Updated Combat to Centre Cursor
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@ -36,6 +36,8 @@ ATurnBaseCombatV2::ATurnBaseCombatV2()
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void ATurnBaseCombatV2::StartCombat(AActor* Enemy)
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{
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if (Enemy == nullptr) return;
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const FVector2D ViewportSize = FVector2D(GEngine->GameViewport->Viewport->GetSizeXY());
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GetWorld()->GetFirstPlayerController()->SetMouseLocation(ViewportSize.X / 2, ViewportSize.Y / 2);
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bIsInCombat = true;
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UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(Enemy->GetInstigatorController())->GetBlackboardComponent();
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if (!HasSeenTutorial)
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@ -100,6 +102,8 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy)
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void ATurnBaseCombatV2::EndCombat()
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{
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const FVector2D ViewportSize = FVector2D(GEngine->GameViewport->Viewport->GetSizeXY());
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GetWorld()->GetFirstPlayerController()->SetMouseLocation(ViewportSize.X / 2, ViewportSize.Y / 2);
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bEnemyHasExtraTurn = false;
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bPlayerHasExtraTurn = false;
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bIsInCombat = false;
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@ -126,6 +130,8 @@ void ATurnBaseCombatV2::EndCombat()
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void ATurnBaseCombatV2::BeginPlay()
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{
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Super::BeginPlay();
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const FVector2D ViewportSize = FVector2D(GEngine->GameViewport->Viewport->GetSizeXY());
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GetWorld()->GetFirstPlayerController()->SetMouseLocation(ViewportSize.X / 2, ViewportSize.Y / 2);
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TArray<AActor*> AllCharacterActorsInScene;
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@ -303,7 +309,6 @@ void ATurnBaseCombatV2::DamageEnemy(int Damage, FString DamageType)
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void ATurnBaseCombatV2::UpdateProgressBars() const
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{
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//PlayerHealthBar->SetPercent(*PlayerHealth / 100.0f);
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EnemyHealthBar->SetPercent(*EnemyHealth / 100.0f);
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}
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@ -519,4 +524,3 @@ void ATurnBaseCombatV2::EnemyTurn()
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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ToggleButtons();
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}
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