Updated TurnBaseCombat for Simple Opponent AI

This commit is contained in:
Philip W 2022-11-14 03:15:26 +00:00
parent 329cf183b9
commit ce4c2294c4

View File

@ -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))); GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, FString::Printf(TEXT("Player Damaged %d"), *ValidCombos.Find(Combo)));
break; break;
} }
SwitchTurn();
} }
void ATurnBaseCombat::UseActionPoint() void ATurnBaseCombat::UseActionPoint()
@ -118,7 +119,11 @@ bool ATurnBaseCombat::IsValidCombo(FString Combo) const
void ATurnBaseCombat::SwitchTurn() 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; //activeActor = bIsPlayerTurn ? enemyActor : playerActor;
} }