From ce4c2294c4e013d369e5b0fe30b77a794ed2c29b Mon Sep 17 00:00:00 2001 From: PHILIP White Date: Mon, 14 Nov 2022 03:15:26 +0000 Subject: [PATCH] Updated TurnBaseCombat for Simple Opponent AI --- .../the_twilight_abyss/TurnBasedCombat/TurnBaseCombat.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/Source/the_twilight_abyss/TurnBasedCombat/TurnBaseCombat.cpp b/Source/the_twilight_abyss/TurnBasedCombat/TurnBaseCombat.cpp index a01235b..dd5e341 100644 --- a/Source/the_twilight_abyss/TurnBasedCombat/TurnBaseCombat.cpp +++ b/Source/the_twilight_abyss/TurnBasedCombat/TurnBaseCombat.cpp @@ -73,6 +73,7 @@ void ATurnBaseCombat::ExecuteCast(FString Combo) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, FString::Printf(TEXT("Player Damaged %d"), *ValidCombos.Find(Combo))); break; } + SwitchTurn(); } void ATurnBaseCombat::UseActionPoint() @@ -118,7 +119,11 @@ bool ATurnBaseCombat::IsValidCombo(FString Combo) const void ATurnBaseCombat::SwitchTurn() { - TurnIndicatorTextBlock->SetText(FText::FromString(bIsPlayerTurn ? "Enemy Turn" : "Player Turn")); + //TurnIndicatorTextBlock->SetText(FText::FromString(bIsPlayerTurn ? "Enemy Turn" : "Player Turn")); + //bIsPlayerTurn = !bIsPlayerTurn; + TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn")); + DamagePlayer(10); + TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn")); //activeActor = bIsPlayerTurn ? enemyActor : playerActor; }