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