Updated TurnBaseCombat for Switching Active Roles
Added Switching Active Roles and Constrained Active Action Points
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@ -14,6 +14,13 @@ void ATurnBaseCombat::BeginPlay()
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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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}
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void ATurnBaseCombat::reuseActionPoint()
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{
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activeActionPoints += 1;
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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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@ -21,4 +28,9 @@ void ATurnBaseCombat::revertActionPoints()
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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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{
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activeActor = (isPlayerTurn) ? enemyActor : playerActor;
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}
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@ -27,20 +27,24 @@ public:
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AActor* playerActor;
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AActor* playerActor;
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AActor* enemyActor;
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AActor* enemyActor;
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AActor* activeActor;
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/*
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/*
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TODO:
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TODO:
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Reference Blueprint HUD
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Reference Blueprint HUD
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Reference Action Library
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Reference Action Library
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Reference Player Inventory
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Reference Player Inventory
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Reference Combat Logging System
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*/
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*/
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protected:
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protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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void useActionPoint();
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void useActionPoint();
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void reuseActionPoint();
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void revertActionPoints();
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void revertActionPoints();
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private:
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private:
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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bool isPlayerTurn = true;
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bool isPlayerTurn = true;
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void switchTurn();
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};
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};
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