Updated Combat System to Disengage from Combat
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Content/BlueprintAI/AI/BT_Bruh.uasset
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Content/BlueprintAI/AI/BT_Bruh.uasset
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Content/Blueprints/Combat_UI/Combat_UI.uasset
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Content/Blueprints/Combat_UI/Combat_UI.uasset
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@ -122,10 +122,12 @@ void ATurnBaseCombatV2::BeginPlay()
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FButton = Cast<UButton>(HUD->GetWidgetFromName("FButton"));
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FButton = Cast<UButton>(HUD->GetWidgetFromName("FButton"));
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WButton = Cast<UButton>(HUD->GetWidgetFromName("WButton"));
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WButton = Cast<UButton>(HUD->GetWidgetFromName("WButton"));
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BackspaceButton = Cast<UButton>(HUD->GetWidgetFromName("BackspaceButton"));
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BackspaceButton = Cast<UButton>(HUD->GetWidgetFromName("BackspaceButton"));
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RunButton = Cast<UButton>(HUD->GetWidgetFromName("RunButton"));
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CastButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::CastButtonOnClick);
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CastButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::CastButtonOnClick);
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FButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::FButtonOnClick);
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FButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::FButtonOnClick);
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WButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::WButtonOnClick);
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WButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::WButtonOnClick);
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BackspaceButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::BackspaceButtonOnClick);
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BackspaceButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::BackspaceButtonOnClick);
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RunButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::RunButtonOnClick);
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}
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}
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void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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@ -315,6 +317,14 @@ void ATurnBaseCombatV2::BackspaceButtonOnClick()
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UpdateResourceBars();
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UpdateResourceBars();
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}
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}
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void ATurnBaseCombatV2::RunButtonOnClick()
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{
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UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(EnemyActor->GetInstigatorController())->GetBlackboardComponent();
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EnemyBlackboard->SetValueAsBool("IsInCombat", false);
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EndCombat();
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}
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void ATurnBaseCombatV2::UpdateComboString(FString NewCombo) const
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void ATurnBaseCombatV2::UpdateComboString(FString NewCombo) const
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{
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{
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CurrentComboTextBlock->SetText(FText::FromString(NewCombo));
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CurrentComboTextBlock->SetText(FText::FromString(NewCombo));
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@ -358,6 +368,7 @@ void ATurnBaseCombatV2::ToggleButtons() const
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WButton->SetIsEnabled(!WButton->GetIsEnabled());
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WButton->SetIsEnabled(!WButton->GetIsEnabled());
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BackspaceButton->SetIsEnabled(!BackspaceButton->GetIsEnabled());
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BackspaceButton->SetIsEnabled(!BackspaceButton->GetIsEnabled());
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CastButton->SetIsEnabled(!CastButton->GetIsEnabled());
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CastButton->SetIsEnabled(!CastButton->GetIsEnabled());
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RunButton->SetIsEnabled(!RunButton->GetIsEnabled());
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}
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}
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void ATurnBaseCombatV2::EnemyTurn()
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void ATurnBaseCombatV2::EnemyTurn()
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@ -126,6 +126,9 @@ private:
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere)
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UButton* BackspaceButton;
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UButton* BackspaceButton;
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UPROPERTY(VisibleAnywhere)
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UButton* RunButton;
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UFUNCTION()
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UFUNCTION()
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void CastButtonOnClick();
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void CastButtonOnClick();
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@ -138,6 +141,9 @@ private:
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UFUNCTION()
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UFUNCTION()
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void BackspaceButtonOnClick();
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void BackspaceButtonOnClick();
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UFUNCTION()
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void RunButtonOnClick();
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void UpdateComboString(FString NewCombo) const;
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void UpdateComboString(FString NewCombo) const;
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void UpdateActionPoints() const;
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void UpdateActionPoints() const;
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