Refactored Variable Naming Conventions to Unreal

This commit is contained in:
Philip W 2022-11-13 21:31:25 +00:00
parent bf3b2e3837
commit c085aae130
3 changed files with 24 additions and 16 deletions

View File

@ -17,7 +17,7 @@ ManualIPAddress=
+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/the_twilight_abyss")
[/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Levels/Main.Main
EditorStartupMap=/Game/Levels/CombatTest.CombatTest
LocalMapOptions=
TransitionMap=None
bUseSplitscreen=True
@ -26,9 +26,9 @@ ThreePlayerSplitscreenLayout=FavorTop
FourPlayerSplitscreenLayout=Grid
bOffsetPlayerGamepadIds=False
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/Levels/Main.Main
GameDefaultMap=/Game/Levels/CombatTest.CombatTest
ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Game/Merchant/BP_MerchantGameMode.BP_MerchantGameMode_C
GlobalDefaultGameMode=/Game/Blueprints/Combat_UI/Combat_Test.Combat_Test_C
GlobalDefaultServerGameMode=None
[/Script/Engine.CollisionProfile]
@ -88,3 +88,10 @@ GlobalDefaultServerGameMode=None
+CollisionChannelRedirects=(OldName="VehicleMovement",NewName="Vehicle")
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
[CoreRedirects]
+PropertyRedirects=(OldName="/Script/the_twilight_abyss.TurnBaseCombat.isPlayerTurn",NewName="/Script/the_twilight_abyss.TurnBaseCombat.bIsPlayerTurn")
+PropertyRedirects=(OldName="/Script/the_twilight_abyss.TurnBaseCombat.playerHealth",NewName="/Script/the_twilight_abyss.TurnBaseCombat.PlayerHealth")
+PropertyRedirects=(OldName="/Script/the_twilight_abyss.TurnBaseCombat.enemyHealth",NewName="/Script/the_twilight_abyss.TurnBaseCombat.EnemyHealth")
+PropertyRedirects=(OldName="/Script/the_twilight_abyss.TurnBaseCombat.defaultActionPoints",NewName="/Script/the_twilight_abyss.TurnBaseCombat.DefaultActionPoints")

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Content/Levels/CombatTest.umap (Stored with Git LFS)

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@ -15,15 +15,15 @@ class THE_TWILIGHT_ABYSS_API ATurnBaseCombat : public AGameStateBase
GENERATED_BODY()
public:
ATurnBaseCombat() = default;
ATurnBaseCombat();
UPROPERTY(EditDefaultsOnly)
int playerHealth = 100;
int PlayerHealth = 100;
UPROPERTY(EditDefaultsOnly)
int enemyHealth = 100;
int EnemyHealth = 100;
UPROPERTY(EditDefaultsOnly)
int defaultActionPoints = 3;
int activeActionPoints = 0;
int DefaultActionPoints = 3;
int ActiveActionPoints = 0;
AActor* playerActor;
AActor* enemyActor;
@ -31,20 +31,21 @@ public:
/*
TODO:
Reference Blueprint HUD
Reference Action Library
Reference Player Inventory
Reference Combat Logging System
*/
UPROPERTY(EditAnywhere)
TSubclassOf<UUserWidget> HUDWidget;
protected:
virtual void BeginPlay() override;
void useActionPoint();
void reuseActionPoint();
void revertActionPoints();
void UseActionPoint();
void ReuseActionPoint();
void RevertActionPoints();
private:
UPROPERTY(EditDefaultsOnly)
bool isPlayerTurn = true;
void switchTurn();
bool bIsPlayerTurn = true;
void SwitchTurn();
};