Updated BookUI for Small Cosmetic Changes

This commit is contained in:
Philip W 2023-04-21 14:35:36 +01:00
parent 7c39553dd2
commit b5d451d948
5 changed files with 8 additions and 30 deletions

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@ -3,7 +3,7 @@
[/Script/EngineSettings.GeneralProjectSettings] [/Script/EngineSettings.GeneralProjectSettings]
ProjectID=F2B2881E401D78B424BDDF9BBE633AFD ProjectID=F2B2881E401D78B424BDDF9BBE633AFD
ProjectVersion=0.2.0 ProjectVersion=0.2.0
CompanyName=Team 2:13 CompanyName=Cave In Studios
ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "3415E4AF4ECD4236C9C61DA55D72AA2A", "The Twilight Abyss") ProjectDisplayedTitle=NSLOCTEXT("[/Script/EngineSettings]", "3415E4AF4ECD4236C9C61DA55D72AA2A", "Azure Abyss")
ProjectName=The Twilight Abyss ProjectName=Azure Abyss

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@ -55,8 +55,6 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy)
HUD->AddToViewport(); HUD->AddToViewport();
EnemyActor = Enemy; EnemyActor = Enemy;
//Cast<ATempCharacter>(PlayerActor)->ImportantStatsWidget->SetVisibility(ESlateVisibility::Hidden);
ProbertiumResource = 10; ProbertiumResource = 10;
EisResource = 10; EisResource = 10;
AzosResource = 10; AzosResource = 10;
@ -96,7 +94,6 @@ void ATurnBaseCombatV2::EndCombat()
{ {
StatusEffect->OnExpiry(PlayerActor); StatusEffect->OnExpiry(PlayerActor);
} }
//Cast<ATempCharacter>(PlayerActor)->ImportantStatsWidget->SetVisibility(ESlateVisibility::Visible);
HUD->RemoveFromParent(); HUD->RemoveFromParent();
APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn()); APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
@ -113,16 +110,6 @@ void ATurnBaseCombatV2::EndCombat()
PlayerController->bShowMouseCursor = false; PlayerController->bShowMouseCursor = false;
} }
// void ATurnBaseCombatV2::FKeyPressed()
// {
// PButtonOnClick();
// }
//
// void ATurnBaseCombatV2::WKeyPressed()
// {
// EButtonOnClick();
// }
void ATurnBaseCombatV2::BeginPlay() void ATurnBaseCombatV2::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
@ -147,7 +134,6 @@ void ATurnBaseCombatV2::BeginPlay()
CurrentComboTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo")); CurrentComboTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo"));
CurrentComboTextBlock1 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_1")); CurrentComboTextBlock1 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_1"));
CurrentComboTextBlock2 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_2")); CurrentComboTextBlock2 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_2"));
ActionPointsTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("ActionPoints"));
BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog")); BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog"));
PlayerHealthBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("PlayerHealthBar")); PlayerHealthBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("PlayerHealthBar"));
EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar")); EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar"));
@ -239,13 +225,11 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
case true: case true:
// Player Turn // Player Turn
DamageEnemy(*ValidCombos.Find(Combo)); DamageEnemy(*ValidCombos.Find(Combo));
//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Enemy Damaged %d"), *ValidCombos.Find(Combo)));
OnPlayerTurn.Broadcast(PlayerActor, EnemyActor); OnPlayerTurn.Broadcast(PlayerActor, EnemyActor);
break; break;
case false: case false:
// Enemy Turn // Enemy Turn
DamagePlayer(*ValidCombos.Find(Combo)); DamagePlayer(*ValidCombos.Find(Combo));
//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("Player Damaged %d"), *ValidCombos.Find(Combo)));
OnEnemyTurn.Broadcast(EnemyActor, PlayerActor); OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
break; break;
} }
@ -471,7 +455,7 @@ void ATurnBaseCombatV2::UpdateComboString(FString NewCombo) const
void ATurnBaseCombatV2::UpdateActionPoints() const void ATurnBaseCombatV2::UpdateActionPoints() const
{ {
ActionPointsTextBlock->SetText(FText::FromString(FString::FromInt(DefaultActionPoints - ActiveActionPoints))); return;
} }
void ATurnBaseCombatV2::AddBattleLogMessage(FString Message) void ATurnBaseCombatV2::AddBattleLogMessage(FString Message)

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@ -100,10 +100,6 @@ public:
void StartCombat(AActor* Enemy); void StartCombat(AActor* Enemy);
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable)
void EndCombat(); void EndCombat();
// UFUNCTION(BlueprintCallable)
// void FKeyPressed();
// UFUNCTION(BlueprintCallable)
// void WKeyPressed();
DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*); DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*);
DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*); DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*);
@ -154,8 +150,6 @@ private:
UTextBlock* CurrentComboTextBlock2; UTextBlock* CurrentComboTextBlock2;
UPROPERTY(VisibleAnywhere) UPROPERTY(VisibleAnywhere)
UTextBlock* BattleLogTextBlock; UTextBlock* BattleLogTextBlock;
UPROPERTY(VisibleAnywhere)
UTextBlock* ActionPointsTextBlock;
UPROPERTY(VisibleAnywhere) UPROPERTY(VisibleAnywhere)
UProgressBar* PlayerHealthBar; UProgressBar* PlayerHealthBar;