Added Base TurnBasedComabat System WIP
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Source/the_twilight_abyss/TurnBaseCombat.cpp
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24
Source/the_twilight_abyss/TurnBaseCombat.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TurnBaseCombat.h"
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void ATurnBaseCombat::BeginPlay()
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{
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Super::BeginPlay();
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activeActionPoints = defaultActionPoints;
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}
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void ATurnBaseCombat::useActionPoint()
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{
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activeActionPoints -= 1;
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}
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void ATurnBaseCombat::revertActionPoints()
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{
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activeActionPoints = defaultActionPoints;
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}
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46
Source/the_twilight_abyss/TurnBaseCombat.h
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Source/the_twilight_abyss/TurnBaseCombat.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/GameStateBase.h"
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#include "TurnBaseCombat.generated.h"
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/**
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*
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*/
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UCLASS()
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class THE_TWILIGHT_ABYSS_API ATurnBaseCombat : public AGameStateBase
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{
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GENERATED_BODY()
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public:
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ATurnBaseCombat() = default;
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UPROPERTY(EditDefaultsOnly)
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int playerHealth = 100;
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UPROPERTY(EditDefaultsOnly)
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int enemyHealth = 100;
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UPROPERTY(EditDefaultsOnly)
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int defaultActionPoints = 3;
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int activeActionPoints = 0;
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AActor* playerActor;
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AActor* enemyActor;
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/*
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TODO:
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Reference Blueprint HUD
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Reference Action Library
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Reference Player Inventory
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*/
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protected:
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virtual void BeginPlay() override;
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void useActionPoint();
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void revertActionPoints();
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private:
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UPROPERTY(EditDefaultsOnly)
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bool isPlayerTurn = true;
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};
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