Updated BookUI for Small Cosmetic Changes
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@ -3,7 +3,7 @@
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[/Script/EngineSettings.GeneralProjectSettings]
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[/Script/EngineSettings.GeneralProjectSettings]
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ProjectID=F2B2881E401D78B424BDDF9BBE633AFD
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ProjectID=F2B2881E401D78B424BDDF9BBE633AFD
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ProjectVersion=0.2.0
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ProjectVersion=0.2.0
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CompanyName=Team 2:13
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CompanyName=Cave In Studios
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ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "3415E4AF4ECD4236C9C61DA55D72AA2A", "The Twilight Abyss")
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ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "3415E4AF4ECD4236C9C61DA55D72AA2A", "Azure Abyss")
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ProjectName=The Twilight Abyss
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ProjectName=Azure Abyss
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BIN
Content/Blueprints/Combat_UI/BookCombat_UI.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Combat_UI/BookCombat_UI.uasset
(Stored with Git LFS)
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BIN
Content/Blueprints/Combat_UI/Combat_UI.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Combat_UI/Combat_UI.uasset
(Stored with Git LFS)
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@ -55,8 +55,6 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy)
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HUD->AddToViewport();
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HUD->AddToViewport();
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EnemyActor = Enemy;
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EnemyActor = Enemy;
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//Cast<ATempCharacter>(PlayerActor)->ImportantStatsWidget->SetVisibility(ESlateVisibility::Hidden);
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ProbertiumResource = 10;
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ProbertiumResource = 10;
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EisResource = 10;
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EisResource = 10;
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AzosResource = 10;
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AzosResource = 10;
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@ -96,7 +94,6 @@ void ATurnBaseCombatV2::EndCombat()
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{
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{
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StatusEffect->OnExpiry(PlayerActor);
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StatusEffect->OnExpiry(PlayerActor);
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}
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}
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//Cast<ATempCharacter>(PlayerActor)->ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible);
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HUD->RemoveFromParent();
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HUD->RemoveFromParent();
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APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
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APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
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@ -113,16 +110,6 @@ void ATurnBaseCombatV2::EndCombat()
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PlayerController->bShowMouseCursor = false;
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PlayerController->bShowMouseCursor = false;
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}
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}
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// void ATurnBaseCombatV2::FKeyPressed()
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// {
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// PButtonOnClick();
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// }
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//
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// void ATurnBaseCombatV2::WKeyPressed()
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// {
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// EButtonOnClick();
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// }
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void ATurnBaseCombatV2::BeginPlay()
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void ATurnBaseCombatV2::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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@ -147,7 +134,6 @@ void ATurnBaseCombatV2::BeginPlay()
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CurrentComboTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo"));
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CurrentComboTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo"));
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CurrentComboTextBlock1 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_1"));
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CurrentComboTextBlock1 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_1"));
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CurrentComboTextBlock2 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_2"));
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CurrentComboTextBlock2 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_2"));
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ActionPointsTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("ActionPoints"));
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BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog"));
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BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog"));
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PlayerHealthBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("PlayerHealthBar"));
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PlayerHealthBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("PlayerHealthBar"));
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EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar"));
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EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar"));
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@ -239,13 +225,11 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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case true:
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case true:
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// Player Turn
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// Player Turn
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DamageEnemy(*ValidCombos.Find(Combo));
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DamageEnemy(*ValidCombos.Find(Combo));
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//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Enemy Damaged %d"), *ValidCombos.Find(Combo)));
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OnPlayerTurn.Broadcast(PlayerActor, EnemyActor);
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OnPlayerTurn.Broadcast(PlayerActor, EnemyActor);
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break;
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break;
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case false:
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case false:
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// Enemy Turn
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// Enemy Turn
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DamagePlayer(*ValidCombos.Find(Combo));
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DamagePlayer(*ValidCombos.Find(Combo));
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//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Player Damaged %d"), *ValidCombos.Find(Combo)));
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OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
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OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
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break;
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break;
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}
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}
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@ -471,7 +455,7 @@ void ATurnBaseCombatV2::UpdateComboString(FString NewCombo) const
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void ATurnBaseCombatV2::UpdateActionPoints() const
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void ATurnBaseCombatV2::UpdateActionPoints() const
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{
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{
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ActionPointsTextBlock->SetText(FText::FromString(FString::FromInt(DefaultActionPoints - ActiveActionPoints)));
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return;
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}
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}
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void ATurnBaseCombatV2::AddBattleLogMessage(FString Message)
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void ATurnBaseCombatV2::AddBattleLogMessage(FString Message)
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@ -100,10 +100,6 @@ public:
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void StartCombat(AActor* Enemy);
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void StartCombat(AActor* Enemy);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void EndCombat();
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void EndCombat();
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// UFUNCTION(BlueprintCallable)
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// void FKeyPressed();
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// UFUNCTION(BlueprintCallable)
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// void WKeyPressed();
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DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*);
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DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*);
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DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*);
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DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*);
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@ -154,8 +150,6 @@ private:
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UTextBlock* CurrentComboTextBlock2;
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UTextBlock* CurrentComboTextBlock2;
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere)
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UTextBlock* BattleLogTextBlock;
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UTextBlock* BattleLogTextBlock;
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UPROPERTY(VisibleAnywhere)
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UTextBlock* ActionPointsTextBlock;
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UPROPERTY(VisibleAnywhere)
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UPROPERTY(VisibleAnywhere)
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UProgressBar* PlayerHealthBar;
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UProgressBar* PlayerHealthBar;
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