Added Function Stub for Turn Events
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@ -21,12 +21,19 @@ void UStatusEffect::OnExpiry(AActor* Character)
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StatusSystem->RemoveStatusEffect(this);
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StatusSystem->RemoveStatusEffect(this);
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}
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}
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void UStatusEffect::OnPlayerTurn(AActor* Character)
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{
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return;
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}
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void UStatusEffect::OnEnemyTurn(AActor* Character)
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{
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return;
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}
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void UStatusEffect::CheckForExpiry(const float TimeOfExpiry, AActor* Character)
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void UStatusEffect::CheckForExpiry(const float TimeOfExpiry, AActor* Character)
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{
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{
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if (TimeOfExpiry <= UGameplayStatics::GetRealTimeSeconds(GetWorld()))
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if (TimeOfExpiry <= UGameplayStatics::GetRealTimeSeconds(GetWorld())) OnExpiry(Character);
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{
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OnExpiry(Character);
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}
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UStatusSystem* StatusSystem = Cast<UStatusSystem>(Character->GetComponentByClass(UStatusSystem::StaticClass()));
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UStatusSystem* StatusSystem = Cast<UStatusSystem>(Character->GetComponentByClass(UStatusSystem::StaticClass()));
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if (StatusSystem->GetActiveStatusEffect(this).StatusIcon == nullptr) return;
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if (StatusSystem->GetActiveStatusEffect(this).StatusIcon == nullptr) return;
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UTextBlock* StatusText = Cast<UTextBlock>(StatusSystem->GetActiveStatusEffect(this).StatusIcon->GetWidgetFromName(TEXT("DurationText")));
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UTextBlock* StatusText = Cast<UTextBlock>(StatusSystem->GetActiveStatusEffect(this).StatusIcon->GetWidgetFromName(TEXT("DurationText")));
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@ -30,6 +30,12 @@ public:
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UFUNCTION()
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UFUNCTION()
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virtual void OnExpiry(AActor* Character);
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virtual void OnExpiry(AActor* Character);
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UFUNCTION()
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virtual void OnPlayerTurn(AActor* Character);
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UFUNCTION()
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virtual void OnEnemyTurn(AActor* Character);
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protected:
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protected:
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UPROPERTY()
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UPROPERTY()
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FTimerHandle ExpiryTimerHandle;
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FTimerHandle ExpiryTimerHandle;
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