From 58db9e7459e6dc987018b8498cb74bd2c67bcfcf Mon Sep 17 00:00:00 2001 From: PHILIP White Date: Sun, 13 Nov 2022 21:32:35 +0000 Subject: [PATCH] Updated TurnBaseCombat to Reference HUD Blueprint --- .../Blueprints/Combat_UI/Combat_Test.uasset | 4 +- Content/Blueprints/Combat_UI/Combat_UI.uasset | 3 ++ .../TurnBasedCombat/TurnBaseCombat.cpp | 43 +++++++++++++------ 3 files changed, 34 insertions(+), 16 deletions(-) create mode 100644 Content/Blueprints/Combat_UI/Combat_UI.uasset diff --git a/Content/Blueprints/Combat_UI/Combat_Test.uasset b/Content/Blueprints/Combat_UI/Combat_Test.uasset index 3aa5bc1..46803a2 100644 --- a/Content/Blueprints/Combat_UI/Combat_Test.uasset +++ b/Content/Blueprints/Combat_UI/Combat_Test.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f938f16d09d6d2bbf199542472ecef6a306b0c8c4e34b2483c8fb2c5a576bea9 -size 18847 +oid sha256:d25a36b9b8090174a119ab26e78df62755b03f8ea1a6d8c099dcb996366939f7 +size 19282 diff --git a/Content/Blueprints/Combat_UI/Combat_UI.uasset b/Content/Blueprints/Combat_UI/Combat_UI.uasset new file mode 100644 index 0000000..cd91a40 --- /dev/null +++ b/Content/Blueprints/Combat_UI/Combat_UI.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:804c9a872307d3f611aac831315f1326d5a29ccadab39f0b7a38495000d912df +size 24359 diff --git a/Source/the_twilight_abyss/TurnBasedCombat/TurnBaseCombat.cpp b/Source/the_twilight_abyss/TurnBasedCombat/TurnBaseCombat.cpp index 747dc99..c67a361 100644 --- a/Source/the_twilight_abyss/TurnBasedCombat/TurnBaseCombat.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombat/TurnBaseCombat.cpp @@ -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 HUDWidgetClass(TEXT("/Game/Blueprints/Combat_UI/Combat_UI")); + HUDWidget = HUDWidgetClass.Class; + } +} + void ATurnBaseCombat::BeginPlay() { Super::BeginPlay(); + TArray AllCharacterActorsInScene; - UGameplayStatics::GetAllActorsOfClassWithTag(GetWorld(), AActor::StaticClass(), FName("Character"), AllCharacterActorsInScene); - activeActionPoints = defaultActionPoints; + UGameplayStatics::GetAllActorsOfClassWithTag(GetWorld(), AActor::StaticClass(), FName("Character"), + AllCharacterActorsInScene); + ActiveActionPoints = DefaultActionPoints; + + UUserWidget* HUD = CreateWidget(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; } - -