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b/Content/Levels/_GENERATED/kacpe/Box_93BF3D62.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:214b414aecea7b2c1753cb8b5d78e948fb8dd7949721fb625f0437f688db1c2f +size 29805 diff --git a/Content/Materials/Outline_rendering.uasset b/Content/Materials/Outline_rendering.uasset index 7f71f82..34f0744 100644 --- a/Content/Materials/Outline_rendering.uasset +++ b/Content/Materials/Outline_rendering.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7436c7dc0b4683ffc32ecc9981c36fa7137aee7a3a741b36a4a0fe8f16bbfdb1 -size 22466 +oid sha256:aa22feeaa3f3221c33b33854e686a0028be53dac041316debad91f64fdb9fbfd +size 22587 diff --git a/Content/Music/Wind_and_Rope_Cue.uasset b/Content/Music/Wind_and_Rope_Cue.uasset index 573df61..2ea4ba6 100644 --- a/Content/Music/Wind_and_Rope_Cue.uasset +++ b/Content/Music/Wind_and_Rope_Cue.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:53a3ec0e8f6ea55ce24d046331a68370592ef574529ea770642f5b5455f46ffa -size 6183 +oid sha256:54107a99ec77e1e7c2198dab03c96614aa6336417da21cadad6494338bdde6d9 +size 6205 diff --git a/Environment/MerchantShopAssets/MerchantShop.mb b/Environment/MerchantShopAssets/MerchantShop.mb new file mode 100644 index 0000000..5b7c760 --- /dev/null +++ b/Environment/MerchantShopAssets/MerchantShop.mb @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1ebde6dacbbcbbeda17b21667600788774f47b11ed110860f560dc4822586e4e +size 14014116 diff --git a/Environment/MerchantShopAssets/MerchantShopBlockout.fbx b/Environment/MerchantShopAssets/MerchantShopBlockout.fbx new file mode 100644 index 0000000..1ae843a --- /dev/null +++ b/Environment/MerchantShopAssets/MerchantShopBlockout.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:8b5f7048a382aa7e271eceb5e9b133e5b2068dcf3f99fe3c047afe2c06c1aa14 +size 1280320 diff --git a/Environment/MerchantShopAssets/MerchantShop_high.fbx b/Environment/MerchantShopAssets/MerchantShop_high.fbx new file mode 100644 index 0000000..e7c53da --- /dev/null +++ b/Environment/MerchantShopAssets/MerchantShop_high.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:c50619eb05b05adc21483680da57d41469a5bf7451c7d2ba3732eb0762a5de69 +size 766320 diff --git a/Environment/MerchantShopAssets/MerchantShop_low.fbx b/Environment/MerchantShopAssets/MerchantShop_low.fbx new file mode 100644 index 0000000..b435b0e --- /dev/null +++ b/Environment/MerchantShopAssets/MerchantShop_low.fbx @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b61f428419d8d5f989a4c1f5dd188005bd45871d7d613081b640fac8d9c29f20 +size 372064 diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp index 4cd5c2c..f7c14ed 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.cpp @@ -8,6 +8,8 @@ #include "GameFramework/CharacterMovementComponent.h" #include "the_twilight_abyss/MerchantInteraction/Interaction.h" #include + +#include "Components/PawnNoiseEmitterComponent.h" #include "Components/SphereComponent.h" #include "Kismet/KismetMathLibrary.h" @@ -19,8 +21,6 @@ ATempCharacter::ATempCharacter() PrimaryActorTick.bCanEverTick = true; Inventory = CreateDefaultSubobject("Inventory"); Inventory->MaxItemSlots = 10; - GoldBalance = GoldBalance; - Health = Health; this->GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true; } @@ -32,30 +32,30 @@ void ATempCharacter::BeginPlay() ThisCamera = Cast(this->FindComponentByClass()); PlayerCapsule = GetCapsuleComponent(); TArray AllActorsInScene; - //MAKE SURE POST PROCESSING IS IN THE SCENE OR GAME WILL CRASH UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene); if (ensureMsgf(AllActorsInScene.Num() > 0, TEXT("No Post Processing Volume in scene"))) { PostProcessVolume = Cast(AllActorsInScene[0]); } - Enemy = TEXT("Enemy"); UGameplayStatics::GetAllActorsWithTag(GetWorld(), Enemy, AIActors); - Ammo = TEXT("Ammo"); + NoiseEmitter = Cast(this->FindComponentByClass(UPawnNoiseEmitterComponent::StaticClass())); } //Binds the input we made in the setup player component to the forward vector void ATempCharacter::ForwardInput(float Axis) { AddMovementInput(UKismetMathLibrary::GetForwardVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis); + if (isInStealth == false) MakeNoise(1.0f, this, GetActorLocation(), 1200.0f); } //Binds the input we made in the setup player component to the right vector void ATempCharacter::RightMoveInput(float Axis) { AddMovementInput(UKismetMathLibrary::GetRightVector(FRotator(0, GetControlRotation().Yaw, 0)) * Axis); + if (isInStealth == false) MakeNoise(1.0f, this, GetActorLocation(), 1200.0f); } void ATempCharacter::Sneak() @@ -64,11 +64,12 @@ void ATempCharacter::Sneak() if (bIsCrouched) { UnCrouch(); + isInStealth = false; if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.0f; for (AActor* Actor : AIActors) { USphereComponent* SphereComponent = Actor->FindComponentByClass(); - if (SphereComponent != nullptr) + if (IsValid(SphereComponent)) { SphereComponent->SetSphereRadius(40.0f); //default value } @@ -77,12 +78,13 @@ void ATempCharacter::Sneak() else { Crouch(); + isInStealth = true; for (AActor* Actor : AIActors) { USphereComponent* SphereComponent = Actor->FindComponentByClass(); - if (SphereComponent != nullptr) + if (IsValid(SphereComponent)) { - SphereComponent->SetSphereRadius(15.0f); + SphereComponent->SetSphereRadius(5.0f); } } if (PostProcessVolume != nullptr) PostProcessVolume->Settings.VignetteIntensity = 0.8f; @@ -120,7 +122,7 @@ void ATempCharacter::KeyPressed() // Line trace logic void ATempCharacter::LineTraceLogic() { - UE_LOG(LogTemp, Display, TEXT("LineTraceLogic activated")); + //UE_LOG(LogTemp, Display, TEXT("LineTraceLogic activated")); float GlobalTrace = TraceDistance; FHitResult OutHit; ThisCamera = Cast(this->FindComponentByClass()); diff --git a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h index f9d57fb..b27002d 100644 --- a/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h +++ b/Source/the_twilight_abyss/PlayerTemp/TempCharacter.h @@ -28,7 +28,6 @@ protected: UFUNCTION() void Sneak(); - UCapsuleComponent* PlayerCapsule; public: @@ -37,22 +36,23 @@ public: UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Inventory, meta = (AllowPrivateAccess = "true")) class UInventoryComponent* Inventory; //Using the InventoryComponent class - + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets") UUserWidget* ItemSelectorWidget; - + // Called to bind functionality to input virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; - + void KeyPressed(); - + UPROPERTY(EditAnyWhere) float TraceDistance = 300; void InputDisabler(); void LineTraceLogic(); - + UPROPERTY() + class UPawnNoiseEmitterComponent* NoiseEmitter; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category= "Health") float Health; @@ -62,7 +62,7 @@ public: UPROPERTY(VisibleDefaultsOnly, Category = "LineTrace") bool bHit; - + //Using the item in the inventory UFUNCTION(BlueprintCallable, Category= "Items") void UseItem(class UBaseItem* Item); // Overriding the BaseItem Class @@ -74,7 +74,7 @@ public: UCameraComponent* ThisCamera; FVector OriginalCameraLocation; - + FRotator OriginalCameraRotation; int OriginalCameraFOV; @@ -89,7 +89,7 @@ public: APostProcessVolume* PostProcessVolume; - TArray AIActors; + TArray AIActors; FName Enemy; @@ -97,4 +97,9 @@ public: UPROPERTY(BlueprintReadWrite) float ReactionSpeed = 100.0f; + + bool isInStealth = false; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets") + UUserWidget* ImportantStats; }; diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffect.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffect.cpp index 036547b..931ac87 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffect.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffect.cpp @@ -5,6 +5,7 @@ #include "StatusSystem.h" #include "Kismet/GameplayStatics.h" +#include "TurnBaseCombatV2.h" #include "Components/TextBlock.h" void UStatusEffect::Invoke(AActor* Character, float TimeOfInit) @@ -19,16 +20,33 @@ void UStatusEffect::OnExpiry(AActor* Character) if (StatusSystem->GetActiveStatusEffect(this).StatusIcon == nullptr) return; StatusSystem->GetActiveStatusEffect(this).StatusIcon->RemoveFromParent(); StatusSystem->RemoveStatusEffect(this); + ATurnBaseCombatV2* CombatSystem = Cast(GetWorld()->GetGameState()); + CombatSystem->OnPlayerTurn.Remove(OnPlayerTurnDelegateHandle); + CombatSystem->OnEnemyTurn.Remove(OnEnemyTurnDelegateHandle); } -void UStatusEffect::OnPlayerTurn(AActor* Character) +void UStatusEffect::OnPlayerTurn(AActor* Character, AActor* Enemy) { return; } -void UStatusEffect::OnEnemyTurn(AActor* Character) +void UStatusEffect::OnEnemyTurn(AActor* Enemy, AActor* Character) { - return; + TickDown(Character); +} + +void UStatusEffect::OnStatusEffectAdd(AActor* Character) +{ + ATurnBaseCombatV2* CombatSystem = Cast(GetWorld()->GetGameState()); + OnPlayerTurnDelegateHandle = CombatSystem->OnPlayerTurn.AddUObject(this, &UStatusEffect::OnPlayerTurn); + OnEnemyTurnDelegateHandle = CombatSystem->OnEnemyTurn.AddUObject(this, &UStatusEffect::OnEnemyTurn); +} + +void UStatusEffect::TickDown(AActor* Character) +{ + UStatusSystem* StatusSystem = Cast(Character->GetComponentByClass(UStatusSystem::StaticClass())); + UTextBlock* StatusText = Cast(StatusSystem->GetActiveStatusEffect(this).StatusIcon->GetWidgetFromName(TEXT("DurationText"))); + StatusText->SetText(FText::FromString(FString::FromInt(BaseDuration))); } void UStatusEffect::CheckForExpiry(const float TimeOfExpiry, AActor* Character) diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffect.h b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffect.h index 317bc56..3073647 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffect.h +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffect.h @@ -20,25 +20,34 @@ public: UPROPERTY(EditAnywhere, BlueprintReadWrite) FString Description; UPROPERTY(EditAnywhere, BlueprintReadWrite) + bool IsForCombatOnly = false; + UPROPERTY(EditAnywhere, BlueprintReadWrite) float BaseDuration; UPROPERTY(EditAnywhere, BlueprintReadWrite) UTexture2D* Icon; UFUNCTION() virtual void Invoke(AActor* Character, float TimeOfExpiry); - UFUNCTION() virtual void OnExpiry(AActor* Character); UFUNCTION() - virtual void OnPlayerTurn(AActor* Character); + virtual void OnPlayerTurn(AActor* Character, AActor* Enemy); + UFUNCTION() + virtual void OnEnemyTurn(AActor* Enemy, AActor* Character); UFUNCTION() - virtual void OnEnemyTurn(AActor* Character); + virtual void OnStatusEffectAdd(AActor* Character); + + UFUNCTION() + virtual void TickDown(AActor* Character); protected: UPROPERTY() FTimerHandle ExpiryTimerHandle; UFUNCTION() void CheckForExpiry(float TimeOfExpiry, AActor* Character); + + FDelegateHandle OnPlayerTurnDelegateHandle; + FDelegateHandle OnEnemyTurnDelegateHandle; }; diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/DamageOverTime.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/DamageOverTime.cpp new file mode 100644 index 0000000..6bf8032 --- /dev/null +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/DamageOverTime.cpp @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "DamageOverTime.h" +#include + +void UDamageOverTime::OnEnemyTurn(AActor* Enemy, AActor* Character) +{ + ATurnBaseCombatV2* CombatSystem = Cast(GetWorld()->GetGameState()); + CombatSystem->DamageEnemy(DamagePerTurn, "DOT"); + BaseDuration -= 1.0f; + Super::OnEnemyTurn(Enemy, Character); + if (BaseDuration <= 0.0f) + { + OnExpiry(Character); + } +} diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/DamageOverTime.h b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/DamageOverTime.h new file mode 100644 index 0000000..c50db18 --- /dev/null +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/DamageOverTime.h @@ -0,0 +1,23 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "../StatusEffect.h" +#include "DamageOverTime.generated.h" + +/** + * + */ +UCLASS() +class THE_TWILIGHT_ABYSS_API UDamageOverTime : public UStatusEffect +{ + GENERATED_BODY() +public: + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float DamagePerTurn = 6.0f; + + //virtual void Invoke(AActor* Character, float TimeOfExpiry) override; + //virtual void OnExpiry(AActor* Character) override; + virtual void OnEnemyTurn(AActor* Enemy, AActor* Character) override; +}; diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/Thorns.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/Thorns.cpp index ae9f142..b3277af 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/Thorns.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/Thorns.cpp @@ -3,6 +3,8 @@ #include "Thorns.h" +#include "the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h" + void UThorns::Invoke(AActor* Character, float TimeOfExpiry) { Super::Invoke(Character, TimeOfExpiry); @@ -12,3 +14,15 @@ void UThorns::OnExpiry(AActor* Character) { Super::OnExpiry(Character); } + +void UThorns::OnEnemyTurn(AActor* Enemy, AActor* Character) +{ + ATurnBaseCombatV2* CombatSystem = Cast(GetWorld()->GetGameState()); + CombatSystem->DamageEnemy(DamagePerTurn, "thorns"); + BaseDuration -= 1.0f; + Super::OnEnemyTurn(Enemy, Character); + if (BaseDuration <= 0.0f) + { + OnExpiry(Character); + } +} diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/Thorns.h b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/Thorns.h index 9abc89c..09862ae 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/Thorns.h +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusEffects/Thorns.h @@ -15,6 +15,10 @@ class THE_TWILIGHT_ABYSS_API UThorns : public UStatusEffect GENERATED_BODY() public: + UPROPERTY(EditAnywhere, BlueprintReadWrite) + float DamagePerTurn = 3.0f; + virtual void Invoke(AActor* Character, float TimeOfExpiry) override; virtual void OnExpiry(AActor* Character) override; + virtual void OnEnemyTurn(AActor* Enemy, AActor* Character) override; }; diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.cpp index d3138dc..046bc5e 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/StatusSystem.cpp @@ -43,11 +43,21 @@ void UStatusSystem::AddStatusEffect(UStatusEffect* StatusEffect, const float Dur FActiveStatusEffect NewStatusEffect; NewStatusEffect.StatusEffect = StatusEffect; NewStatusEffect.TimeInitiated = UGameplayStatics::GetRealTimeSeconds(GetWorld()); - NewStatusEffect.TimeTillExpiry = UGameplayStatics::GetRealTimeSeconds(GetWorld()) + StatusEffect->BaseDuration * DurationMultiplier; + if (StatusEffect->IsForCombatOnly) + { + NewStatusEffect.TimeTillExpiry = StatusEffect->BaseDuration * DurationMultiplier; + } + else + { + NewStatusEffect.TimeTillExpiry = UGameplayStatics::GetRealTimeSeconds(GetWorld()) + StatusEffect->BaseDuration * DurationMultiplier; + } NewStatusEffect.StatusIcon = CreateWidget(GetWorld(), HUDStatusIconWidget); UImage* StatusIconImage = Cast(NewStatusEffect.StatusIcon->GetWidgetFromName(TEXT("StatusIconImage"))); StatusIconImage->SetBrushFromTexture(StatusEffect->Icon); StatusIconsBox->AddChild(NewStatusEffect.StatusIcon); + NewStatusEffect.StatusEffect->OnStatusEffectAdd(GetOwner()); + UTextBlock* StatusText = Cast(NewStatusEffect.StatusIcon->GetWidgetFromName(TEXT("DurationText"))); + StatusText->SetText(FText::FromString(FString::FromInt(NewStatusEffect.TimeTillExpiry))); if (Invoke) NewStatusEffect.StatusEffect->Invoke(GetOwner(), NewStatusEffect.TimeTillExpiry); ActiveStatusEffects.Add(NewStatusEffect); diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp index fa527c2..d2b3fda 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp @@ -12,6 +12,7 @@ #include "GameFramework/Character.h" #include "Kismet/GameplayStatics.h" #include "the_twilight_abyss/PlayerTemp/TempCharacter.h" +#include "UObject/UnrealTypePrivate.h" // Sets default values ATurnBaseCombatV2::ATurnBaseCombatV2() @@ -22,6 +23,8 @@ ATurnBaseCombatV2::ATurnBaseCombatV2() HUDWidget = HUDWidgetClass.Class; static ConstructorHelpers::FClassFinder StatusEffectThornsClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_Thorns")); ThornsStatusEffect = StatusEffectThornsClassFinder.Class; + static ConstructorHelpers::FClassFinder StatusEffectDOTClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageOverTime")); + DOTStatusEffect = StatusEffectDOTClassFinder.Class; } } @@ -34,13 +37,24 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy) EnemyBlackboard->SetValueAsBool("IsInCombat", true); FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health")); int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr(Enemy); - EnemyHealth = EnemyHealthPtr; + + if (EnemyBlackboard->GetValueAsBool("Sight")) + { + //bEnemyHasExtraTurn = true; + SwitchTurn(); + } + else + { + bPlayerHasExtraTurn = true; + } if (HUD->IsInViewport()) return; HUD->AddToViewport(); EnemyActor = Enemy; + Cast(PlayerActor)->ImportantStats->SetVisibility(ESlateVisibility::Hidden); + ProbertiumResource = 10; EisResource = 10; AzosResource = 10; @@ -56,6 +70,14 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy) PlayerController->SetInputMode(FInputModeUIOnly()); PlayerController->bShowMouseCursor = true; + FVector Direction = Enemy->GetActorLocation() - PlayerActor->GetActorLocation(); + Direction.Normalize(); + FRotator LookAtRotation = FRotationMatrix::MakeFromX(Direction).Rotator(); + LookAtRotation.Pitch = -9.0f; + PlayerController->SetControlRotation(LookAtRotation); + + //DrawDebugPoint(GetWorld(), Enemy->GetActorLocation(), 10, FColor::Red, false, 10); + CurrentComboString = ""; UpdateComboString(CurrentComboString); RevertActionPoints(); @@ -66,11 +88,14 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy) void ATurnBaseCombatV2::EndCombat() { + bEnemyHasExtraTurn = false; + bPlayerHasExtraTurn = false; for (UStatusEffect* StatusEffect : StatusEffects) { StatusEffect->OnExpiry(PlayerActor); } - + Cast(PlayerActor)->ImportantStats->SetVisibility(ESlateVisibility::Visible); + HUD->RemoveFromParent(); APawn* PlayerPawn = Cast(GetWorld()->GetFirstPlayerController()->GetPawn()); PlayerPawn->bUseControllerRotationYaw = true; @@ -86,15 +111,15 @@ void ATurnBaseCombatV2::EndCombat() PlayerController->bShowMouseCursor = false; } -void ATurnBaseCombatV2::FKeyPressed() -{ - PButtonOnClick(); -} - -void ATurnBaseCombatV2::WKeyPressed() -{ - EButtonOnClick(); -} +// void ATurnBaseCombatV2::FKeyPressed() +// { +// PButtonOnClick(); +// } +// +// void ATurnBaseCombatV2::WKeyPressed() +// { +// EButtonOnClick(); +// } void ATurnBaseCombatV2::BeginPlay() { @@ -176,6 +201,14 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) UStatusEffect* TempThornsStatusEffect = NewObject(PlayerActor, ThornsStatusEffect); StatusSystem->AddStatusEffect(TempThornsStatusEffect, 1, false); StatusEffects.Add(TempThornsStatusEffect); + AddBattleLogMessage("Player Casted Thorns"); + } + else if (Combo == "PPI") + { + UStatusEffect* TempDOTStatusEffect = NewObject(PlayerActor, DOTStatusEffect); + StatusSystem->AddStatusEffect(TempDOTStatusEffect, 1, false); + StatusEffects.Add(TempDOTStatusEffect); + AddBattleLogMessage("Player Casted DOT"); } } @@ -191,6 +224,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) RevertActionPoints(); UpdateActionPoints(); + //Damage Calculation switch (bIsPlayerTurn) { case true: @@ -206,7 +240,7 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) OnEnemyTurn.Broadcast(EnemyActor, PlayerActor); break; } - + //Ends Combat if either the player or enemy is dead if (*EnemyHealth <= 0) { @@ -220,7 +254,11 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo) return; } - SwitchTurn(); + if (!bPlayerHasExtraTurn) + { + SwitchTurn(); + } + bPlayerHasExtraTurn = false; } void ATurnBaseCombatV2::UseActionPoint() @@ -241,18 +279,18 @@ void ATurnBaseCombatV2::RevertActionPoints() UpdateActionPoints(); } -void ATurnBaseCombatV2::DamagePlayer(int Damage) +void ATurnBaseCombatV2::DamagePlayer(int Damage, FString DamageType) { *PlayerHealth -= FMath::Clamp(Damage, 0, 100); UpdateProgressBars(); - AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage) + " damage."); + AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage) + " HP by " + DamageType + "."); } -void ATurnBaseCombatV2::DamageEnemy(int Damage) +void ATurnBaseCombatV2::DamageEnemy(int Damage, FString DamageType) { *EnemyHealth -= FMath::Clamp(Damage, 0, 100); UpdateProgressBars(); - AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage) + " damage."); + AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage) + " HP by " + DamageType + "."); } void ATurnBaseCombatV2::UpdateProgressBars() const @@ -277,7 +315,7 @@ void ATurnBaseCombatV2::SwitchTurn() //bIsPlayerTurn = !bIsPlayerTurn; TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn")); ToggleButtons(); - + FTimerHandle UnusedHandle; GetWorldTimerManager().SetTimer(UnusedHandle, this, &ATurnBaseCombatV2::EnemyTurn, 2.0f, false); @@ -455,6 +493,7 @@ void ATurnBaseCombatV2::ToggleButtons() const void ATurnBaseCombatV2::EnemyTurn() { DamagePlayer(10); + OnEnemyTurn.Broadcast(EnemyActor, PlayerActor); TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn")); ToggleButtons(); } diff --git a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h index 4a339a2..37b9bdd 100644 --- a/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h +++ b/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.h @@ -94,15 +94,18 @@ public: void StartCombat(AActor* Enemy); UFUNCTION(BlueprintCallable) void EndCombat(); - UFUNCTION(BlueprintCallable) - void FKeyPressed(); - UFUNCTION(BlueprintCallable) - void WKeyPressed(); + // UFUNCTION(BlueprintCallable) + // void FKeyPressed(); + // UFUNCTION(BlueprintCallable) + // void WKeyPressed(); DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnPlayerTurn, AActor*, AActor*); DECLARE_EVENT_TwoParams(ATurnBaseCombatV2, FOnEnemyTurn, AActor*, AActor*); FOnPlayerTurn OnPlayerTurn; FOnEnemyTurn OnEnemyTurn; + + void DamagePlayer(int Damage, FString DamageType = "unknown"); + void DamageEnemy(int Damage, FString DamageType = "unknown"); protected: virtual void BeginPlay() override; @@ -110,16 +113,19 @@ protected: void UseActionPoint(); void ReuseActionPoint(); void RevertActionPoints(); - void DamagePlayer(int Damage); - void DamageEnemy(int Damage); void UpdateProgressBars() const; + bool bPlayerHasExtraTurn = false; + bool bEnemyHasExtraTurn = false; + private: bool IsValidCombo(FString Combo) const; bool IsSpecialCombo(FString Combo) const; UPROPERTY() TSubclassOf ThornsStatusEffect; + UPROPERTY() + TSubclassOf DOTStatusEffect; UPROPERTY() TArray StatusEffects; diff --git a/UI designs/Gun elements in circles with colour edited.psd b/UI designs/Gun elements in circles with colour edited.psd new file mode 100644 index 0000000..d19d1bb --- /dev/null +++ b/UI designs/Gun elements in circles with colour edited.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6e3d5a5bbca5ac55c023b5bdbcc36a8aa64ad136b4658b87c886ba4e94d961a2 +size 3746134 diff --git a/UI designs/Gun elements in circles with colour.psd b/UI designs/Gun elements in circles with colour.psd new file mode 100644 index 0000000..a4aeefb --- /dev/null +++ b/UI designs/Gun elements in circles with colour.psd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0eee74c31cc288d35eb98e64e3f834d2ebca6fd16c0f029ca75da416c6f504ab +size 2491119 diff --git a/the_twilight_abyss.uproject.DotSettings b/the_twilight_abyss.uproject.DotSettings index 2323d1b..81ddebe 100644 --- a/the_twilight_abyss.uproject.DotSettings +++ b/the_twilight_abyss.uproject.DotSettings @@ -1,4 +1,5 @@  True True - True \ No newline at end of file + True + True \ No newline at end of file