Added Base TurnBasedComabat System WIP

This commit is contained in:
Philip W 2022-11-09 20:32:31 +00:00
parent bcd8127346
commit b678c25377
3 changed files with 70 additions and 1 deletions

View File

@ -1,4 +1,3 @@
.idea
.git
.vscode
Content

View File

@ -0,0 +1,24 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "TurnBaseCombat.h"
void ATurnBaseCombat::BeginPlay()
{
Super::BeginPlay();
activeActionPoints = defaultActionPoints;
}
void ATurnBaseCombat::useActionPoint()
{
activeActionPoints -= 1;
}
void ATurnBaseCombat::revertActionPoints()
{
activeActionPoints = defaultActionPoints;
}

View File

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