Merge branch 'dev' into Combat-Testing
This commit is contained in:
commit
3be617e9df
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@ -29,6 +29,7 @@ void UEatableItems::Use(ATempCharacter* Character)
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else if (Character->Health >= 100)
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{
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UE_LOG(LogTemp, Display, TEXT("Health is full"));
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Health is full"));
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}
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}
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@ -79,27 +79,11 @@ void ATempCharacter::Sneak()
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UnCrouch();
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isInStealth = false;
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if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.0f;
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//for (AActor* Actor : AIActors)
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//{
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// USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
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// if (IsValid(SphereComponent))
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// {
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// SphereComponent->SetSphereRadius(40.0f); //default value
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// }
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//}
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}
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else
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{
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Crouch();
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isInStealth = true;
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/*for (AActor* Actor : AIActors)
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{
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USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
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if (IsValid(SphereComponent))
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{
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SphereComponent->SetSphereRadius(5.0f);
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}
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}*/
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if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.8f;
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}
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}
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@ -192,7 +176,7 @@ void ATempCharacter::LineTraceLogic()
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}
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else
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{
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DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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//DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
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MyInteractable->OnInteract();
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UE_LOG(LogTemp, Display, TEXT("OnInteract activated"));
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UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
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@ -272,9 +256,21 @@ void ATempCharacter::UseItem(class UBaseItem* Item)
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}
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}
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void ATempCharacter::BuyItem()
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void ATempCharacter::BuyItem(AActor* Item)
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{
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UE_LOG(LogTemp, Display, TEXT("BUY ITEM FIRING"));
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TraceDistance = 1000;
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LineTraceLogic();
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UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
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auto ItemArray = Item->FindComponentByClass<UInventoryComponent>()->GetItem(0);
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if (GoldBalance <= 0)
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{
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UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
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}
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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();
|
||||
}
|
||||
|
@ -78,7 +78,7 @@ public:
|
||||
int OriginalCameraFOV;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category= "Items")
|
||||
void BuyItem();
|
||||
void BuyItem(AActor* Item);
|
||||
|
||||
bool bShopKeeperText = false;
|
||||
|
||||
|
@ -233,13 +233,13 @@ 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)));
|
||||
//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)));
|
||||
//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Player Damaged %d"), *ValidCombos.Find(Combo)));
|
||||
OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
|
||||
break;
|
||||
}
|
||||
|
BIN
UI designs/Resource_Fill.png
(Stored with Git LFS)
Normal file
BIN
UI designs/Resource_Fill.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
UI designs/Resource_Outline.png
(Stored with Git LFS)
Normal file
BIN
UI designs/Resource_Outline.png
(Stored with Git LFS)
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user