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b/Environment/TutorialAssets/Materials/Book_Open_low_Book_Open_OcclusionRoughnessMetallic.png new file mode 100644 index 0000000..6794970 --- /dev/null +++ b/Environment/TutorialAssets/Materials/Book_Open_low_Book_Open_OcclusionRoughnessMetallic.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2a4f31e44d2ecff212be938cf0f2bcea3b0146ec182c193e2feeed0c5cdf3827 +size 392820 diff --git a/Environment/TutorialAssets/Materials/Lamp_low_lamp_BaseColor.png b/Environment/TutorialAssets/Materials/Lamp_low_lamp_BaseColor.png new file mode 100644 index 0000000..94261a8 --- /dev/null +++ b/Environment/TutorialAssets/Materials/Lamp_low_lamp_BaseColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3fc8effc493cc49b408369a3fa6110e646eefd3b6474e39fe149c5e34531368e +size 2286940 diff --git a/Environment/TutorialAssets/Materials/Lamp_low_lamp_Emissive.png b/Environment/TutorialAssets/Materials/Lamp_low_lamp_Emissive.png new file mode 100644 index 0000000..8ca852b --- /dev/null +++ b/Environment/TutorialAssets/Materials/Lamp_low_lamp_Emissive.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e69446b8ab46f2f1fe80541d02ee8e081f21c7bc6fd4b245ef21d60d745f0c11 +size 550968 diff --git a/Environment/TutorialAssets/Materials/Lamp_low_lamp_Normal.png b/Environment/TutorialAssets/Materials/Lamp_low_lamp_Normal.png new file mode 100644 index 0000000..74cd4e2 --- /dev/null +++ b/Environment/TutorialAssets/Materials/Lamp_low_lamp_Normal.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bfa0c87f611f72237b24af81675f7fcc7ec481c1ed3ab411e6f7482b62f7a5a9 +size 1015791 diff --git a/Environment/TutorialAssets/Materials/Lamp_low_lamp_OcclusionRoughnessMetallic.png b/Environment/TutorialAssets/Materials/Lamp_low_lamp_OcclusionRoughnessMetallic.png new file mode 100644 index 0000000..81fd4a6 --- /dev/null +++ b/Environment/TutorialAssets/Materials/Lamp_low_lamp_OcclusionRoughnessMetallic.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3e7e39424b71efdc9959e05c0daf93bd56986a139744d9ce753ec005a0942b57 +size 4210155 diff --git a/Environment/TutorialAssets/TutorialAssets.mb b/Environment/TutorialAssets/TutorialAssets.mb new file mode 100644 index 0000000..f3d02e3 --- /dev/null +++ b/Environment/TutorialAssets/TutorialAssets.mb @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3c44c8f25b3034e5b626dd349d90a1586635d9339dbfa97ae1a221c33086a10c +size 21438024 diff --git a/Environment/WoodenSign.fbx b/Environment/WoodenSign.fbx new file mode 100644 index 0000000..00e0705 --- /dev/null +++ b/Environment/WoodenSign.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3459d6fbb368f0acc20f73b5db854e2ea0b2b8601421875d8c529aeefa254236 +size 933964 diff --git a/Environment/WoodenSign.glb b/Environment/WoodenSign.glb new file mode 100644 index 0000000..a1b47f9 Binary files /dev/null and b/Environment/WoodenSign.glb differ diff --git a/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h b/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h index 613c763..5072b7b 100644 --- a/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h +++ b/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h @@ -54,7 +54,16 @@ public: bool isDamageBuffItem; UPROPERTY(EditAnywhere, Category = "Item") - bool isAmmoItemType; + bool isProbertiumType; + + UPROPERTY(EditAnywhere, Category = "Item") + bool isEisType; + + UPROPERTY(EditAnywhere, Category = "Item") + bool isAzosType; + + UPROPERTY(EditAnywhere, Category = "Item") + bool isIroquoidType; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item") int32 StackCount = 1; diff --git a/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp b/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp index 0d0098d..b47c565 100644 --- a/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp +++ b/Source/the_twilight_abyss/BaseItems/Items/EatableItems.cpp @@ -29,6 +29,7 @@ void UEatableItems::Use(ATempCharacter* Character) else if (Character->Health >= 100) { UE_LOG(LogTemp, Display, TEXT("Health is full")); + GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Health is full")); } } @@ -39,18 +40,48 @@ void UEatableItems::Use(ATempCharacter* Character) Character->Inventory->RemoveItem(this); } - if (isAmmoItemType) + if (isProbertiumType) { TurnBaseCombat = GetWorld()->GetGameState(); - if (TurnBaseCombat->ProbertiumResource > 10) + if (TurnBaseCombat->ProbertiumResource < 10) { + UE_LOG(LogTemp, Warning, TEXT("Probertium eaten")); TurnBaseCombat->ProbertiumResource += 5; + Character->Inventory->RemoveItem(this); } - if (TurnBaseCombat->EisResource > 10) + } + + if (isEisType) + { + TurnBaseCombat = GetWorld()->GetGameState(); + if (TurnBaseCombat->EisResource < 10) { + UE_LOG(LogTemp, Warning, TEXT("Eis eaten")); TurnBaseCombat->EisResource += 5; + Character->Inventory->RemoveItem(this); + } + } + + if (isAzosType) + { + TurnBaseCombat = GetWorld()->GetGameState(); + if (TurnBaseCombat->AzosResource < 10) + { + UE_LOG(LogTemp, Warning, TEXT("Azos eaten")); + TurnBaseCombat->AzosResource += 5; + Character->Inventory->RemoveItem(this); + } + } + + if (isIroquoidType) + { + TurnBaseCombat = GetWorld()->GetGameState(); + if (TurnBaseCombat->IroquoidResource < 10) + { + UE_LOG(LogTemp, Warning, TEXT("Iroq eaten")); + TurnBaseCombat->IroquoidResource += 5; + Character->Inventory->RemoveItem(this); } - Character->Inventory->RemoveItem(this); } } } diff --git a/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp b/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp index db464e5..4630d66 100644 --- a/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp +++ b/Source/the_twilight_abyss/Dialogue/DialogueNPC.cpp @@ -29,23 +29,45 @@ void UDialogueNPC::BeginPlay() DialogueText = Cast(DialogueWidgetInstance->GetWidgetFromName("Text_Dialogue")); NextButton = Cast(DialogueWidgetInstance->GetWidgetFromName("Button_Next")); NextButton->OnClicked.AddDynamic(this, &UDialogueNPC::NextDialogue); + NPCPortraitImage = Cast(DialogueWidgetInstance->GetWidgetFromName("Image_Portrait")); + if (IsValid(NPCPortrait)) NPCPortraitImage->SetBrushFromTexture(NPCPortrait); + + Choice1Button = Cast(DialogueWidgetInstance->GetWidgetFromName("Button_Choice1")); + Choice1Button->OnClicked.AddDynamic(this, &UDialogueNPC::Choice1); + Choice2Button = Cast(DialogueWidgetInstance->GetWidgetFromName("Button_Choice2")); + Choice2Button->OnClicked.AddDynamic(this, &UDialogueNPC::Choice2); + Choice3Button = Cast(DialogueWidgetInstance->GetWidgetFromName("Button_Choice3")); + Choice3Button->OnClicked.AddDynamic(this, &UDialogueNPC::Choice3); + Choice1Text = Cast(DialogueWidgetInstance->GetWidgetFromName("Text_Choice1")); + Choice2Text = Cast(DialogueWidgetInstance->GetWidgetFromName("Text_Choice2")); + Choice3Text = Cast(DialogueWidgetInstance->GetWidgetFromName("Text_Choice3")); } void UDialogueNPC::NextDialogue() { //Dialogue Skip - if (CurrentDialogue.Len() < CurrentDialoguePath[DialogueIndex].Len()) + if (CurrentDialogue.Len() < CurrentDialogueStringPath[DialogueIndex].Len()) { - CurrentDialogue = CurrentDialoguePath[DialogueIndex]; + CurrentDialogue = CurrentDialogueStringPath[DialogueIndex]; DialogueText->SetText(FText::FromString(CurrentDialogue)); return; } DialogueIndex++; - if (DialogueIndex >= CurrentDialoguePath.Num()) + if (DialogueIndex >= CurrentDialogueStringPath.Num()) { - EndDialogue(); + if (CurrentDialoguePath->Choices.IsEmpty()) + { + EndDialogue(); + return; + } + GetWorld()->GetTimerManager().PauseTimer(TextAnimationTimerHandle); + DialogueText->SetText(FText::FromString("")); + Choice1Button->SetVisibility(ESlateVisibility::Visible); + Choice2Button->SetVisibility(ESlateVisibility::Visible); + if (Choice3Text->GetText().ToString() != "") Choice3Button->SetVisibility(ESlateVisibility::Visible); + NextButton->SetVisibility(ESlateVisibility::Hidden); return; } CurrentDialogue = ""; @@ -53,11 +75,11 @@ void UDialogueNPC::NextDialogue() void UDialogueNPC::NextCharacter() { - if (DialogueIndex >= CurrentDialoguePath.Num()) return; + if (DialogueIndex >= CurrentDialogueStringPath.Num()) return; - if (CurrentDialogue.Len() < CurrentDialoguePath[DialogueIndex].Len()) + if (CurrentDialogue.Len() < CurrentDialogueStringPath[DialogueIndex].Len()) { - CurrentDialogue.AppendChar(CurrentDialoguePath[DialogueIndex][CurrentDialogue.Len()]); + CurrentDialogue.AppendChar(CurrentDialogueStringPath[DialogueIndex][CurrentDialogue.Len()]); DialogueText->SetText(FText::FromString(CurrentDialogue)); } } @@ -72,6 +94,12 @@ void UDialogueNPC::TickComponent(float DeltaTime, ELevelTick TickType, FActorCom void UDialogueNPC::StartDialogue() { + if (IsValid(RootDialoguePath)) CurrentDialogueStringPath = RootDialoguePath->Dialogue; + if (CurrentDialogueStringPath.IsEmpty()) + { + UE_LOG(LogTemp, Warning, TEXT("Dialogue Path is Empty")); + return; + } //Disable Character Movement if (ACharacter* PlayerCharacter = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())) { @@ -82,11 +110,16 @@ void UDialogueNPC::StartDialogue() PlayerController->SetInputMode(FInputModeUIOnly()); PlayerController->bShowMouseCursor = true; + Choice1Button->SetVisibility(ESlateVisibility::Hidden); + Choice2Button->SetVisibility(ESlateVisibility::Hidden); + Choice3Button->SetVisibility(ESlateVisibility::Hidden); + DialogueText->SetText(FText::FromString("")); DialogueWidgetInstance->AddToViewport(); - DialogueIndex = 1; NPCNameText->SetText(FText::FromString(NPCName)); + DialogueIndex = 0; CurrentDialogue = ""; - CurrentDialoguePath = DialoguePaths[0].Dialogue; + CurrentDialoguePath = RootDialoguePath; + CurrentDialogueStringPath = RootDialoguePath->Dialogue; GetWorld()->GetTimerManager().SetTimer(TextAnimationTimerHandle, this, &UDialogueNPC::NextCharacter, TextAnimationSpeed, true); } @@ -106,42 +139,67 @@ void UDialogueNPC::EndDialogue() PlayerController->bShowMouseCursor = false; } -FDialoguePath UDialogueNPC::CreateRootDialoguePath() +UDialoguePath* UDialogueNPC::CreateRootDialoguePath() { - return FDialoguePath(); + RootDialoguePath = NewObject(); + return RootDialoguePath; } -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) +UDialoguePath* UDialogueNPC::AddDialogue(UDialoguePath* DialoguePath, FText TextInput) { if (TextInput.IsEmpty()) return DialoguePath; - DialoguePath.Dialogue.Add(TextInput.ToString()); + DialoguePath->Dialogue.Add(TextInput.ToString()); return DialoguePath; } -void UDialogueNPC::GetFinalDialogue(TArray DialogueArray) +void UDialogueNPC::AddChoices(UDialoguePath* ParentPath, FText ChoiceText1, FText ChoiceText2, FText ChoiceText3, UDialoguePath*& Out_ChoicePath1, UDialoguePath*& Out_ChoicePath2, UDialoguePath*& Out_ChoicePath3) { - DialoguePaths.Add(FDialoguePath(DialogueArray)); + ParentPath->Choices.Add(NewObject()); + ParentPath->Choices.Add(NewObject()); + ParentPath->Choices.Add(NewObject()); + Out_ChoicePath1 = ParentPath->Choices[0]; + Out_ChoicePath2 = ParentPath->Choices[1]; + Out_ChoicePath3 = ParentPath->Choices[2]; + Choice1Text->SetText(ChoiceText1); + Choice2Text->SetText(ChoiceText2); + Choice3Text->SetText(ChoiceText3); +} + +void UDialogueNPC::Choice1() +{ + CurrentDialoguePath = CurrentDialoguePath->Choices[0]; + DialogueIndex = 0; + CurrentDialogue = ""; + CurrentDialogueStringPath = CurrentDialoguePath->Dialogue; + GetWorld()->GetTimerManager().UnPauseTimer(TextAnimationTimerHandle); + Choice1Button->SetVisibility(ESlateVisibility::Hidden); + Choice2Button->SetVisibility(ESlateVisibility::Hidden); + Choice3Button->SetVisibility(ESlateVisibility::Hidden); + NextButton->SetVisibility(ESlateVisibility::Visible); +} + +void UDialogueNPC::Choice2() +{ + CurrentDialoguePath = CurrentDialoguePath->Choices[1]; + DialogueIndex = 0; + CurrentDialogue = ""; + CurrentDialogueStringPath = CurrentDialoguePath->Dialogue; + GetWorld()->GetTimerManager().UnPauseTimer(TextAnimationTimerHandle); + Choice1Button->SetVisibility(ESlateVisibility::Hidden); + Choice2Button->SetVisibility(ESlateVisibility::Hidden); + Choice3Button->SetVisibility(ESlateVisibility::Hidden); + NextButton->SetVisibility(ESlateVisibility::Visible); +} + +void UDialogueNPC::Choice3() +{ + CurrentDialoguePath = CurrentDialoguePath->Choices[2]; + DialogueIndex = 0; + CurrentDialogue = ""; + CurrentDialogueStringPath = CurrentDialoguePath->Dialogue; + GetWorld()->GetTimerManager().UnPauseTimer(TextAnimationTimerHandle); + Choice1Button->SetVisibility(ESlateVisibility::Hidden); + Choice2Button->SetVisibility(ESlateVisibility::Hidden); + Choice3Button->SetVisibility(ESlateVisibility::Hidden); + NextButton->SetVisibility(ESlateVisibility::Visible); } diff --git a/Source/the_twilight_abyss/Dialogue/DialogueNPC.h b/Source/the_twilight_abyss/Dialogue/DialogueNPC.h index 4b6f2f9..4ceda47 100644 --- a/Source/the_twilight_abyss/Dialogue/DialogueNPC.h +++ b/Source/the_twilight_abyss/Dialogue/DialogueNPC.h @@ -6,38 +6,20 @@ #include "Components/ActorComponent.h" #include "Components/Button.h" #include "Components/TextBlock.h" +#include "Components/Image.h" #include "DialogueNPC.generated.h" -UENUM(BlueprintType) -enum class EChoices : uint8 -{ - Choice1 UMETA(DisplayName="Choice 1"), - Choice2 UMETA(DisplayName="Choice 2"), - Choice3 UMETA(DisplayName="Choice 3"), -}; - -USTRUCT(BlueprintType) -struct FDialoguePath +UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) +class UDialoguePath : public UObject { GENERATED_BODY() - UPROPERTY() +public: + UPROPERTY(BlueprintReadWrite) TArray Dialogue; - FDialoguePath() - { - Dialogue.Add("#ROOT"); - } - - FDialoguePath(FString Id) - { - Dialogue.Add(Id); - } - - explicit FDialoguePath(TArray Dialogue) - { - this->Dialogue = Dialogue; - } + UPROPERTY(BlueprintReadWrite) + TArray Choices; }; UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) @@ -51,11 +33,15 @@ public: UPROPERTY(EditAnywhere) FString NPCName; - - UPROPERTY() - TArray DialoguePaths; - TArray CurrentDialoguePath; + UPROPERTY() + UDialoguePath* RootDialoguePath; + UPROPERTY() + UDialoguePath* CurrentDialoguePath; + TArray CurrentDialogueStringPath; + + UPROPERTY(EditAnywhere) + UTexture2D* NPCPortrait; UPROPERTY(EditAnywhere) float TextAnimationSpeed = 0.05f; @@ -70,13 +56,26 @@ protected: private: UPROPERTY() UUserWidget* DialogueWidgetInstance; - - UPROPERTY() - UTextBlock* NPCNameText; + UPROPERTY() + UTextBlock* NPCNameText; UPROPERTY() UTextBlock* DialogueText; - + UPROPERTY() + UImage* NPCPortraitImage; + UPROPERTY() + UButton* Choice1Button; + UPROPERTY() + UButton* Choice2Button; + UPROPERTY() + UButton* Choice3Button; + UPROPERTY() + UTextBlock* Choice1Text; + UPROPERTY() + UTextBlock* Choice2Text; + UPROPERTY() + UTextBlock* Choice3Text; + UPROPERTY() UButton* NextButton; @@ -100,21 +99,19 @@ public: UFUNCTION(BlueprintCallable) void EndDialogue(); - UFUNCTION(BlueprintPure) - 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) + UDialoguePath* CreateRootDialoguePath(); UFUNCTION(BlueprintCallable) - void GetFinalDialogue(TArray DialogueArray); + UDialoguePath* AddDialogue(UDialoguePath* DialoguePath, FText TextInput); + UFUNCTION(BlueprintCallable) + void AddChoices(UDialoguePath* ParentPath, FText ChoiceText1, FText ChoiceText2, FText ChoiceText3, + UDialoguePath*& ChoicePath1, UDialoguePath*& ChoicePath2, UDialoguePath*& ChoicePath3); + + UFUNCTION() + void Choice1(); + UFUNCTION() + void Choice2(); + UFUNCTION() + void Choice3(); }; diff --git a/Source/the_twilight_abyss/MerchantInteraction/Interaction.cpp b/Source/the_twilight_abyss/MerchantInteraction/Interaction.cpp index beaad39..7d152ac 100644 --- a/Source/the_twilight_abyss/MerchantInteraction/Interaction.cpp +++ b/Source/the_twilight_abyss/MerchantInteraction/Interaction.cpp @@ -40,8 +40,8 @@ void AInteraction::BeginPlay() //Item Selector refs ItemSelectorWidget = CreateWidget(GetWorld(), ItemSelector); - ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden); ItemSelectorWidget->AddToViewport(); + ItemSelectorWidget->SetVisibility(ESlateVisibility::Hidden); //We are getting the property of interaction since we need a reference for when we cast in BP and we need the reference to be self Property = ItemSelectorWidget->GetClass()->FindPropertyByName("publicActor"); @@ -120,6 +120,7 @@ void AInteraction::RemoveWidget() else { ItemSelectorWidget->SetVisibility(ESlateVisibility::Visible); + ItemSelectorWidget->SetRenderOpacity(1); bisDisabled = false; } } diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp index f7c14ed..f45d69a 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp @@ -28,6 +28,11 @@ ATempCharacter::ATempCharacter() void ATempCharacter::BeginPlay() { Super::BeginPlay(); + + FirstPlayerController = GetWorld()->GetFirstPlayerController(); + CombatSystem = Cast(GetWorld()->GetGameState()); + WidgetPointer = Cast(this->GetComponentByClass(UWidgetInteractionComponent::StaticClass())); + Health = 100; ThisCamera = Cast(this->FindComponentByClass()); PlayerCapsule = GetCapsuleComponent(); @@ -39,9 +44,22 @@ void ATempCharacter::BeginPlay() PostProcessVolume = Cast(AllActorsInScene[0]); } Enemy = TEXT("Enemy"); - UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors); + //UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors); Ammo = TEXT("Ammo"); NoiseEmitter = Cast(this->FindComponentByClass(UPawnNoiseEmitterComponent::StaticClass())); + + //Widget Refs + CrossHairWidget = CreateWidget(GetWorld(), CrossHairSub); + CrossHairWidget->SetVisibility(ESlateVisibility::Visible); + CrossHairWidget->AddToViewport(); + + // ImportantStatsWidget = CreateWidget(GetWorld(), ImportantStatsSub); + // ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible); + // ImportantStatsWidget->AddToViewport(); + + MainMenuWidget = CreateWidget(GetWorld(), MainMenuSub); + MainMenuWidget->SetVisibility(ESlateVisibility::Hidden); + MainMenuWidget->AddToViewport(); } //Binds the input we made in the setup player component to the forward vector @@ -66,36 +84,32 @@ void ATempCharacter::Sneak() UnCrouch(); isInStealth = false; if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.0f; - for (AActor* Actor : AIActors) - { - USphereComponent* SphereComponent = Actor->FindComponentByClass(); - if (IsValid(SphereComponent)) - { - SphereComponent->SetSphereRadius(40.0f); //default value - } - } } else { Crouch(); isInStealth = true; - for (AActor* Actor : AIActors) - { - USphereComponent* SphereComponent = Actor->FindComponentByClass(); - if (IsValid(SphereComponent)) - { - SphereComponent->SetSphereRadius(5.0f); - } - } if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.8f; } } +void ATempCharacter::ResetWidgetPointer() const +{ + WidgetPointer->SetWorldLocationAndRotation(FVector(0, 0, 0), FRotator(0, 0, 0).Quaternion()); +} + // Called every frame void ATempCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); + if (CombatSystem->bIsInCombat) + { + FVector VectorRotation; + FVector WidgetLocation; + FirstPlayerController->DeprojectMousePositionToWorld(WidgetLocation, VectorRotation); + WidgetPointer->SetWorldLocationAndRotation(WidgetLocation, VectorRotation.Rotation().Quaternion()); + } } // Gives the character the functionality @@ -179,7 +193,7 @@ void ATempCharacter::LineTraceLogic() } else { - DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f); + //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()); @@ -206,6 +220,10 @@ void ATempCharacter::InputDisabler() { PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController()); } + //TURNING OFF CROSSHAIR + + CrossHairWidget->SetVisibility(ESlateVisibility::Hidden); + //Set to UI Mode Only APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); PlayerController->SetInputMode(FInputModeUIOnly()); @@ -254,9 +272,21 @@ void ATempCharacter::UseItem(class UBaseItem* Item) } } -void ATempCharacter::BuyItem() +void ATempCharacter::BuyItem(AActor* Item) { - UE_LOG(LogTemp, Display, TEXT("BUY ITEM FIRING")); - TraceDistance = 1000; - LineTraceLogic(); + UE_LOG(LogTemp, Display, TEXT("Hit Merchant")); + auto ItemArray = Item->FindComponentByClass()->GetItem(0); + if (GoldBalance <= 0) + { + UE_LOG(LogTemp, Display, TEXT("Not Enough Gold")); + } + else if (GoldBalance >= ItemArray->ItemCostPrice) + { + GoldBalance -= ItemArray->ItemCostPrice; + Inventory->AddItem(ItemArray); + UE_LOG(LogTemp, Display, TEXT("Item Purchased")); + } + // UE_LOG(LogTemp, Display, TEXT("BUY ITEM FIRING")); + // TraceDistance = 1000; + // LineTraceLogic(); } diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h index b27002d..3463954 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h @@ -7,6 +7,8 @@ #include "the_twilight_abyss/BaseItems/Items/BaseItem.h" #include "Camera/CameraComponent.h" #include "Engine/PostProcessVolume.h" +#include "Components/WidgetInteractionComponent.h" +#include "../TurnBasedCombatV2/TurnBaseCombatV2.h" #include "TempCharacter.generated.h" UCLASS() @@ -17,6 +19,7 @@ class THE_TWILIGHT_ABYSS_API ATempCharacter : public ACharacter public: // Sets default values for this character's properties ATempCharacter(); + void ResetWidgetPointer() const; protected: // Called when the game starts or when spawned @@ -29,6 +32,12 @@ protected: void Sneak(); UCapsuleComponent* PlayerCapsule; + UPROPERTY() + APlayerController* FirstPlayerController; + UPROPERTY() + UWidgetInteractionComponent* WidgetPointer; + UPROPERTY() + ATurnBaseCombatV2* CombatSystem; public: // Called every frame @@ -36,17 +45,15 @@ public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true")) class UInventoryComponent* Inventory; //Using the InventoryComponent class - - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets") - UUserWidget* ItemSelectorWidget; - + + // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; void KeyPressed(); UPROPERTY(EditAnyWhere) - float TraceDistance = 300; + float TraceDistance = 500; void InputDisabler(); void LineTraceLogic(); @@ -80,7 +87,7 @@ public: int OriginalCameraFOV; UFUNCTION(BlueprintCallable, Category= "Items") - void BuyItem(); + void BuyItem(AActor* Item); bool bShopKeeperText = false; @@ -100,6 +107,26 @@ public: bool isInStealth = false; + UPROPERTY() + UUserWidget* ImportantStatsWidget; + + UPROPERTY() + UUserWidget* CrossHairWidget; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets") UUserWidget* ImportantStats; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets") + UUserWidget* MainMenuWidget; + + UPROPERTY(EditAnywhere, Category= "Widgets") + TSubclassOf ImportantStatsSub; + + UPROPERTY(EditAnywhere, Category= "Widgets") + TSubclassOf MainMenuSub; + + UPROPERTY(EditAnywhere, Category= "Widgets") + TSubclassOf CrossHairSub; + + }; diff --git a/Source/the_twilight_abyss/Quest/FWorldState.h b/Source/the_twilight_abyss/Quest/FWorldState.h new file mode 100644 index 0000000..a8bd535 Binary files /dev/null and b/Source/the_twilight_abyss/Quest/FWorldState.h differ diff --git a/Source/the_twilight_abyss/Quest/Quest.cpp b/Source/the_twilight_abyss/Quest/Quest.cpp new file mode 100644 index 0000000..ff166ae --- /dev/null +++ b/Source/the_twilight_abyss/Quest/Quest.cpp @@ -0,0 +1,20 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Quest.h" + +bool UQuest::CheckConditions(FJsonObject WorldState) +{ + if (Conditions.Values.IsEmpty()) return true; + return false; +} + +bool UQuest::CheckPreConditions(FJsonObject WorldState) +{ + if (PreConditions.Values.IsEmpty()) return true; + return false; +} + +void UQuest::ApplyRewards() +{ +} diff --git a/Source/the_twilight_abyss/Quest/Quest.h b/Source/the_twilight_abyss/Quest/Quest.h new file mode 100644 index 0000000..acfa2b4 --- /dev/null +++ b/Source/the_twilight_abyss/Quest/Quest.h @@ -0,0 +1,31 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" +#include "../PlayerTemp/TempCharacter.h" +#include "Quest.generated.h" + +/** + * + */ +UCLASS() +class THE_TWILIGHT_ABYSS_API UQuest : public UObject +{ + GENERATED_BODY() +public: + FText Title; + FText Description; + FString QuestLine; + UQuest* ParentQuest; + FJsonObject Conditions; + FJsonObject PreConditions; + + //TODO: Rewards + + bool CheckConditions(FJsonObject WorldState); + bool CheckPreConditions(FJsonObject WorldState); + void ApplyRewards(); + //TODO: CreateQuest +}; diff --git a/Source/the_twilight_abyss/Quest/QuestSystem.cpp b/Source/the_twilight_abyss/Quest/QuestSystem.cpp new file mode 100644 index 0000000..828bce0 --- /dev/null +++ b/Source/the_twilight_abyss/Quest/QuestSystem.cpp @@ -0,0 +1,52 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "QuestSystem.h" + + +// Sets default values for this component's properties +UQuestSystem::UQuestSystem() +{ + // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features + // off to improve performance if you don't need them. + PrimaryComponentTick.bCanEverTick = true; + + static ConstructorHelpers::FClassFinder QuestWidgetClass(TEXT("/Game/Blueprints/Quest_UI/Quest_UI")); + QuestWidget = QuestWidgetClass.Class; +} + + +// Called when the game starts +void UQuestSystem::BeginPlay() +{ + Super::BeginPlay(); + + +} + + +// Called every frame +void UQuestSystem::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) +{ + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); + +} + +void UQuestSystem::CheckActiveQuestConditions() +{ + for (UQuest* Quest : ActiveQuests) + { + if (Quest->CheckConditions(GetWorldState())) + { + CompletedQuests.Add(Quest); + Quest->ApplyRewards(); + } + } +} + +FJsonObject UQuestSystem::GetWorldState() +{ + FJsonObject WorldState = FJsonObject(); + return WorldState; +} + diff --git a/Source/the_twilight_abyss/Quest/QuestSystem.h b/Source/the_twilight_abyss/Quest/QuestSystem.h new file mode 100644 index 0000000..d105bf4 --- /dev/null +++ b/Source/the_twilight_abyss/Quest/QuestSystem.h @@ -0,0 +1,40 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Components/ActorComponent.h" +#include "Components/TextBlock.h" +#include "Blueprint/UserWidget.h" +#include "Quest.h" +#include "QuestSystem.generated.h" + +UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) +class THE_TWILIGHT_ABYSS_API UQuestSystem : public UActorComponent +{ + GENERATED_BODY() + +public: + // Sets default values for this component's properties + UQuestSystem(); + + TArray ActiveQuests; + TArray CompletedQuests; + TArray CompletedQuestLines; + TMap QuestFlags; + +protected: + // Called when the game starts + virtual void BeginPlay() override; + + UPROPERTY() + TSubclassOf QuestWidget; + + FJsonObject WorldStateJsonTemplate; + +public: + // Called every frame + virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + void CheckActiveQuestConditions(); + FJsonObject GetWorldState(); +}; diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp index a4253a2..be87747 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.cpp @@ -2,8 +2,13 @@ #include "HoldToInitCombat.h" + +#include "AIController.h" #include "TurnBaseCombatV2.h" +#include "BehaviorTree/BlackboardComponent.h" #include "Blueprint/UserWidget.h" +#include "Kismet/GameplayStatics.h" +#include "Misc/OutputDeviceNull.h" // Sets default values for this component's properties @@ -28,10 +33,11 @@ void UHoldToInitCombat::BeginPlay() { Super::BeginPlay(); InitCombatWidget = CreateWidget(GetWorld(), InitCombatWidgetClass); + InitCombatWidget->AddToViewport(); + InitCombatWidget->SetVisibility(ESlateVisibility::Hidden); - UInputComponent* PlayerInputComponent = GetWorld()->GetFirstPlayerController()->InputComponent; - PlayerInputComponent->BindAction("RightClick", IE_Pressed, this, &UHoldToInitCombat::OnRightClickDown); - PlayerInputComponent->BindAction("RightClick", IE_Released, this, &UHoldToInitCombat::OnRightClickUp); + ReloadSlider = Cast(InitCombatWidget->GetWidgetFromName("ReloadSlider")); + CombatSystem = Cast(GetWorld()->GetGameState()); } @@ -39,52 +45,58 @@ void UHoldToInitCombat::BeginPlay() void UHoldToInitCombat::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); + if (ReloadTimer > 0.0f) + { + ReloadTimer -= DeltaTime; + ReloadSlider->SetValue(FMath::Clamp(ReloadTime - ReloadTimer, 0.f, ReloadTime) / ReloadTime); + } + else if (InitCombatWidget->GetVisibility() == ESlateVisibility::Visible) + { + InitCombatWidget->SetVisibility(ESlateVisibility::Hidden); + } - // if (bRightClickDown && RightClickDownTime < 0.1f) - // { - // RightClickDownTime += DeltaTime; - // } - // else if (bRightClickDown && RightClickDownTime >= 0.1f) - // { - // //Enter Combat Mode - // Cast(GetWorld()->GetGameState())->StartCombat(TargetEnemy); - // //UBlackboardComponent* TargetEnemyBlackboard = Cast(TargetEnemy->GetComponentByClass(UBlackboardComponent::StaticClass())); - // //TargetEnemyBlackboard->SetValueAsBool("IsInCombat", true); - // OnRightClickUp(); - // } - if (bRightClickDown) + CombatSystem->RedVignetteMaterialInstance->GetScalarParameterValue(FName("BlendWeight"), RedVignetteIntensity); + if (RedVignetteIntensity > 0.0f) + { + CombatSystem->RedVignetteMaterialInstance->SetScalarParameterValue(FName("BlendWeight"), RedVignetteIntensity - DeltaTime * 2.0f); + } + + if (bClickDown && TargetEnemy != nullptr) { Cast(GetWorld()->GetGameState())->StartCombat(TargetEnemy); - OnRightClickUp(); } } -void UHoldToInitCombat::OnRightClickDown() +void UHoldToInitCombat::OnClickDown() { - if (AActor* RightClickHit = LookingAtEnemy(); RightClickHit != nullptr) - { - TargetEnemy = RightClickHit; - bRightClickDown = true; - //InitCombatWidget->AddToViewport(); - } - + if (Cast(GetWorld()->GetGameState())->bIsInCombat) return; + if (ReloadTimer > 0.0f) return; if (GunEffect) { const AActor* PlayerActor = GetWorld()->GetFirstPlayerController()->GetPawn(); const UStaticMeshComponent* GunComponent = Cast(PlayerActor->GetComponentsByTag(UPrimitiveComponent::StaticClass(), FName("Gun"))[0]); const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").TransformPosition(FVector(-100, 0, 0)); UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation()); + FOutputDeviceNull AR; + const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot")); + this->GetOwner()->CallFunctionByNameWithArguments(*Command, AR, nullptr, true); } -} -void UHoldToInitCombat::OnRightClickUp() -{ - bRightClickDown = false; - RightClickDownTime = 0.0f; - if (InitCombatWidget->IsInViewport()) + if (AActor* ClickHit = LookingAtEnemy(); ClickHit != nullptr) { - InitCombatWidget->RemoveFromParent(); + TargetEnemy = ClickHit; + EnemyBlackboard = Cast(TargetEnemy->GetInstigatorController())->GetBlackboardComponent(); + if (!EnemyBlackboard->GetValueAsBool("WasInCombat")) + { + Cast(GetWorld()->GetGameState())->StartCombat(TargetEnemy, true); + return; + } + InitCombatWidget->SetVisibility(ESlateVisibility::Hidden); + return; } + + ReloadTimer = ReloadTime; + InitCombatWidget->SetVisibility(ESlateVisibility::Visible); } AActor* UHoldToInitCombat::LookingAtEnemy() const diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.h b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.h index 6ac7e3c..9db6d2a 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.h +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/HoldToInitCombat.h @@ -4,8 +4,10 @@ #include "CoreMinimal.h" #include "Components/ActorComponent.h" -#include "NiagaraComponent.h" #include "NiagaraFunctionLibrary.h" +#include "Components/RadialSlider.h" +#include "BehaviorTree/BlackboardComponent.h" +#include "TurnBaseCombatV2.h" #include "HoldToInitCombat.generated.h" class UNiagaraSystem; @@ -26,21 +28,33 @@ public: UPROPERTY() UNiagaraSystem* GunEffect; + UPROPERTY(EditAnywhere) + float ReloadTime = 1.0f; + + UFUNCTION(BlueprintCallable) + void OnClickDown(); + protected: // Called when the game starts virtual void BeginPlay() override; + UPROPERTY() + UBlackboardComponent* EnemyBlackboard; public: // Called every frame virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; private: - void OnRightClickDown(); - void OnRightClickUp(); - bool bRightClickDown = false; - float RightClickDownTime = 0.0f; + bool bClickDown = false; + float ReloadTimer = 0.0f; + ATurnBaseCombatV2* CombatSystem; + float RedVignetteIntensity; + UFUNCTION() AActor* LookingAtEnemy() const; AActor* TargetEnemy = nullptr; + + UPROPERTY() + URadialSlider* ReloadSlider; }; diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp index d2b3fda..f2de4ab 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp @@ -9,10 +9,9 @@ #include "BehaviorTree/BlackboardComponent.h" #include "Components/TextBlock.h" #include "Components/ProgressBar.h" -#include "GameFramework/Character.h" #include "Kismet/GameplayStatics.h" +#include "Misc/OutputDeviceNull.h" #include "the_twilight_abyss/PlayerTemp/TempCharacter.h" -#include "UObject/UnrealTypePrivate.h" // Sets default values ATurnBaseCombatV2::ATurnBaseCombatV2() @@ -25,49 +24,33 @@ ATurnBaseCombatV2::ATurnBaseCombatV2() ThornsStatusEffect = StatusEffectThornsClassFinder.Class; static ConstructorHelpers::FClassFinder StatusEffectDOTClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageOverTime")); DOTStatusEffect = StatusEffectDOTClassFinder.Class; + + static ConstructorHelpers::FClassFinder DeathScreenWidgetClass(TEXT("/Game/Blueprints/Death_UI/Death_UI")); + DeathScreenWidgetSubclass = DeathScreenWidgetClass.Class; + + static ConstructorHelpers::FClassFinder CombatTutorialWidgetClass(TEXT("/Game/Blueprints/Combat_UI/CombatTutorial")); + CombatTutorialWidget = CombatTutorialWidgetClass.Class; } } -void ATurnBaseCombatV2::StartCombat(AActor* Enemy) +void ATurnBaseCombatV2::StartCombat(AActor* Enemy, bool bWasShot) { if (Enemy == nullptr) return; + EnemyActor = Enemy; + if (bIsInCombat) return; + BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible); + HUD->AddToViewport(-1); + BookStaticMeshComponent->SetVisibility(true); + EscapePercentage = CalculateEscapePercentage(); + EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%"))); + bIsInCombat = true; UBlackboardComponent* EnemyBlackboard = Cast(Enemy->GetInstigatorController())->GetBlackboardComponent(); - if (EnemyBlackboard->GetValueAsBool("IsInCombat")) return; - EnemyBlackboard->SetValueAsBool("IsInCombat", true); - FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health")); - int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr(Enemy); - EnemyHealth = EnemyHealthPtr; - - if (EnemyBlackboard->GetValueAsBool("Sight")) - { - //bEnemyHasExtraTurn = true; - SwitchTurn(); - } - else - { - bPlayerHasExtraTurn = true; - } - - if (HUD->IsInViewport()) return; - HUD->AddToViewport(); - EnemyActor = Enemy; - - Cast(PlayerActor)->ImportantStats->SetVisibility(ESlateVisibility::Hidden); - - ProbertiumResource = 10; - EisResource = 10; - AzosResource = 10; - IroquoidResource = 10; - //Disable Character Movement - if (ACharacter* PlayerCharacter = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())) - { - PlayerCharacter->DisableInput(GetWorld()->GetFirstPlayerController()); - } - //Set to UI Mode Only APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); - PlayerController->SetInputMode(FInputModeUIOnly()); + PlayerController->SetIgnoreMoveInput(true); + PlayerController->SetIgnoreLookInput(true); + PlayerController->SetInputMode(FInputModeGameAndUI()); PlayerController->bShowMouseCursor = true; FVector Direction = Enemy->GetActorLocation() - PlayerActor->GetActorLocation(); @@ -76,51 +59,91 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy) LookAtRotation.Pitch = -9.0f; PlayerController->SetControlRotation(LookAtRotation); - //DrawDebugPoint(GetWorld(), Enemy->GetActorLocation(), 10, FColor::Red, false, 10); + if (EnemyBlackboard->GetValueAsBool("IsInCombat")) return; + EnemyBlackboard->SetValueAsBool("IsInCombat", true); + FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health")); + int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr(Enemy); + EnemyHealth = EnemyHealthPtr; + if (IsValid(CombatTutorialWidgetInstance) && CombatTutorialWidgetInstance->IsInViewport()) return; + if (!HasSeenTutorial) + { + DisableButtons(); + CombatTutorialWidgetInstance->AddToViewport(); + HasSeenTutorial = true; + return; + } + + CombatCheck(bWasShot); + //DrawDebugPoint(GetWorld(), Enemy->GetActorLocation(), 10, FColor::Red, false, 10); +} + +void ATurnBaseCombatV2::CombatCheck(bool bWasShot) +{ + const UBlackboardComponent* EnemyBlackboard = Cast(EnemyActor->GetInstigatorController())->GetBlackboardComponent(); + + //TODO: REMOVE THIS + ProbertiumResource = 10; + EisResource = 10; + AzosResource = 10; + IroquoidResource = 10; + + ChainDamageMultiplier = 1.0f; + BaseDamageMultiplier = 1.0f; + DamageMultiplierTextBlock->SetText(FText::FromString("")); + + FProperty* ReactionSpeedProperty = EnemyActor->GetClass()->FindPropertyByName(FName("ReactionSpeed")); + float* EnemyReactionSpeedPtr = ReactionSpeedProperty->ContainerPtrToValuePtr(EnemyActor); + CurrentComboString = ""; UpdateComboString(CurrentComboString); RevertActionPoints(); UpdateActionPoints(); UpdateResourceBars(); + UpdateProgressBars(); ClearBattleLog(); + EnableButtons(); + + if (EnemyBlackboard->GetValueAsBool("Sight") && !bWasShot) + { + //bEnemyHasExtraTurn = true; + SwitchTurn(); + } + else if (Cast(PlayerActor)->ReactionSpeed > *EnemyReactionSpeedPtr && bWasShot) + { + bPlayerHasExtraTurn = true; + } + TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn")); } void ATurnBaseCombatV2::EndCombat() { + BookHUD->SetVisibility(ESlateVisibility::Hidden); + HUD->RemoveFromParent(); + BookStaticMeshComponent->SetVisibility(false); + Cast(PlayerActor)->ResetWidgetPointer(); + TurnIndicatorTextBlock->SetText(FText::FromString("")); bEnemyHasExtraTurn = false; bPlayerHasExtraTurn = false; + bIsInCombat = false; for (UStatusEffect* StatusEffect : StatusEffects) { StatusEffect->OnExpiry(PlayerActor); } - Cast(PlayerActor)->ImportantStats->SetVisibility(ESlateVisibility::Visible); HUD->RemoveFromParent(); APawn* PlayerPawn = Cast(GetWorld()->GetFirstPlayerController()->GetPawn()); PlayerPawn->bUseControllerRotationYaw = true; PlayerPawn->bUseControllerRotationPitch = true; //Enable Character Movement - if (ACharacter* PlayerCharacter = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())) - { - PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController()); - } //Set to Game Mode Only APlayerController* PlayerController = GetWorld()->GetFirstPlayerController(); + PlayerController->SetIgnoreMoveInput(false); + PlayerController->SetIgnoreLookInput(false); PlayerController->SetInputMode(FInputModeGameOnly()); PlayerController->bShowMouseCursor = false; } -// void ATurnBaseCombatV2::FKeyPressed() -// { -// PButtonOnClick(); -// } -// -// void ATurnBaseCombatV2::WKeyPressed() -// { -// EButtonOnClick(); -// } - void ATurnBaseCombatV2::BeginPlay() { Super::BeginPlay(); @@ -134,25 +157,54 @@ void ATurnBaseCombatV2::BeginPlay() } PlayerHealth = &Cast(PlayerActor)->Health; - HUD = CreateWidget(GetWorld(), HUDWidget); + TArray AllActorsInScene; + UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene); + if (ensureMsgf(AllActorsInScene.Num() > 0, TEXT("No Post Processing Volume in scene"))) + { + PostProcessVolume = Cast(AllActorsInScene[0]); + } - TurnIndicatorTextBlock = Cast(HUD->GetWidgetFromName("TurnIndicator")); - CurrentComboTextBlock = Cast(HUD->GetWidgetFromName("CurrentCombo")); - ActionPointsTextBlock = Cast(HUD->GetWidgetFromName("ActionPoints")); + if (IsValid(RedVignetteMaterialInstance)) + { + FWeightedBlendable WeightedBlendable; + WeightedBlendable.Object = RedVignetteMaterialInstance; + WeightedBlendable.Weight = 1.0f; + PostProcessVolume->Settings.WeightedBlendables.Array.Add(WeightedBlendable); + } + + TArray StaticMeshComponents; + PlayerActor->GetComponents(StaticMeshComponents); + BookStaticMeshComponent = StaticMeshComponents[1]; + BookStaticMeshComponent->SetVisibility(false); + + CombatTutorialWidgetInstance = CreateWidget(GetWorld(), CombatTutorialWidget); + HUD = CreateWidget(GetWorld(), HUDWidget); + TArray PlayerChildActors; + PlayerActor->GetAllChildActors(PlayerChildActors, false); + PlayerWidget = Cast(PlayerChildActors[0]->GetComponentByClass(UWidgetComponent::StaticClass())); + PlayerWidget->InitWidget(); + BookHUD = PlayerWidget->GetWidget(); + + TurnIndicatorTextBlock = Cast(BookHUD->GetWidgetFromName("TurnIndicator")); + CurrentComboTextBlock = Cast(BookHUD->GetWidgetFromName("CurrentCombo")); + CurrentComboTextBlock1 = Cast(BookHUD->GetWidgetFromName("CurrentCombo_1")); + CurrentComboTextBlock2 = Cast(BookHUD->GetWidgetFromName("CurrentCombo_2")); BattleLogTextBlock = Cast(HUD->GetWidgetFromName("BattleLog")); - PlayerHealthBar = Cast(HUD->GetWidgetFromName("PlayerHealthBar")); + EscapePercentageTextBlock = Cast(BookHUD->GetWidgetFromName("EscapePercentage_Text")); + DamageMultiplierTextBlock = Cast(BookHUD->GetWidgetFromName("DamageMultiplier_Text")); + PlayerHealthBar = Cast(BookHUD->GetWidgetFromName("PlayerHealthBar")); EnemyHealthBar = Cast(HUD->GetWidgetFromName("EnemyHealthBar")); - ProbertiumResourceBar = Cast(HUD->GetWidgetFromName("ProbertiumResourceBar")); - EisResourceBar = Cast(HUD->GetWidgetFromName("EisResourceBar")); - AzosResourceBar = Cast(HUD->GetWidgetFromName("AzosResourceBar")); - IroquoidResourceBar = Cast(HUD->GetWidgetFromName("IroquoidResourceBar")); - CastButton = Cast(HUD->GetWidgetFromName("CastButton")); - PButton = Cast(HUD->GetWidgetFromName("PButton")); - EButton = Cast(HUD->GetWidgetFromName("EButton")); - AButton = Cast(HUD->GetWidgetFromName("AButton")); - IButton = Cast(HUD->GetWidgetFromName("IButton")); - BackspaceButton = Cast(HUD->GetWidgetFromName("BackspaceButton")); - RunButton = Cast(HUD->GetWidgetFromName("RunButton")); + ProbertiumResourceBar = Cast(BookHUD->GetWidgetFromName("ProbertiumResourceBar")); + EisResourceBar = Cast(BookHUD->GetWidgetFromName("EisResourceBar")); + AzosResourceBar = Cast(BookHUD->GetWidgetFromName("AzosResourceBar")); + IroquoidResourceBar = Cast(BookHUD->GetWidgetFromName("IroquoidResourceBar")); + CastButton = Cast(BookHUD->GetWidgetFromName("Cast_Button")); + PButton = Cast(BookHUD->GetWidgetFromName("Probertium_Button")); + EButton = Cast(BookHUD->GetWidgetFromName("Eis_Button")); + AButton = Cast(BookHUD->GetWidgetFromName("Azos_Button")); + IButton = Cast(BookHUD->GetWidgetFromName("Iroquoid_Button")); + BackspaceButton = Cast(BookHUD->GetWidgetFromName("Clear_Button")); + RunButton = Cast(BookHUD->GetWidgetFromName("Escape_Button")); CastButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::CastButtonOnClick); PButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::PButtonOnClick); EButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::EButtonOnClick); @@ -196,14 +248,14 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) if (IsSpecialCombo(Combo)) { UStatusSystem* StatusSystem = Cast(PlayerActor->GetComponentByClass(UStatusSystem::StaticClass())); - if (Combo == "AAE") + if (Combo == "PA") { UStatusEffect* TempThornsStatusEffect = NewObject(PlayerActor, ThornsStatusEffect); StatusSystem->AddStatusEffect(TempThornsStatusEffect, 1, false); StatusEffects.Add(TempThornsStatusEffect); AddBattleLogMessage("Player Casted Thorns"); } - else if (Combo == "PPI") + else if (Combo == "PI") { UStatusEffect* TempDOTStatusEffect = NewObject(PlayerActor, DOTStatusEffect); StatusSystem->AddStatusEffect(TempDOTStatusEffect, 1, false); @@ -217,8 +269,27 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) const UStaticMeshComponent* GunComponent = Cast(PlayerActor->GetComponentsByTag(UPrimitiveComponent::StaticClass(), FName("Gun"))[0]); const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").TransformPosition(FVector(-100, 0, 0)); UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation()); + FOutputDeviceNull AR; + const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot")); + PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true); } + if (ChainDamageMultiplier == 1) BaseDamageMultiplier = 1; + if ((CurrentComboString == "II" || CurrentComboString == "PP" || CurrentComboString == "EE" || CurrentComboString == "AA") && + (PreviousComboString == "II" || PreviousComboString == "PP" || PreviousComboString == "EE" || PreviousComboString == "AA")) + { + ChainDamageMultiplier += ChainDamageMultiplierIncrease; + DamageMultiplierTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString("x"), FText::FromString(FString::SanitizeFloat(ChainDamageMultiplier)))); + } + else if (CurrentComboString == "EI") + { + BaseDamageMultiplier = ChainDamageMultiplier; + ChainDamageMultiplier = 1; + DamageMultiplierTextBlock->SetText(FText::FromString("")); + } + + PreviousComboString = CurrentComboString; + CurrentComboString = ""; UpdateComboString(CurrentComboString); RevertActionPoints(); @@ -230,30 +301,15 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) case true: // Player Turn DamageEnemy(*ValidCombos.Find(Combo)); - GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Enemy Damaged %d"), *ValidCombos.Find(Combo))); OnPlayerTurn.Broadcast(PlayerActor, EnemyActor); break; case false: // Enemy Turn DamagePlayer(*ValidCombos.Find(Combo)); - GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Player Damaged %d"), *ValidCombos.Find(Combo))); OnEnemyTurn.Broadcast(EnemyActor, PlayerActor); break; } - //Ends Combat if either the player or enemy is dead - if (*EnemyHealth <= 0) - { - EndCombat(); - EnemyActor->Destroy(); - return; - } - if (*PlayerHealth <= 0) - { - EndCombat(); - return; - } - if (!bPlayerHasExtraTurn) { SwitchTurn(); @@ -281,24 +337,60 @@ void ATurnBaseCombatV2::RevertActionPoints() void ATurnBaseCombatV2::DamagePlayer(int Damage, FString DamageType) { - *PlayerHealth -= FMath::Clamp(Damage, 0, 100); + *PlayerHealth -= FMath::Clamp(Damage * BaseDefenseMultiplier, 0, 100); UpdateProgressBars(); - AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage) + " HP by " + DamageType + "."); + AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage * BaseDefenseMultiplier) + " HP by " + DamageType + "."); + if (*EnemyHealth <= 0) + { + EndCombat(); + EnemyActor->Destroy(); + return; + } + if (*PlayerHealth <= 0) + { + //EndCombat(); + DeathScreenWidget = CreateWidget(GetWorld(), DeathScreenWidgetSubclass); + DeathScreenWidget->AddToViewport(); + return; + } + FOutputDeviceNull AR; + const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot")); + PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true); + RedVignetteMaterialInstance->SetScalarParameterValue(FName("BlendWeight"), 1.0f); + //Ends Combat if either the player or enemy is dead } void ATurnBaseCombatV2::DamageEnemy(int Damage, FString DamageType) { - *EnemyHealth -= FMath::Clamp(Damage, 0, 100); + *EnemyHealth -= FMath::Clamp(Damage * BaseDamageMultiplier, 0, 100); UpdateProgressBars(); - AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage) + " HP by " + DamageType + "."); + AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage * BaseDamageMultiplier) + " HP by " + DamageType + "."); + //Ends Combat if either the player or enemy is dead + if (*EnemyHealth <= 0) + { + EndCombat(); + EnemyActor->Destroy(); + return; + } + if (*PlayerHealth <= 0) + { + //EndCombat(); + DeathScreenWidget = CreateWidget(GetWorld(), DeathScreenWidgetSubclass); + DeathScreenWidget->AddToViewport(); + return; + } } void ATurnBaseCombatV2::UpdateProgressBars() const { - PlayerHealthBar->SetPercent(*PlayerHealth / 100.0f); EnemyHealthBar->SetPercent(*EnemyHealth / 100.0f); } +float ATurnBaseCombatV2::CalculateEscapePercentage() const +{ + return FMath::RandRange(0.1f, 0.9f); +} + bool ATurnBaseCombatV2::IsValidCombo(const FString Combo) const { return ValidCombos.Contains(Combo); @@ -410,44 +502,90 @@ void ATurnBaseCombatV2::BackspaceButtonOnClick() GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Blank Combo")); return; } - ReuseActionPoint(); - if (CurrentComboString.Right(1) == "P") + for (int i = 0; i < CurrentComboString.Len(); i++) { - ProbertiumResource += 1; + if (CurrentComboString[i] == 'P') + { + ProbertiumResource += 1; + } + else if (CurrentComboString[i] == 'E') + { + EisResource += 1; + } + else if (CurrentComboString[i] == 'A') + { + AzosResource += 1; + } + else if (CurrentComboString[i] == 'I') + { + IroquoidResource += 1; + } } - else if (CurrentComboString.Right(1) == "E") - { - EisResource += 1; - } - else if (CurrentComboString.Right(1) == "A") - { - AzosResource += 1; - } - else if (CurrentComboString.Right(1) == "I") - { - IroquoidResource += 1; - } - CurrentComboString.RemoveAt(CurrentComboString.Len() - 1); + CurrentComboString = ""; UpdateComboString(CurrentComboString); + RevertActionPoints(); + UpdateActionPoints(); UpdateResourceBars(); + // ReuseActionPoint(); + // if (CurrentComboString.Right(1) == "P") + // { + // ProbertiumResource += 1; + // } + // else if (CurrentComboString.Right(1) == "E") + // { + // EisResource += 1; + // } + // else if (CurrentComboString.Right(1) == "A") + // { + // AzosResource += 1; + // } + // else if (CurrentComboString.Right(1) == "I") + // { + // IroquoidResource += 1; + // } + // CurrentComboString.RemoveAt(CurrentComboString.Len() - 1); + // UpdateComboString(CurrentComboString); + // UpdateResourceBars(); } void ATurnBaseCombatV2::RunButtonOnClick() { + if (FMath::RandRange(0.0f, 1.0f) >= EscapePercentage) + { + EscapePercentage = CalculateEscapePercentage(); + EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%"))); + SwitchTurn(); + return; + } + GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Escape Successful")); UBlackboardComponent* EnemyBlackboard = Cast(EnemyActor->GetInstigatorController())->GetBlackboardComponent(); - + EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString("--"), FText::FromString("%"))); EnemyBlackboard->SetValueAsBool("IsInCombat", false); + EnemyBlackboard->SetValueAsBool("WasInCombat", true); EndCombat(); } void ATurnBaseCombatV2::UpdateComboString(FString NewCombo) const { - CurrentComboTextBlock->SetText(FText::FromString(NewCombo)); + CurrentComboTextBlock->SetText(FText::FromString("?")); + CurrentComboTextBlock1->SetText(FText::FromString("?")); + CurrentComboTextBlock2->SetText(FText::FromString("?")); + + if (IsValidCombo(NewCombo)) CurrentComboTextBlock->SetText(FText::FromString(NewCombo)); + if (NewCombo.Len() == 1) + { + CurrentComboTextBlock1->SetText(FText::FromString(NewCombo)); + } + else if (NewCombo.Len() == 2) + { + CurrentComboTextBlock1->SetText(FText::FromString(NewCombo.LeftChop(1))); + CurrentComboTextBlock2->SetText(FText::FromString(NewCombo.RightChop(1))); + } } void ATurnBaseCombatV2::UpdateActionPoints() const { - ActionPointsTextBlock->SetText(FText::FromString(FString::FromInt(DefaultActionPoints - ActiveActionPoints))); + return; } void ATurnBaseCombatV2::AddBattleLogMessage(FString Message) @@ -490,6 +628,28 @@ void ATurnBaseCombatV2::ToggleButtons() const RunButton->SetIsEnabled(!RunButton->GetIsEnabled()); } +void ATurnBaseCombatV2::DisableButtons() const +{ + PButton->SetIsEnabled(false); + EButton->SetIsEnabled(false); + AButton->SetIsEnabled(false); + IButton->SetIsEnabled(false); + BackspaceButton->SetIsEnabled(false); + CastButton->SetIsEnabled(false); + RunButton->SetIsEnabled(false); +} + +void ATurnBaseCombatV2::EnableButtons() const +{ + PButton->SetIsEnabled(true); + EButton->SetIsEnabled(true); + AButton->SetIsEnabled(true); + IButton->SetIsEnabled(true); + BackspaceButton->SetIsEnabled(true); + CastButton->SetIsEnabled(true); + RunButton->SetIsEnabled(true); +} + void ATurnBaseCombatV2::EnemyTurn() { DamagePlayer(10); diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h index 37b9bdd..f375c8b 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h @@ -10,6 +10,8 @@ #include "NiagaraComponent.h" #include "NiagaraFunctionLibrary.h" #include "GameFramework/GameStateBase.h" +#include "Components/WidgetComponent.h" +#include "Engine/PostProcessVolume.h" #include "StatusEffects/Thorns.h" #include "TurnBaseCombatV2.generated.h" @@ -25,9 +27,20 @@ public: int* EnemyHealth = nullptr; float* PlayerHealth = nullptr; + bool bIsInCombat = false; + UPROPERTY(EditDefaultsOnly) - int DefaultActionPoints = 3; + float BaseDamageMultiplier = 1.0f; UPROPERTY(EditDefaultsOnly) + float BaseDefenseMultiplier = 1.0f; + UPROPERTY() + float ChainDamageMultiplier = 1.0f; + UPROPERTY(EditAnywhere) + float ChainDamageMultiplierIncrease = 0.2f; + + UPROPERTY(EditDefaultsOnly) + int DefaultActionPoints = 2; + UPROPERTY() int ActiveActionPoints = 0; UPROPERTY(EditDefaultsOnly) @@ -41,63 +54,59 @@ public: UPROPERTY(EditDefaultsOnly) UNiagaraSystem* GunEffect; + UPROPERTY(VisibleAnywhere, BlueprintReadWrite) + UMaterialInstanceDynamic* RedVignetteMaterialInstance; - UPROPERTY(VisibleAnywhere) + UPROPERTY(VisibleAnywhere, BlueprintReadWrite) AActor* PlayerActor; - UPROPERTY(VisibleAnywhere) + UPROPERTY(VisibleAnywhere, BlueprintReadWrite) AActor* EnemyActor; // AActor* ActiveActor; UPROPERTY(BlueprintReadWrite) UUserWidget* HUD; - /* - TODO: - Reference Player Inventory - */ + + UPROPERTY() + UUserWidget* BookHUD; + UPROPERTY() + UUserWidget* CombatTutorialWidgetInstance; + UPROPERTY() + UWidgetComponent* PlayerWidget; + UPROPERTY(EditAnywhere) TSubclassOf HUDWidget; UPROPERTY(EditAnywhere) + TSubclassOf CombatTutorialWidget; + UPROPERTY(BlueprintReadWrite) + bool HasSeenTutorial = false; + UPROPERTY(EditAnywhere) TMap ValidCombos = { - {"P", 5}, - {"PP", 15}, - {"PPP", 20}, - {"E", 5}, - {"EE", 15}, - {"EEE", 20}, - {"A", 5}, - {"AA", 15}, - {"AAA", 20}, - {"I", 5}, - {"II", 15}, - {"III", 20}, - {"IA", 15}, - {"IIA", 20}, - {"EP", 15}, - {"EEP", 20}, - {"AE", 15}, - {"AAE", 20}, + {"PE", 15}, + {"PA", 15}, {"PI", 15}, - {"PPI", 20} + {"EA", 15}, + {"EI", 15}, + {"AI", 15}, + {"PP", 20}, + {"EE", 20}, + {"AA", 20}, + {"II", 20} }; UPROPERTY(EditAnywhere) TMap SpecialCombos = { - //{"IIA", "ReduceActSpeed"}, - //{"EEP", "AreaOfEffect"}, - {"AAE", "Thorns"}, - {"PPI", "DamageOverTime"} + {"PA", "Thorns"}, + {"PI", "DamageOverTime"} }; FString BattleLog; UFUNCTION(BlueprintCallable) - void StartCombat(AActor* Enemy); + void StartCombat(AActor* Enemy, bool bWasShot = false); + UFUNCTION(BlueprintCallable) + void CombatCheck(bool bWasShot = false); UFUNCTION(BlueprintCallable) void EndCombat(); - // UFUNCTION(BlueprintCallable) - // void FKeyPressed(); - // UFUNCTION(BlueprintCallable) - // void WKeyPressed(); DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*); DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*); @@ -118,10 +127,16 @@ protected: bool bPlayerHasExtraTurn = false; bool bEnemyHasExtraTurn = false; + float EscapePercentage = 0.0f; + float CalculateEscapePercentage() const; + private: bool IsValidCombo(FString Combo) const; bool IsSpecialCombo(FString Combo) const; + UPROPERTY() + APostProcessVolume* PostProcessVolume; + UPROPERTY() TSubclassOf ThornsStatusEffect; UPROPERTY() @@ -133,49 +148,57 @@ private: UPROPERTY(VisibleAnywhere) bool bIsPlayerTurn = true; + FString PreviousComboString = ""; + UPROPERTY(VisibleAnywhere) FString CurrentComboString = ""; void SwitchTurn(); - UPROPERTY(VisibleAnywhere) + UPROPERTY() UTextBlock* TurnIndicatorTextBlock; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UTextBlock* CurrentComboTextBlock; - UPROPERTY(VisibleAnywhere) + UPROPERTY() + UTextBlock* CurrentComboTextBlock1; + UPROPERTY() + UTextBlock* CurrentComboTextBlock2; + UPROPERTY() UTextBlock* BattleLogTextBlock; - UPROPERTY(VisibleAnywhere) - UTextBlock* ActionPointsTextBlock; + UPROPERTY() + UTextBlock* EscapePercentageTextBlock; + UPROPERTY() + UTextBlock* DamageMultiplierTextBlock; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UProgressBar* PlayerHealthBar; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UProgressBar* EnemyHealthBar; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UProgressBar* ProbertiumResourceBar; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UProgressBar* EisResourceBar; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UProgressBar* AzosResourceBar; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UProgressBar* IroquoidResourceBar; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UButton* CastButton; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UButton* PButton; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UButton* EButton; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UButton* AButton; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UButton* IButton; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UButton* BackspaceButton; - UPROPERTY(VisibleAnywhere) + UPROPERTY() UButton* RunButton; UFUNCTION() @@ -202,6 +225,18 @@ private: void ClearBattleLog(); void UpdateBattleLog(); void UpdateResourceBars() const; + UFUNCTION(BlueprintCallable) void ToggleButtons() const; + UFUNCTION(BlueprintCallable) + void DisableButtons() const; + UFUNCTION(BlueprintCallable) + void EnableButtons() const; void EnemyTurn(); + + UPROPERTY() + UUserWidget* DeathScreenWidget; + UPROPERTY() + TSubclassOf DeathScreenWidgetSubclass; + UPROPERTY() + UStaticMeshComponent* BookStaticMeshComponent; }; diff --git a/Source/the_twilight_abyss/the_twilight_abyss.Build.cs b/Source/the_twilight_abyss/the_twilight_abyss.Build.cs index b8c5d17..a291359 100644 --- a/Source/the_twilight_abyss/the_twilight_abyss.Build.cs +++ b/Source/the_twilight_abyss/the_twilight_abyss.Build.cs @@ -7,17 +7,18 @@ public class the_twilight_abyss : ModuleRules public the_twilight_abyss(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; - - PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Niagara", "AIModule" }); - PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); + PublicDependencyModuleNames.AddRange(new string[] + { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Niagara", "AIModule", "Json" }); + + PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore", "AdvancedWidgets" }); // Uncomment if you are using Slate UI // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); - + // Uncomment if you are using online features // PrivateDependencyModuleNames.Add("OnlineSubsystem"); // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true } -} +} \ No newline at end of file diff --git a/UI designs/Azos.png b/UI designs/Azos.png new file mode 100644 index 0000000..bade5d3 --- /dev/null +++ b/UI designs/Azos.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ab5d483fbe8e218573a01c985b82b2a595f14a3643b7836d7c5bf077834323e1 +size 43662 diff --git a/UI designs/AzosFaded.png b/UI designs/AzosFaded.png new file mode 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sha256:5387df2e66294db9136ca8277b56d932daadd9d44b00949ce0d19c87cb699665 +size 8993 diff --git a/UI designs/Line Art of the gun elements.psd b/UI designs/Line Art of the gun elements.psd new file mode 100644 index 0000000..614ee53 --- /dev/null +++ b/UI designs/Line Art of the gun elements.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:965065afd0ada40aba0a69e47641b334204191bc102e630d1c2e0870aceab1fb +size 1535749 diff --git a/UI designs/Probertium.png b/UI designs/Probertium.png new file mode 100644 index 0000000..f056f6c --- /dev/null +++ b/UI designs/Probertium.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:530875cd87268209ed016b421144eec89e903eab0cc1b8779b49057b806b5b03 +size 12707 diff --git a/UI designs/ProbertiumFaded.png b/UI designs/ProbertiumFaded.png new file mode 100644 index 0000000..9b1fc86 --- /dev/null +++ b/UI designs/ProbertiumFaded.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c9008bfe34070a91aa0a22420fa5abfcea83ff6e395dbef97f5dc80a0c58a16f +size 12753 diff --git a/UI designs/Resource_Fill.png b/UI designs/Resource_Fill.png new file mode 100644 index 0000000..0a5ae4b --- /dev/null +++ b/UI designs/Resource_Fill.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:af67e8e428ff51e5ad350fb17a2997ce937e103ef788e6cdd7a57c714c071ae5 +size 25449 diff --git a/UI designs/Resource_Outline.png b/UI designs/Resource_Outline.png new file mode 100644 index 0000000..c393b8a --- /dev/null +++ b/UI designs/Resource_Outline.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:326ab1c528425919114cac43c677cd1985357f584cfe19ad66753ad085f52bc8 +size 14149 diff --git a/UI designs/TutorialArrow.png b/UI designs/TutorialArrow.png new file mode 100644 index 0000000..d3eb60d --- /dev/null +++ b/UI designs/TutorialArrow.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f79041a10cfaa444bbbb1e7bfedd7bb5b763235859caa54f9ae97da138d1b755 +size 38882 diff --git a/UI designs/TutorialRippedPaper.png b/UI designs/TutorialRippedPaper.png new file mode 100644 index 0000000..6046489 --- /dev/null +++ b/UI designs/TutorialRippedPaper.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2c87579172bfed2f61ae823ead07a4732667cdef302d7aa52c9fcbd883df918b +size 212882 diff --git a/UI designs/interior of book designs.psd b/UI designs/interior of book designs.psd new file mode 100644 index 0000000..eeb2a94 --- /dev/null +++ b/UI designs/interior of book designs.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:78d28978eddb1b4081d85949782d37e00ecc73946606fa6749c527296b4799f1 +size 2387205 diff --git a/readme.md b/readme.md index 4d3effd..28bfd69 100644 --- a/readme.md +++ b/readme.md @@ -2,6 +2,10 @@ ## By Team 2:13 +### Trello + +https://trello.com/b/umw6SXsi/world-213 + ### Character Dialogue https://docs.google.com/spreadsheets/d/13iVCQuveBiaihpREnY145OZi5QT-1sseNoI0A5v8D1o/edit?usp=sharing @@ -28,3 +32,7 @@ Final Boss Moodboard - https://docs.google.com/presentation/d/1gX9ULwwuVboH_wPw Art examples (Pre-Production) - https://docs.google.com/presentation/d/1Tc7nAdgg7ENsuV-6jGyYGHbYBLcY65losUjOYYhMHWs/edit?usp=sharing Art Examples (Post-Production) - https://docs.google.com/presentation/d/1AEB9NNNOdRZfw2UrT9vZEwUF5QP9rvr0lqPNxoMJWCE/edit?usp=sharing + +### Introduction letter + +https://docs.google.com/document/d/19qlo7W-bsB6fzVec1QUNkckAQjbItAEsHAjRyWP3i6o/edit?usp=sharing