014.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_015.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_015.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_016.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_016.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_017.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cube_017.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_001.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_001.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_002.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_002.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_003.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_003.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_004.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_004.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_005.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_005.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_006.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_006.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_007.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_007.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_008.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_008.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_009.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_009.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_010.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_010.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_011.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_011.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_012.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Assets/Objects/Level_1_map/Level_1_Blockout_Cylinder_012.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/BlueprintAI/AI/AIControllerBruh.uasset
(Stored with Git LFS)
BIN
Content/BlueprintAI/AI/AIControllerBruh.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Combat_UI/CombatCharacter.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Combat_UI/CombatCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Inventory_UI/WBP_ItemDisplay.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Inventory_UI/WBP_ItemDisplay.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Inventory_UI/WBP_PlayerInventory.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Inventory_UI/WBP_PlayerInventory.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Items/AmmoItem.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Blueprints/Items/AmmoItem.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Blueprints/Items/ItemsInWorld/BP_AmmoItem.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Blueprints/Items/ItemsInWorld/BP_AmmoItem.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Blueprints/Items/ItemsInWorld/BP_HealingJellyItem.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Items/ItemsInWorld/BP_HealingJellyItem.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Merchant/Merchant_UI/BP_OPENDIAL.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Merchant/Merchant_UI/BP_OPENDIAL.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Merchant/Merchant_UI/BP_ShopSelector.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Merchant/Merchant_UI/WBP_BuyBuff.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Merchant/Merchant_UI/WBP_BuyBuff.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Merchant/Merchant_UI/WBP_BuyHealing.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Merchant/Merchant_UI/WBP_BuyHealing.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Player/BP_MyTempCharacter.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Player/BP_MyTempCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Dialogue/DialogueTest.umap
(Stored with Git LFS)
BIN
Content/Dialogue/DialogueTest.umap
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Dialogue/NPCTest.uasset
(Stored with Git LFS)
BIN
Content/Dialogue/NPCTest.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Images/ammoicon.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Images/ammoicon.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Levels/Hub.umap
(Stored with Git LFS)
BIN
Content/Levels/Hub.umap
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Levels/Level_1.umap
(Stored with Git LFS)
Normal file
BIN
Content/Levels/Level_1.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Levels/MerchantPrototype.umap
(Stored with Git LFS)
BIN
Content/Levels/MerchantPrototype.umap
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Levels/Testing/SneakMechanicTesting.umap
(Stored with Git LFS)
Normal file
BIN
Content/Levels/Testing/SneakMechanicTesting.umap
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Levels/Top_layer_level.umap
(Stored with Git LFS)
BIN
Content/Levels/Top_layer_level.umap
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Levels/_GENERATED/tr258492/Boolean_227A3118.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Levels/_GENERATED/tr258492/Boolean_227A3118.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Levels/_GENERATED/tr258492/Boolean_8613293A.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Levels/_GENERATED/tr258492/Boolean_8613293A.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Levels/_GENERATED/tr258492/Box_0AF9695A.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Levels/_GENERATED/tr258492/Box_0AF9695A.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Levels/_GENERATED/tr258492/Box_481BA8EA.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Levels/_GENERATED/tr258492/Box_481BA8EA.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Levels/_GENERATED/tr258492/Box_57F24318.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Levels/_GENERATED/tr258492/Box_57F24318.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Content/Levels/_GENERATED/tr258492/Box_F1F2469E.uasset
(Stored with Git LFS)
Normal file
BIN
Content/Levels/_GENERATED/tr258492/Box_F1F2469E.uasset
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -1,8 +1,11 @@
|
||||
|
||||
Combat Spread Sheet:
|
||||
|
||||
https://docs.google.com/spreadsheets/d/1s_uxjS8ir1pbt4-ofdOVpSPaQZVC8x9gQzS78bzE3KI/edit#gid=0
|
||||
https://docs.google.com/document/d/1Y6eYoKQPw9n8gl7p030fmtPjfJcE132YHAvwL7Gk4jk/edit
|
||||
Combat Spread Sheet: https://docs.google.com/spreadsheets/d/1s_uxjS8ir1pbt4-ofdOVpSPaQZVC8x9gQzS78bzE3KI/edit?usp=sharing
|
||||
|
||||
Combat Word Doc: https://docs.google.com/document/d/1Y6eYoKQPw9n8gl7p030fmtPjfJcE132YHAvwL7Gk4jk/edit?usp=sharing
|
||||
|
||||
Enemy Spread Sheet: https://docs.google.com/spreadsheets/d/1NsmF43HhB2W9_BrQazy-rpT-GDlIZIQlLdvG18DWlkA/edit?usp=sharing
|
||||
|
||||
|
||||
Level Blueprints - https://docs.google.com/presentation/d/1ckx8IpO-BIxTFy19MJoUy7EuAMYOYoWQE6x1E2egr1o/edit?usp=sharing
|
||||
|
||||
|
@ -40,13 +40,11 @@ bool UInventoryComponent::AddItem(class UBaseItem* BaseItem)
|
||||
BaseItem->StoredItems = this;
|
||||
BaseItem->World = GetWorld();
|
||||
bool isNewItem = true;
|
||||
// for every item in inventory
|
||||
for (auto & Item : Items)
|
||||
{
|
||||
//if the item is the same as the item that is being added
|
||||
if (Item->ItemDisplayName.ToString() == BaseItem->ItemDisplayName.ToString())
|
||||
{
|
||||
//add the amount of the item that is being added to the item in the inventory
|
||||
Item->StackCount++;
|
||||
UE_LOG(LogTemp, Display, TEXT("ITEM STACKCOUNT: %d"), Item->StackCount);
|
||||
isNewItem = false;
|
||||
|
@ -14,3 +14,4 @@ void UBaseItem::Use(ATempCharacter* Character)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
@ -53,6 +53,9 @@ public:
|
||||
UPROPERTY(EditAnywhere, Category = "Item")
|
||||
bool isDamageBuffItem;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category = "Item")
|
||||
bool isAmmoItemType;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
|
||||
int32 StackCount = 1;
|
||||
|
||||
@ -69,4 +72,5 @@ public:
|
||||
//This is the same as the use item class but its in BP instead
|
||||
UFUNCTION(BlueprintImplementableEvent)
|
||||
void OnUse(class ATempCharacter* Character);
|
||||
|
||||
};
|
||||
|
@ -16,13 +16,12 @@ void UEatableItems::Use(ATempCharacter* Character)
|
||||
{
|
||||
if(Character)
|
||||
{
|
||||
if(isHealingItem == true)
|
||||
if(isHealingItem)
|
||||
{
|
||||
if (Character->Health < 100)
|
||||
{
|
||||
Character->Health += 10;
|
||||
UE_LOG(LogTemp, Display, TEXT("Healed"));
|
||||
//delete itself
|
||||
Character->Inventory->RemoveItem(this);
|
||||
}
|
||||
else if (Character->Health >= 100)
|
||||
@ -30,18 +29,27 @@ void UEatableItems::Use(ATempCharacter* Character)
|
||||
UE_LOG(LogTemp, Display, TEXT("Health is full"));
|
||||
}
|
||||
}
|
||||
if(isDamageBuffItem == true)
|
||||
|
||||
if(isDamageBuffItem)
|
||||
{
|
||||
// need to add the damage buff functionality here
|
||||
UE_LOG(LogTemp, Display, TEXT("Damage Buffed"));
|
||||
Character->Inventory->RemoveItem(this);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
when player uses the item syrengine to debuff enemies
|
||||
detect what enemie actors the player is fighting with
|
||||
lower their damage by a value.
|
||||
*/
|
||||
if (isAmmoItemType)
|
||||
{
|
||||
TurnBaseCombat = GetWorld()->GetGameState<ATurnBaseCombatV2>();
|
||||
if (TurnBaseCombat->IronResource > 10)
|
||||
{
|
||||
TurnBaseCombat->IronResource += 5;
|
||||
}
|
||||
if (TurnBaseCombat->SulfurResource > 10)
|
||||
{
|
||||
TurnBaseCombat->SulfurResource += 5;
|
||||
}
|
||||
Character->Inventory->RemoveItem(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4,6 +4,7 @@
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "BaseItem.h"
|
||||
#include "the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h"
|
||||
#include "EatableItems.generated.h"
|
||||
|
||||
/**
|
||||
@ -19,4 +20,9 @@ class THE_TWILIGHT_ABYSS_API UEatableItems : public UBaseItem
|
||||
protected:
|
||||
|
||||
virtual void Use(class ATempCharacter* Character) override;
|
||||
|
||||
|
||||
private:
|
||||
|
||||
ATurnBaseCombatV2* TurnBaseCombat;
|
||||
};
|
||||
|
@ -35,15 +35,15 @@ void UDialogueNPC::BeginPlay()
|
||||
void UDialogueNPC::NextDialogue()
|
||||
{
|
||||
//Dialogue Skip
|
||||
if (CurrentDialogue.Len() < Dialogue[DialogueIndex].Len())
|
||||
if (CurrentDialogue.Len() < CurrentDialoguePath[DialogueIndex].Len())
|
||||
{
|
||||
CurrentDialogue = Dialogue[DialogueIndex];
|
||||
CurrentDialogue = CurrentDialoguePath[DialogueIndex];
|
||||
DialogueText->SetText(FText::FromString(CurrentDialogue));
|
||||
return;
|
||||
}
|
||||
|
||||
DialogueIndex++;
|
||||
if (DialogueIndex >= Dialogue.Num())
|
||||
if (DialogueIndex >= CurrentDialoguePath.Num())
|
||||
{
|
||||
EndDialogue();
|
||||
return;
|
||||
@ -53,11 +53,11 @@ void UDialogueNPC::NextDialogue()
|
||||
|
||||
void UDialogueNPC::NextCharacter()
|
||||
{
|
||||
if (DialogueIndex >= Dialogue.Num()) return;
|
||||
if (DialogueIndex >= CurrentDialoguePath.Num()) return;
|
||||
|
||||
if (CurrentDialogue.Len() < Dialogue[DialogueIndex].Len())
|
||||
if (CurrentDialogue.Len() < CurrentDialoguePath[DialogueIndex].Len())
|
||||
{
|
||||
CurrentDialogue.AppendChar(Dialogue[DialogueIndex][CurrentDialogue.Len()]);
|
||||
CurrentDialogue.AppendChar(CurrentDialoguePath[DialogueIndex][CurrentDialogue.Len()]);
|
||||
DialogueText->SetText(FText::FromString(CurrentDialogue));
|
||||
}
|
||||
}
|
||||
@ -86,6 +86,7 @@ void UDialogueNPC::StartDialogue()
|
||||
DialogueIndex = 1;
|
||||
NPCNameText->SetText(FText::FromString(NPCName));
|
||||
CurrentDialogue = "";
|
||||
CurrentDialoguePath = DialoguePaths[0].Dialogue;
|
||||
GetWorld()->GetTimerManager().SetTimer(TextAnimationTimerHandle, this, &UDialogueNPC::NextCharacter, TextAnimationSpeed, true);
|
||||
}
|
||||
|
||||
@ -105,14 +106,42 @@ void UDialogueNPC::EndDialogue()
|
||||
PlayerController->bShowMouseCursor = false;
|
||||
}
|
||||
|
||||
TArray<FString> UDialogueNPC::AddDialogue(FText TextInput, TArray<FString> DialogueArrayInput)
|
||||
FDialoguePath UDialogueNPC::CreateRootDialoguePath()
|
||||
{
|
||||
if (TextInput.IsEmpty()) return DialogueArrayInput;
|
||||
DialogueArrayInput.Add(TextInput.ToString());
|
||||
return DialogueArrayInput;
|
||||
return FDialoguePath();
|
||||
}
|
||||
|
||||
FDialoguePath UDialogueNPC::CreateDialoguePath(FDialoguePath ParentDialoguePath)
|
||||
{
|
||||
return FDialoguePath("#" + FString::FromInt(DialoguePaths.Num()));
|
||||
}
|
||||
|
||||
FDialoguePath UDialogueNPC::CreateDialogueChoice(FDialoguePath PreviousDialoguePath)
|
||||
{
|
||||
return FDialoguePath();
|
||||
}
|
||||
|
||||
bool UDialogueNPC::GotoDialoguePath(FString PathId)
|
||||
{
|
||||
for (FDialoguePath DialogPath : DialoguePaths)
|
||||
{
|
||||
if (DialogPath.Dialogue[0] == PathId)
|
||||
{
|
||||
CurrentDialoguePath = DialogPath.Dialogue;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
FDialoguePath UDialogueNPC::AddDialogue(FText TextInput, FDialoguePath DialoguePath)
|
||||
{
|
||||
if (TextInput.IsEmpty()) return DialoguePath;
|
||||
DialoguePath.Dialogue.Add(TextInput.ToString());
|
||||
return DialoguePath;
|
||||
}
|
||||
|
||||
void UDialogueNPC::GetFinalDialogue(TArray<FString> DialogueArray)
|
||||
{
|
||||
Dialogue = DialogueArray;
|
||||
DialoguePaths.Add(FDialoguePath(DialogueArray));
|
||||
}
|
||||
|
@ -16,6 +16,30 @@ enum class EChoices : uint8
|
||||
Choice3 UMETA(DisplayName="Choice 3"),
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FDialoguePath
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY()
|
||||
TArray<FString> Dialogue;
|
||||
|
||||
FDialoguePath()
|
||||
{
|
||||
Dialogue.Add("#ROOT");
|
||||
}
|
||||
|
||||
FDialoguePath(FString Id)
|
||||
{
|
||||
Dialogue.Add(Id);
|
||||
}
|
||||
|
||||
explicit FDialoguePath(TArray<FString> Dialogue)
|
||||
{
|
||||
this->Dialogue = Dialogue;
|
||||
}
|
||||
};
|
||||
|
||||
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
|
||||
class THE_TWILIGHT_ABYSS_API UDialogueNPC : public UActorComponent
|
||||
{
|
||||
@ -29,7 +53,9 @@ public:
|
||||
FString NPCName;
|
||||
|
||||
UPROPERTY()
|
||||
TArray<FString> Dialogue;
|
||||
TArray<FDialoguePath> DialoguePaths;
|
||||
|
||||
TArray<FString> CurrentDialoguePath;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
float TextAnimationSpeed = 0.05f;
|
||||
@ -75,7 +101,19 @@ public:
|
||||
void EndDialogue();
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
TArray<FString> AddDialogue(FText TextInput, TArray<FString> DialogueArrayInput);
|
||||
FDialoguePath CreateRootDialoguePath();
|
||||
|
||||
UFUNCTION()
|
||||
FDialoguePath CreateDialoguePath(FDialoguePath ParentDialoguePath);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
FDialoguePath CreateDialogueChoice(FDialoguePath PreviousDialoguePath);
|
||||
|
||||
UFUNCTION()
|
||||
bool GotoDialoguePath(FString PathId);
|
||||
|
||||
UFUNCTION(BlueprintPure)
|
||||
FDialoguePath AddDialogue(FText TextInput, FDialoguePath DialoguePath);
|
||||
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void GetFinalDialogue(TArray<FString> DialogueArray);
|
||||
|
@ -5,7 +5,11 @@
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
|
||||
#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
|
||||
#include "GameFramework/CharacterMovementComponent.h"
|
||||
#include "the_twilight_abyss/MerchantInteraction/Interaction.h"
|
||||
#include <Runtime/Engine/Classes/Kismet/GameplayStatics.h>
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
|
||||
|
||||
// CONSTRUCTOR
|
||||
@ -17,6 +21,8 @@ ATempCharacter::ATempCharacter()
|
||||
Inventory->MaxItemSlots = 10;
|
||||
GoldBalance = GoldBalance;
|
||||
Health = Health;
|
||||
this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true;
|
||||
|
||||
}
|
||||
|
||||
// Called when the game starts or when spawned
|
||||
@ -25,6 +31,19 @@ void ATempCharacter::BeginPlay()
|
||||
Super::BeginPlay();
|
||||
Health = 100;
|
||||
ThisCamera = Cast<UCameraComponent>(this->FindComponentByClass<UCameraComponent>());
|
||||
PlayerCapsule = GetCapsuleComponent();
|
||||
TArray<AActor*> AllActorsInScene;
|
||||
|
||||
//MAKE SURE POST PROCESSING IS IN THE SCENE OR GAME WILL CRASH
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
|
||||
Enemy = TEXT("Enemy");
|
||||
UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors);
|
||||
//stops crashing
|
||||
if (ensureMsgf(AllActorsInScene.Num() > 0, TEXT("No Post Processing Volume in scene")))
|
||||
{
|
||||
PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
|
||||
}
|
||||
Ammo = TEXT("Ammo");
|
||||
}
|
||||
|
||||
//Binds the input we made in the setup player component to the forward vector
|
||||
@ -38,6 +57,32 @@ void ATempCharacter::RightMoveInput(float Axis)
|
||||
AddMovementInput(UKismetMathLibrary::GetRightVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis);
|
||||
}
|
||||
|
||||
void ATempCharacter::Sneak()
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("Sneak activated"));
|
||||
if (bIsCrouched)
|
||||
{
|
||||
UnCrouch();
|
||||
if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.0f;
|
||||
for (AActor* Actor : AIActors)
|
||||
{
|
||||
USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
|
||||
if (SphereComponent != nullptr) SphereComponent->SetSphereRadius(40.0f); //default value
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Crouch();
|
||||
for (AActor* Actor : AIActors)
|
||||
{
|
||||
USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
|
||||
if (SphereComponent != nullptr) SphereComponent->SetSphereRadius(15.0f);
|
||||
}
|
||||
if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.8f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Called every frame
|
||||
void ATempCharacter::Tick(float DeltaTime)
|
||||
@ -53,6 +98,9 @@ void ATempCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
|
||||
PlayerInputComponent->BindAxis(TEXT("Move Right / Left"), this, &ATempCharacter::RightMoveInput);
|
||||
PlayerInputComponent->BindAxis(TEXT("Turn Right / Left Mouse"), this, &ATempCharacter::AddControllerYawInput);
|
||||
PlayerInputComponent->BindAxis(TEXT("Look Up / Down Mouse"), this, &ATempCharacter::AddControllerPitchInput);
|
||||
PlayerInputComponent->BindAction(TEXT("Jump"), IE_Pressed, this, &ATempCharacter::Jump);
|
||||
PlayerInputComponent->BindAction(TEXT("Sneak"), IE_Pressed, this, &ATempCharacter::Sneak);
|
||||
PlayerInputComponent->BindAction(TEXT("Sneak"), IE_Released, this, &ATempCharacter::Sneak);
|
||||
PlayerInputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
|
||||
}
|
||||
|
||||
@ -62,6 +110,8 @@ void ATempCharacter::KeyPressed()
|
||||
LineTraceLogic();
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Line trace logic
|
||||
void ATempCharacter::LineTraceLogic()
|
||||
{
|
||||
@ -86,7 +136,6 @@ void ATempCharacter::LineTraceLogic()
|
||||
}
|
||||
if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
|
||||
auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
|
||||
if(GoldBalance >= ItemArray->ItemCostPrice)
|
||||
{
|
||||
@ -96,7 +145,12 @@ void ATempCharacter::LineTraceLogic()
|
||||
}
|
||||
if(GoldBalance <= 0)
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
|
||||
return;
|
||||
}
|
||||
if(OutHit.GetActor()->ActorHasTag(Ammo))
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("Ammo destroy func activated"));
|
||||
OutHit.GetActor()->Destroy();
|
||||
}
|
||||
}
|
||||
// if the actor hit has the interaction component/script then it will activate the code
|
||||
@ -105,7 +159,6 @@ void ATempCharacter::LineTraceLogic()
|
||||
{
|
||||
if (MyInteractable->ShopDialogWidget->IsVisible())
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("ShopKeeper text is visible"));
|
||||
bShopKeeperText = true;
|
||||
return;
|
||||
}
|
||||
@ -120,7 +173,6 @@ void ATempCharacter::LineTraceLogic()
|
||||
{
|
||||
DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
|
||||
MyInteractable->OnInteract();
|
||||
UE_LOG(LogTemp, Display, TEXT("OnInteract activated"));
|
||||
UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
|
||||
|
||||
// While loop to check bisDisabled var until it changes to true
|
||||
@ -140,49 +192,46 @@ void ATempCharacter::LineTraceLogic()
|
||||
|
||||
void ATempCharacter::InputDisabler()
|
||||
{
|
||||
UE_LOG(LogTemp, Display, TEXT("Disabling playermovement"));
|
||||
disableTab = true;
|
||||
//GetWorld()->GetFirstPlayerController()->InputComponent->RemoveActionBinding("Interact", IE_Pressed);
|
||||
GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(true);
|
||||
GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(true);
|
||||
GetWorld()->GetFirstPlayerController()->bShowMouseCursor = true;
|
||||
GetWorld()->GetFirstPlayerController()->bEnableClickEvents = true;
|
||||
GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = true;
|
||||
if (ThisCamera == nullptr)
|
||||
//Disable Character Movement
|
||||
if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
|
||||
{
|
||||
return;
|
||||
PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController());
|
||||
}
|
||||
else
|
||||
//Set to UI Mode Only
|
||||
APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
|
||||
PlayerController->SetInputMode(FInputModeUIOnly());
|
||||
PlayerController->bShowMouseCursor = true;
|
||||
|
||||
disableTab = true;
|
||||
if (ThisCamera != nullptr)
|
||||
{
|
||||
OriginalCameraLocation = ThisCamera->GetComponentLocation();
|
||||
OriginalCameraRotation = ThisCamera->GetComponentRotation();
|
||||
OriginalCameraFOV = ThisCamera->FieldOfView;
|
||||
//ulog the originalcameralocation value
|
||||
UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
void ATempCharacter::InputEnabler()
|
||||
{
|
||||
//Enable Character Movement
|
||||
if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
|
||||
{
|
||||
PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController());
|
||||
}
|
||||
//Reset UI Mode
|
||||
APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
|
||||
PlayerController->SetInputMode(FInputModeGameOnly());
|
||||
PlayerController->bShowMouseCursor = false;
|
||||
|
||||
UE_LOG(LogTemp, Display, TEXT("Enabling Inputs"));
|
||||
disableTab = true;
|
||||
GetWorld()->GetFirstPlayerController()->SetIgnoreLookInput(false);
|
||||
GetWorld()->GetFirstPlayerController()->SetIgnoreMoveInput(false);
|
||||
GetWorld()->GetFirstPlayerController()->bShowMouseCursor = false;
|
||||
GetWorld()->GetFirstPlayerController()->bEnableClickEvents = false;
|
||||
GetWorld()->GetFirstPlayerController()->bEnableMouseOverEvents = false;
|
||||
//GetWorld()->GetFirstPlayerController()->InputComponent->BindAction("Interact", IE_Pressed, this, &ATempCharacter::KeyPressed);
|
||||
TraceDistance = 300;
|
||||
if (ThisCamera == nullptr)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
if (ThisCamera != nullptr)
|
||||
{
|
||||
ThisCamera->SetWorldLocation(OriginalCameraLocation);
|
||||
ThisCamera->SetWorldRotation(OriginalCameraRotation);
|
||||
ThisCamera->FieldOfView = OriginalCameraFOV;
|
||||
//ulog the originalcameralocation value
|
||||
UE_LOG(LogTemp, Display, TEXT("Original Camera Location: %s"), *OriginalCameraLocation.ToString());
|
||||
}
|
||||
}
|
||||
@ -192,7 +241,7 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
|
||||
if(Item)
|
||||
{
|
||||
Item->Use(this);
|
||||
Item->OnUse(this); //Blueprint Version
|
||||
Item->OnUse(this); //OnUse is a Blueprint Version
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -6,7 +6,7 @@
|
||||
#include "GameFramework/Character.h"
|
||||
#include "the_twilight_abyss/BaseItems/Items/BaseItem.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Kismet/KismetMathLibrary.h"
|
||||
#include "Engine/PostProcessVolume.h"
|
||||
#include "TempCharacter.generated.h"
|
||||
|
||||
UCLASS()
|
||||
@ -25,6 +25,12 @@ protected:
|
||||
void ForwardInput(float Axis);
|
||||
void RightMoveInput(float Axis);
|
||||
|
||||
UFUNCTION()
|
||||
void Sneak();
|
||||
|
||||
|
||||
UCapsuleComponent* PlayerCapsule;
|
||||
|
||||
public:
|
||||
// Called every frame
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
@ -80,5 +86,13 @@ public:
|
||||
|
||||
UPROPERTY(BlueprintReadWrite)
|
||||
bool disableTab = false;
|
||||
|
||||
|
||||
APostProcessVolume* PostProcessVolume;
|
||||
|
||||
TArray <AActor*> AIActors;
|
||||
|
||||
FName Enemy;
|
||||
|
||||
FName Ammo;
|
||||
|
||||
};
|
||||
|
BIN
UI designs/UI book design, map and bookmark.pur
Normal file
BIN
UI designs/UI book design, map and bookmark.pur
Normal file
Binary file not shown.
BIN
UI designs/book designs.psd
(Stored with Git LFS)
Normal file
BIN
UI designs/book designs.psd
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
UI designs/final designs of book.psd
(Stored with Git LFS)
Normal file
BIN
UI designs/final designs of book.psd
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
UI designs/game symbols designs.psd
(Stored with Git LFS)
Normal file
BIN
UI designs/game symbols designs.psd
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
UI designs/new book designs.psd
(Stored with Git LFS)
Normal file
BIN
UI designs/new book designs.psd
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
UI designs/sketchy symbols.psd
(Stored with Git LFS)
Normal file
BIN
UI designs/sketchy symbols.psd
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
UI designs/symbol for on the book.psd
(Stored with Git LFS)
Normal file
BIN
UI designs/symbol for on the book.psd
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
UI designs/symbols edited.psd
(Stored with Git LFS)
Normal file
BIN
UI designs/symbols edited.psd
(Stored with Git LFS)
Normal file
Binary file not shown.
277
UpgradeLog.htm
Normal file
277
UpgradeLog.htm
Normal file
@ -0,0 +1,277 @@
|
||||
<!DOCTYPE html>
|
||||
<!-- saved from url=(0014)about:internet -->
|
||||
<html xmlns:msxsl="urn:schemas-microsoft-com:xslt"><head><meta content="en-us" http-equiv="Content-Language" /><meta content="text/html; charset=utf-16" http-equiv="Content-Type" /><title _locID="ConversionReport0">
|
||||
Migration Report
|
||||
</title><style>
|
||||
/* Body style, for the entire document */
|
||||
body
|
||||
{
|
||||
background: #F3F3F4;
|
||||
color: #1E1E1F;
|
||||
font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
/* Header1 style, used for the main title */
|
||||
h1
|
||||
{
|
||||
padding: 10px 0px 10px 10px;
|
||||
font-size: 21pt;
|
||||
background-color: #E2E2E2;
|
||||
border-bottom: 1px #C1C1C2 solid;
|
||||
color: #201F20;
|
||||
margin: 0;
|
||||
font-weight: normal;
|
||||
}
|
||||
|
||||
/* Header2 style, used for "Overview" and other sections */
|
||||
h2
|
||||
{
|
||||
font-size: 18pt;
|
||||
font-weight: normal;
|
||||
padding: 15px 0 5px 0;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
/* Header3 style, used for sub-sections, such as project name */
|
||||
h3
|
||||
{
|
||||
font-weight: normal;
|
||||
font-size: 15pt;
|
||||
margin: 0;
|
||||
padding: 15px 0 5px 0;
|
||||
background-color: transparent;
|
||||
}
|
||||
|
||||
/* Color all hyperlinks one color */
|
||||
a
|
||||
{
|
||||
color: #1382CE;
|
||||
}
|
||||
|
||||
/* Table styles */
|
||||
table
|
||||
{
|
||||
border-spacing: 0 0;
|
||||
border-collapse: collapse;
|
||||
font-size: 10pt;
|
||||
}
|
||||
|
||||
table th
|
||||
{
|
||||
background: #E7E7E8;
|
||||
text-align: left;
|
||||
text-decoration: none;
|
||||
font-weight: normal;
|
||||
padding: 3px 6px 3px 6px;
|
||||
}
|
||||
|
||||
table td
|
||||
{
|
||||
vertical-align: top;
|
||||
padding: 3px 6px 5px 5px;
|
||||
margin: 0px;
|
||||
border: 1px solid #E7E7E8;
|
||||
background: #F7F7F8;
|
||||
}
|
||||
|
||||
/* Local link is a style for hyperlinks that link to file:/// content, there are lots so color them as 'normal' text until the user mouse overs */
|
||||
.localLink
|
||||
{
|
||||
color: #1E1E1F;
|
||||
background: #EEEEED;
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
.localLink:hover
|
||||
{
|
||||
color: #1382CE;
|
||||
background: #FFFF99;
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
/* Center text, used in the over views cells that contain message level counts */
|
||||
.textCentered
|
||||
{
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
/* The message cells in message tables should take up all avaliable space */
|
||||
.messageCell
|
||||
{
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
/* Padding around the content after the h1 */
|
||||
#content
|
||||
{
|
||||
padding: 0px 12px 12px 12px;
|
||||
}
|
||||
|
||||
/* The overview table expands to width, with a max width of 97% */
|
||||
#overview table
|
||||
{
|
||||
width: auto;
|
||||
max-width: 75%;
|
||||
}
|
||||
|
||||
/* The messages tables are always 97% width */
|
||||
#messages table
|
||||
{
|
||||
width: 97%;
|
||||
}
|
||||
|
||||
/* All Icons */
|
||||
.IconSuccessEncoded, .IconInfoEncoded, .IconWarningEncoded, .IconErrorEncoded
|
||||
{
|
||||
min-width:18px;
|
||||
min-height:18px;
|
||||
background-repeat:no-repeat;
|
||||
background-position:center;
|
||||
}
|
||||
|
||||
/* Success icon encoded */
|
||||
.IconSuccessEncoded
|
||||
{
|
||||
/* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
|
||||
/* [---XsltValidateInternal-Base64EncodedImage:IconSuccess#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
|
||||
background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAACXBIWXMAAA7EAAAOxAGVKw4bAAABcElEQVR4Xq2TsUsCURzHv15g8ZJcBWlyiYYgCIWcb9DFRRwMW5TA2c0/QEFwFkxxUQdxVlBwCYWOi6IhWgQhBLHJUCkhLr/BW8S7gvrAg+N+v8/v+x68Z8MGy+XSCyABQAXgBgHGALoASkIIDWSLeLBetdHryMjd5IxQPWT4rn1c/P7+xxp72Cs9m5SZ0Bq2vPnbPFafK2zDvmNHypdC0BPkLlQhxJsCAhQoZwdZU5mwxh720qGo8MzTxTTKZDPCx2HoVzp6lz0Q9tKhyx0kGs8Ny+TkWRKk8lCROwEduhyg9l/6lunOPSfmH3NUH6uQ0KHLAe7JYvJjevm+DAMGJHToKtigE+vwvIidxLamb8IBY9e+C5LiXREkfho3TSd06HJA13/oh6T51MTsfQbHrsMynQ5dDihFjiK8JJAU9AKIWTp76dCVN7HWHrajmUEGvyF9nkbAE6gLIS7kTUyuf2gscLoJrElZo/Mvj+nPz/kLTmfnEwP3tB0AAAAASUVORK5CYII=);
|
||||
}
|
||||
|
||||
/* Information icon encoded */
|
||||
.IconInfoEncoded
|
||||
{
|
||||
/* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
|
||||
/* [---XsltValidateInternal-Base64EncodedImage:IconInformation#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
|
||||
background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAABHElEQVR4Xs2TsUoDQRRF7wwoziokjZUKadInhdhukR9YP8DMX1hYW+QvdsXa/QHBbcXC7W0CamWTQnclFutceIQJwwaWNLlwm5k5d94M76mmaeCrrmsLYOocY12FcxZFUeozCqKqqgYA8uevv1H6VuPxcwlfk5N92KHBxfFeCSAxxswlYAW/Xr989x/mv9gkhtyMDhcAxgzRsp7flj8B/HF1RsMXq+NZMkopaHe7lbKxQUEIGbKsYNoGn969060hZBkQex/W8oRQwsQaW2o3Ago2SVcJUzAgY3N0lTCZZm+zPS8HB51gMmS1DEYyOz9acKO1D8JWTlafKIMxdhvlfdyT94Vv5h7P8Ky7nQzACmhvKq3zk3PjW9asz9D/1oigecsioooAAAAASUVORK5CYII=);
|
||||
}
|
||||
|
||||
/* Warning icon encoded */
|
||||
.IconWarningEncoded
|
||||
{
|
||||
/* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
|
||||
/* [---XsltValidateInternal-Base64EncodedImage:IconWarning#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
|
||||
background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAACXBIWXMAAA7EAAAOxAGVKw4bAAAAx0lEQVR4XpWSMQ7CMAxFf4xAyBMLCxMrO8dhaBcuwdCJS3RJBw7SA/QGTCxdWJgiQYWKXJWKIXHIlyw5lqr34tQgEOdcBsCOx5yZK3hCCKdYXneQkh4pEfqzLfu+wVDSyyzFoJjfz9NB+pAF+eizx2Vruts0k15mPgvS6GYvpVtQhB61IB/dk6AF6fS4Ben0uIX5odtFe8Q/eW1KvFeH4e8khT6+gm5B+t3juyDt7n0jpe+CANTd+oTUjN/U3yVaABnSUjFz/gFq44JaVSCXeQAAAABJRU5ErkJggg==);
|
||||
}
|
||||
|
||||
/* Error icon encoded */
|
||||
.IconErrorEncoded
|
||||
{
|
||||
/* Note: Do not delete the comment below. It is used to verify the correctness of the encoded image resource below before the product is released */
|
||||
/* [---XsltValidateInternal-Base64EncodedImage:IconError#Begin#background-image: url(data:image/png;base64,#Separator#);#End#] */
|
||||
background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAABQElEQVR4XqWTvUoEQRCE6wYPZUA80AfwAQz23uCMjA7MDRQEIzPBVEyNTQUFIw00vcQTTMzuAh/AxEQQT8HF/3G/oGGnEUGuoNnd6qoZuqltyKEsyzVJq5I6rnUp6SjGeGhESikzzlc1eL7opfuVbrqbU1Zw9NCgtQMaZpY0eNnaaL2fHusvTK5vKu7sjSS1Y4y3QUA6K3e3Mau5UFDyMP7tYF9o8cAHZv68vipoIJg971PZIZ5HiwdvYGGvFVFHmGmZ2MxwmQYPXubPl9Up0tfoMQGetXd6mRbvhBw+boZ6WF7Mbv1+GsHRk0fQmPAH1GfmZirbCfDJ61tw3Px8/8pZsPAG4jlVhcPgZ7adwNWBB68lkRQWFiTgFlbnLY3DGGM7izIJIyT/jjIvEJw6fdJTc6krDzh6aMwMP9bvDH4ADSsa9uSWVJkAAAAASUVORK5CYII=);
|
||||
}
|
||||
</style><script type="text/javascript" language="javascript">
|
||||
|
||||
// Startup
|
||||
// Hook up the the loaded event for the document/window, to linkify the document content
|
||||
var startupFunction = function() { linkifyElement("messages"); };
|
||||
|
||||
if(window.attachEvent)
|
||||
{
|
||||
window.attachEvent('onload', startupFunction);
|
||||
}
|
||||
else if (window.addEventListener)
|
||||
{
|
||||
window.addEventListener('load', startupFunction, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
document.addEventListener('load', startupFunction, false);
|
||||
}
|
||||
|
||||
// Toggles the visibility of table rows with the specified name
|
||||
function toggleTableRowsByName(name)
|
||||
{
|
||||
var allRows = document.getElementsByTagName('tr');
|
||||
for (i=0; i < allRows.length; i++)
|
||||
{
|
||||
var currentName = allRows[i].getAttribute('name');
|
||||
if(!!currentName && currentName.indexOf(name) == 0)
|
||||
{
|
||||
var isVisible = allRows[i].style.display == '';
|
||||
isVisible ? allRows[i].style.display = 'none' : allRows[i].style.display = '';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function scrollToFirstVisibleRow(name)
|
||||
{
|
||||
var allRows = document.getElementsByTagName('tr');
|
||||
for (i=0; i < allRows.length; i++)
|
||||
{
|
||||
var currentName = allRows[i].getAttribute('name');
|
||||
var isVisible = allRows[i].style.display == '';
|
||||
if(!!currentName && currentName.indexOf(name) == 0 && isVisible)
|
||||
{
|
||||
allRows[i].scrollIntoView(true);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Linkifies the specified text content, replaces candidate links with html links
|
||||
function linkify(text)
|
||||
{
|
||||
if(!text || 0 === text.length)
|
||||
{
|
||||
return text;
|
||||
}
|
||||
|
||||
// Find http, https and ftp links and replace them with hyper links
|
||||
var urlLink = /(http|https|ftp)\:\/\/[a-zA-Z0-9\-\.]+(:[a-zA-Z0-9]*)?\/?([a-zA-Z0-9\-\._\?\,\/\\\+&%\$#\=~;\{\}])*/gi;
|
||||
|
||||
return text.replace(urlLink, '<a href="$&">$&</a>') ;
|
||||
}
|
||||
|
||||
// Linkifies the specified element by ID
|
||||
function linkifyElement(id)
|
||||
{
|
||||
var element = document.getElementById(id);
|
||||
if(!!element)
|
||||
{
|
||||
element.innerHTML = linkify(element.innerHTML);
|
||||
}
|
||||
}
|
||||
|
||||
function ToggleMessageVisibility(projectName)
|
||||
{
|
||||
if(!projectName || 0 === projectName.length)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
toggleTableRowsByName("MessageRowClass" + projectName);
|
||||
toggleTableRowsByName('MessageRowHeaderShow' + projectName);
|
||||
toggleTableRowsByName('MessageRowHeaderHide' + projectName);
|
||||
}
|
||||
|
||||
function ScrollToFirstVisibleMessage(projectName)
|
||||
{
|
||||
if(!projectName || 0 === projectName.length)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// First try the 'Show messages' row
|
||||
if(!scrollToFirstVisibleRow('MessageRowHeaderShow' + projectName))
|
||||
{
|
||||
// Failed to find a visible row for 'Show messages', try an actual message row
|
||||
scrollToFirstVisibleRow('MessageRowClass' + projectName);
|
||||
}
|
||||
}
|
||||
</script></head><body><h1 _locID="ConversionReport">
|
||||
Migration Report - </h1><div id="content"><h2 _locID="OverviewTitle">Overview</h2><div id="overview"><table><tr><th></th><th _locID="ProjectTableHeader">Project</th><th _locID="PathTableHeader">Path</th><th _locID="ErrorsTableHeader">Errors</th><th _locID="WarningsTableHeader">Warnings</th><th _locID="MessagesTableHeader">Messages</th></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#the_twilight_abyss">the_twilight_abyss</a></strong></td><td>Intermediate\ProjectFiles\the_twilight_abyss.vcxproj</td><td class="textCentered"><a href="#the_twilight_abyssError">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconErrorEncoded" /><td><strong><a href="#UE5">UE5</a></strong></td><td>Intermediate\ProjectFiles\UE5.vcxproj</td><td class="textCentered"><a href="#UE5Error">1</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Engine">Engine</a></strong></td><td>Engine</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Games">Games</a></strong></td><td>Games</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Visualizers">Visualizers</a></strong></td><td>Visualizers</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Solution"><span _locID="OverviewSolutionSpan">Solution</span></a></strong></td><td>the_twilight_abyss.sln</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#" onclick="ScrollToFirstVisibleMessage('Solution'); return false;">1</a></td></tr></table></div><h2 _locID="SolutionAndProjectsTitle">Solution and projects</h2><div id="messages"><a name="the_twilight_abyss" /><h3>the_twilight_abyss</h3><table><tr id="the_twilight_abyssHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr name="ErrorRowClassthe_twilight_abyss"><td class="IconErrorEncoded"><a name="the_twilight_abyssError" /></td><td class="messageCell"><strong>Intermediate\ProjectFiles\the_twilight_abyss.vcxproj:
|
||||
</strong><span>The application which this project type is based on was not found. Please try this link for further information: 8bc9ceb8-8b4a-11d0-8d11-00a0c91bc942</span></td></tr></table><a name="UE5" /><h3>UE5</h3><table><tr id="UE5HeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr name="ErrorRowClassUE5"><td class="IconErrorEncoded"><a name="UE5Error" /></td><td class="messageCell"><strong>Intermediate\ProjectFiles\UE5.vcxproj:
|
||||
</strong><span>The application which this project type is based on was not found. Please try this link for further information: 8bc9ceb8-8b4a-11d0-8d11-00a0c91bc942</span></td></tr></table><a name="Engine" /><h3>Engine</h3><table><tr id="EngineHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr><td class="IconInfoEncoded" /><td class="messageCell" _locID="NoMessagesRow">Engine logged no messages.
|
||||
</td></tr></table><a name="Games" /><h3>Games</h3><table><tr id="GamesHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr><td class="IconInfoEncoded" /><td class="messageCell" _locID="NoMessagesRow">Games logged no messages.
|
||||
</td></tr></table><a name="Visualizers" /><h3>Visualizers</h3><table><tr id="VisualizersHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr><td class="IconInfoEncoded" /><td class="messageCell" _locID="NoMessagesRow">Visualizers logged no messages.
|
||||
</td></tr></table><a name="Solution" /><h3 _locID="ProjectDisplayNameHeader">Solution</h3><table><tr id="SolutionHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr name="MessageRowHeaderShowSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="ShowAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
|
||||
Show 1 additional messages
|
||||
</a></td></tr><tr name="MessageRowClassSolution" style="display: none"><td class="IconInfoEncoded"><a name="SolutionMessage" /></td><td class="messageCell"><strong>the_twilight_abyss.sln:
|
||||
</strong><span>The solution file does not require migration.</span></td></tr><tr style="display: none" name="MessageRowHeaderHideSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="HideAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
|
||||
Hide 1 additional messages
|
||||
</a></td></tr></table></div></div></body></html>
|
Loading…
Reference in New Issue
Block a user