Merge branch 'dev' into Combat-Testing

This commit is contained in:
Rowland Rowland 2023-03-30 16:43:42 +01:00
commit 3be617e9df
88 changed files with 226 additions and 112 deletions

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@ -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"));
}
}

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@ -79,27 +79,11 @@ void ATempCharacter::Sneak()
UnCrouch();
isInStealth = false;
if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.0f;
//for (AActor* Actor : AIActors)
//{
// USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
// if (IsValid(SphereComponent))
// {
// SphereComponent->SetSphereRadius(40.0f); //default value
// }
//}
}
else
{
Crouch();
isInStealth = true;
/*for (AActor* Actor : AIActors)
{
USphereComponent* SphereComponent = Actor->FindComponentByClass<USphereComponent>();
if (IsValid(SphereComponent))
{
SphereComponent->SetSphereRadius(5.0f);
}
}*/
if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.8f;
}
}
@ -192,7 +176,7 @@ 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());
@ -272,9 +256,21 @@ 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<UInventoryComponent>()->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();
}

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@ -78,7 +78,7 @@ public:
int OriginalCameraFOV;
UFUNCTION(BlueprintCallable, Category= "Items")
void BuyItem();
void BuyItem(AActor* Item);
bool bShopKeeperText = false;

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@ -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;
}

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