Updated RealTimeCombat to Map Functions to Keys
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09ec1cb181
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@ -11,11 +11,10 @@
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ARealTimeCombat::ARealTimeCombat()
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{
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if (HUDWidget == nullptr)
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{
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// Load the HUD widget from the specified path
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static ConstructorHelpers::FClassFinder<UUserWidget> HUDWidgetClass(TEXT("/Game/Blueprints/Combat_UI/Combat_UI"));
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static ConstructorHelpers::FClassFinder<UUserWidget> HUDWidgetClass(TEXT("/Game/Blueprints/Combat_UI/Combat_UI_RT"));
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HUDWidget = HUDWidgetClass.Class;
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}
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}
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@ -40,6 +39,49 @@ void ARealTimeCombat::EndCombat()
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HUD->RemoveFromViewport();
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}
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void ARealTimeCombat::OnMouseClick()
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{
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ExecuteCast(CurrentComboString);
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}
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void ARealTimeCombat::OnQPress()
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{
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if (ActiveActionPoints >= HeldActionPoints)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
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return;
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}
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if (IronResource <= 0)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Iron"));
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return;
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}
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UseActionPoint();
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CurrentComboString.AppendChar('F');
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UpdateComboString(CurrentComboString);
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IronResource -= 1;
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UpdateResourceBars();
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}
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void ARealTimeCombat::OnEPress()
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{
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if (ActiveActionPoints >= HeldActionPoints)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
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return;
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}
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if (IronResource <= 0)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Sulfur"));
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return;
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}
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UseActionPoint();
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CurrentComboString.AppendChar('W');
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UpdateComboString(CurrentComboString);
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SulfurResource -= 1;
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UpdateResourceBars();
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}
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void ARealTimeCombat::BeginPlay()
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{
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Super::BeginPlay();
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@ -49,7 +91,6 @@ void ARealTimeCombat::BeginPlay()
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HUD = CreateWidget<UUserWidget>(GetWorld(), HUDWidget);
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TurnIndicatorTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("TurnIndicator"));
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CurrentComboTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("CurrentCombo"));
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ActionPointsTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("ActionPoints"));
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BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog"));
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@ -57,14 +98,7 @@ void ARealTimeCombat::BeginPlay()
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EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar"));
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IronResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("IronResourceBar"));
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SulfurResourceBar = Cast<UProgressBar>(HUD->GetWidgetFromName("SulfurResourceBar"));
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CastButton = Cast<UButton>(HUD->GetWidgetFromName("CastButton"));
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FButton = Cast<UButton>(HUD->GetWidgetFromName("FButton"));
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WButton = Cast<UButton>(HUD->GetWidgetFromName("WButton"));
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BackspaceButton = Cast<UButton>(HUD->GetWidgetFromName("BackspaceButton"));
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CastButton->OnClicked.AddDynamic(this, &ARealTimeCombat::CastButtonOnClick);
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FButton->OnClicked.AddDynamic(this, &ARealTimeCombat::FButtonOnClick);
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WButton->OnClicked.AddDynamic(this, &ARealTimeCombat::WButtonOnClick);
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BackspaceButton->OnClicked.AddDynamic(this, &ARealTimeCombat::BackspaceButtonOnClick);
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ActionPointsBar = Cast<UProgressBar>(HUD->GetWidgetFromName("ActionPointsBar"));
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}
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void ARealTimeCombat::ExecuteCast(FString Combo)
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@ -123,24 +157,27 @@ void ARealTimeCombat::ExecuteCast(FString Combo)
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return;
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}
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SwitchTurn();
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// SwitchTurn();
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}
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void ARealTimeCombat::UseActionPoint()
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{
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if (HeldActionPoints > 0 && ActiveActionPoints < MaxActionPoints)
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{
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ActiveActionPoints -= 1;
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UpdateActionPoints();
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}
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}
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void ARealTimeCombat::ReuseActionPoint()
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{
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ActiveActionPoints += 1;
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UpdateActionPoints();
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}
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void ARealTimeCombat::ReuseActionPoint()
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{
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ActiveActionPoints -= 1;
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UpdateActionPoints();
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}
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void ARealTimeCombat::RevertActionPoints()
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{
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ActiveActionPoints = 0;
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ActiveActionPoints = HeldActionPoints;
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UpdateActionPoints();
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}
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@ -164,88 +201,26 @@ void ARealTimeCombat::UpdateProgressBars() const
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EnemyHealthBar->SetPercent(EnemyHealth / 100.0f);
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}
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void ARealTimeCombat::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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//Every second add 1 action point
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if (ActionPointsTimer >= 1.0f && ActiveActionPoints < MaxActionPoints)
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{
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HeldActionPoints += 1;
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ActionPointsTimer = 0.0f;
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}
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else
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{
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ActionPointsTimer += DeltaSeconds;
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}
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}
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bool ARealTimeCombat::IsValidCombo(FString Combo) const
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{
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return ValidCombos.Contains(Combo);
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}
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void ARealTimeCombat::SwitchTurn()
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{
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//TurnIndicatorTextBlock->SetText(FText::FromString(bIsPlayerTurn ? "Enemy Turn" : "Player Turn"));
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//bIsPlayerTurn = !bIsPlayerTurn;
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TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn"));
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ToggleButtons();
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//wait for 2 seconds
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FTimerHandle UnusedHandle;
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GetWorldTimerManager().SetTimer(UnusedHandle, this, &ARealTimeCombat::EnemyTurn, 2.0f, false);
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//activeActor = bIsPlayerTurn ? enemyActor : playerActor;
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}
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void ARealTimeCombat::CastButtonOnClick()
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{
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ExecuteCast(CurrentComboString);
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}
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void ARealTimeCombat::FButtonOnClick()
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{
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if (ActiveActionPoints >= DefaultActionPoints)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
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return;
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}
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if (IronResource <= 0)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Iron"));
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return;
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}
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UseActionPoint();
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CurrentComboString.AppendChar('F');
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UpdateComboString(CurrentComboString);
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IronResource -= 1;
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UpdateResourceBars();
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}
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void ARealTimeCombat::WButtonOnClick()
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{
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if (ActiveActionPoints >= DefaultActionPoints)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
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return;
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}
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if (SulfurResource <= 0)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Sulfur"));
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return;
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}
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UseActionPoint();
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CurrentComboString.AppendChar('W');
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UpdateComboString(CurrentComboString);
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SulfurResource -= 1;
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UpdateResourceBars();
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}
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void ARealTimeCombat::BackspaceButtonOnClick()
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{
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if (CurrentComboString.Len() <= 0)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Blank Combo"));
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return;
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}
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ReuseActionPoint();
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if (CurrentComboString.Right(1) == "F")
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{
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IronResource += 1;
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}
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else if (CurrentComboString.Right(1) == "W")
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{
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SulfurResource += 1;
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}
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CurrentComboString.RemoveAt(CurrentComboString.Len() - 1);
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UpdateComboString(CurrentComboString);
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UpdateResourceBars();
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}
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void ARealTimeCombat::UpdateComboString(FString NewCombo) const
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{
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CurrentComboTextBlock->SetText(FText::FromString(NewCombo));
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@ -282,18 +257,3 @@ void ARealTimeCombat::UpdateResourceBars() const
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IronResourceBar->SetPercent(IronResource / 10.0f);
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SulfurResourceBar->SetPercent(SulfurResource / 10.0f);
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}
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void ARealTimeCombat::ToggleButtons() const
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{
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FButton->SetIsEnabled(!FButton->bIsEnabled);
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WButton->SetIsEnabled(!WButton->bIsEnabled);
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BackspaceButton->SetIsEnabled(!BackspaceButton->bIsEnabled);
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CastButton->SetIsEnabled(!CastButton->bIsEnabled);
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}
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void ARealTimeCombat::EnemyTurn()
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{
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DamagePlayer(10);
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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ToggleButtons();
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}
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@ -20,7 +20,7 @@ class THE_TWILIGHT_ABYSS_API ARealTimeCombat : public AActor
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UPROPERTY(EditDefaultsOnly)
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int EnemyHealth = 100;
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UPROPERTY(EditDefaultsOnly)
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int DefaultActionPoints = 3;
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int MaxActionPoints = 3;
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UPROPERTY(EditDefaultsOnly)
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int ActiveActionPoints = 0;
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UPROPERTY(EditDefaultsOnly)
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@ -55,6 +55,12 @@ class THE_TWILIGHT_ABYSS_API ARealTimeCombat : public AActor
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void StartCombat(AActor* Enemy);
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UFUNCTION(BlueprintCallable)
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void EndCombat();
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UFUNCTION(BlueprintCallable)
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void OnMouseClick();
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UFUNCTION(BlueprintCallable)
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void OnQPress();
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UFUNCTION(BlueprintCallable)
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void OnEPress();
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protected:
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virtual void BeginPlay() override;
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@ -65,9 +71,14 @@ protected:
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void DamagePlayer(int Damage);
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void DamageEnemy(int Damage);
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void UpdateProgressBars() const;
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virtual void Tick(float DeltaSeconds) override;
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private:
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bool IsValidCombo(FString Combo) const;
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float ActionPointsTimer = 0.0f;
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int HeldActionPoints = 0;
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UPROPERTY()
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UUserWidget* HUD;
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UPROPERTY(VisibleAnywhere)
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@ -76,11 +87,6 @@ private:
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UPROPERTY(VisibleAnywhere)
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FString CurrentComboString = "";
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void SwitchTurn();
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UPROPERTY(VisibleAnywhere)
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UTextBlock* TurnIndicatorTextBlock;
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UPROPERTY(VisibleAnywhere)
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UTextBlock* CurrentComboTextBlock;
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@ -103,28 +109,7 @@ private:
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UProgressBar* SulfurResourceBar;
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UPROPERTY(VisibleAnywhere)
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UButton* CastButton;
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UPROPERTY(VisibleAnywhere)
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UButton* FButton;
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UPROPERTY(VisibleAnywhere)
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UButton* WButton;
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UPROPERTY(VisibleAnywhere)
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UButton* BackspaceButton;
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UFUNCTION()
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void CastButtonOnClick();
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UFUNCTION()
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void FButtonOnClick();
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UFUNCTION()
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void WButtonOnClick();
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UFUNCTION()
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void BackspaceButtonOnClick();
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UProgressBar* ActionPointsBar;
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void UpdateComboString(FString NewCombo) const;
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void UpdateActionPoints() const;
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@ -133,6 +118,4 @@ private:
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void ClearBattleLog();
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void UpdateBattleLog();
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void UpdateResourceBars() const;
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void ToggleButtons() const;
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void EnemyTurn();
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};
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@ -73,6 +73,8 @@ protected:
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private:
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bool IsValidCombo(FString Combo) const;
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UPROPERTY()
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UUserWidget* HUD;
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UPROPERTY(VisibleAnywhere)
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@ -70,6 +70,8 @@ protected:
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private:
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bool IsValidCombo(FString Combo) const;
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UPROPERTY()
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UUserWidget* HUD;
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UPROPERTY(VisibleAnywhere)
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