Updated TurnBaseCombat to Reference HUD Blueprint

This commit is contained in:
Philip W 2022-11-13 21:32:35 +00:00
parent c085aae130
commit 58db9e7459
3 changed files with 34 additions and 16 deletions

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Content/Blueprints/Combat_UI/Combat_UI.uasset (Stored with Git LFS) Normal file

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@ -2,36 +2,51 @@
#include "TurnBaseCombat.h"
#include "Blueprint/UserWidget.h"
#include "Kismet/GameplayStatics.h"
ATurnBaseCombat::ATurnBaseCombat()
{
if (HUDWidget == nullptr)
{
// Load the HUD widget from the specified path
static ConstructorHelpers::FClassFinder<UUserWidget> HUDWidgetClass(TEXT("/Game/Blueprints/Combat_UI/Combat_UI"));
HUDWidget = HUDWidgetClass.Class;
}
}
void ATurnBaseCombat::BeginPlay()
{
Super::BeginPlay();
TArray<AActor*> AllCharacterActorsInScene;
UGameplayStatics::GetAllActorsOfClassWithTag(GetWorld(), AActor::StaticClass(), FName("Character"), AllCharacterActorsInScene);
activeActionPoints = defaultActionPoints;
UGameplayStatics::GetAllActorsOfClassWithTag(GetWorld(), AActor::StaticClass(), FName("Character"),
AllCharacterActorsInScene);
ActiveActionPoints = DefaultActionPoints;
UUserWidget* HUD = CreateWidget<UUserWidget>(GetWorld(), HUDWidget);
HUD->AddToViewport();
}
void ATurnBaseCombat::useActionPoint()
void ATurnBaseCombat::UseActionPoint()
{
activeActionPoints -= 1;
activeActionPoints = FMath::Clamp(activeActionPoints, 0, defaultActionPoints);
ActiveActionPoints -= 1;
ActiveActionPoints = FMath::Clamp(ActiveActionPoints, 0, DefaultActionPoints);
}
void ATurnBaseCombat::reuseActionPoint()
void ATurnBaseCombat::ReuseActionPoint()
{
activeActionPoints += 1;
activeActionPoints = FMath::Clamp(activeActionPoints, 0, defaultActionPoints);
ActiveActionPoints += 1;
ActiveActionPoints = FMath::Clamp(ActiveActionPoints, 0, DefaultActionPoints);
}
void ATurnBaseCombat::revertActionPoints()
void ATurnBaseCombat::RevertActionPoints()
{
activeActionPoints = defaultActionPoints;
ActiveActionPoints = DefaultActionPoints;
}
void ATurnBaseCombat::switchTurn()
void ATurnBaseCombat::SwitchTurn()
{
activeActor = (isPlayerTurn) ? enemyActor : playerActor;
activeActor = bIsPlayerTurn ? enemyActor : playerActor;
}