Updated TurnBaseCombat for Simple Combat AI

This commit is contained in:
Philip W 2022-11-15 02:02:59 +00:00
parent 96273d16d9
commit c852de30ec
3 changed files with 24 additions and 4 deletions

View File

@ -17,7 +17,7 @@ ManualIPAddress=
+ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/the_twilight_abyss") +ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/the_twilight_abyss")
[/Script/EngineSettings.GameMapsSettings] [/Script/EngineSettings.GameMapsSettings]
EditorStartupMap=/Game/Levels/CombatTest.CombatTest EditorStartupMap=/Game/Levels/Prototype.Prototype
LocalMapOptions= LocalMapOptions=
TransitionMap=None TransitionMap=None
bUseSplitscreen=True bUseSplitscreen=True
@ -26,7 +26,7 @@ ThreePlayerSplitscreenLayout=FavorTop
FourPlayerSplitscreenLayout=Grid FourPlayerSplitscreenLayout=Grid
bOffsetPlayerGamepadIds=False bOffsetPlayerGamepadIds=False
GameInstanceClass=/Script/Engine.GameInstance GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/Levels/CombatTest.CombatTest GameDefaultMap=/Game/Levels/Prototype.Prototype
ServerDefaultMap=/Engine/Maps/Entry.Entry ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Game/Merchant/BP_MerchantGameMode.BP_MerchantGameMode_C GlobalDefaultGameMode=/Game/Merchant/BP_MerchantGameMode.BP_MerchantGameMode_C
GlobalDefaultServerGameMode=None GlobalDefaultServerGameMode=None

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@ -172,8 +172,11 @@ void ATurnBaseCombat::SwitchTurn()
//TurnIndicatorTextBlock->SetText(FText::FromString(bIsPlayerTurn ? "Enemy Turn" : "Player Turn")); //TurnIndicatorTextBlock->SetText(FText::FromString(bIsPlayerTurn ? "Enemy Turn" : "Player Turn"));
//bIsPlayerTurn = !bIsPlayerTurn; //bIsPlayerTurn = !bIsPlayerTurn;
TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn")); TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn"));
DamagePlayer(10); ToggleButtons();
TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn")); //wait for 2 seconds
FTimerHandle UnusedHandle;
GetWorldTimerManager().SetTimer(UnusedHandle, this, &ATurnBaseCombat::EnemyTurn, 2.0f, false);
//activeActor = bIsPlayerTurn ? enemyActor : playerActor; //activeActor = bIsPlayerTurn ? enemyActor : playerActor;
} }
@ -277,3 +280,18 @@ void ATurnBaseCombat::UpdateResourceBars() const
IronResourceBar->SetPercent(IronResource / 10.0f); IronResourceBar->SetPercent(IronResource / 10.0f);
SulfurResourceBar->SetPercent(SulfurResource / 10.0f); SulfurResourceBar->SetPercent(SulfurResource / 10.0f);
} }
void ATurnBaseCombat::ToggleButtons() const
{
FButton->SetIsEnabled(!FButton->bIsEnabled);
WButton->SetIsEnabled(!WButton->bIsEnabled);
BackspaceButton->SetIsEnabled(!BackspaceButton->bIsEnabled);
CastButton->SetIsEnabled(!CastButton->bIsEnabled);
}
void ATurnBaseCombat::EnemyTurn()
{
DamagePlayer(10);
TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
ToggleButtons();
}

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@ -138,4 +138,6 @@ private:
void ClearBattleLog(); void ClearBattleLog();
void UpdateBattleLog(); void UpdateBattleLog();
void UpdateResourceBars() const; void UpdateResourceBars() const;
void ToggleButtons() const;
void EnemyTurn();
}; };