Updated Combat to Disable Escaping in Boss Battle
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Combat_UI/CombatCharacter.uasset
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Content/Blueprints/Player/BP_MyTempCharacter.uasset
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@ -86,6 +86,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
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LookAtRotation.Pitch += 10; //Offset
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LookAtRotation.Pitch += 10; //Offset
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PlayerController->SetControlRotation(LookAtRotation);
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PlayerController->SetControlRotation(LookAtRotation);
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EnemyName = FText::FromString("Crystal Mutant");
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EnemyName = FText::FromString("Crystal Mutant");
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RunButton->SetIsEnabled(false);
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}
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}
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else EnemyName = FText::FromString("Feral Goat");
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else EnemyName = FText::FromString("Feral Goat");
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@ -781,7 +782,9 @@ void ATurnBaseCombatV2::EnableButtons() const
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ToggleButtonIfResourceAvailable();
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ToggleButtonIfResourceAvailable();
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BackspaceButton->SetIsEnabled(true);
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BackspaceButton->SetIsEnabled(true);
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CastButton->SetIsEnabled(true);
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CastButton->SetIsEnabled(true);
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RunButton->SetIsEnabled(true);
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FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
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const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty);
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if (!IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor)) RunButton->SetIsEnabled(true);
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}
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}
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void ATurnBaseCombatV2::EnemyTurn()
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void ATurnBaseCombatV2::EnemyTurn()
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