Bugfix Insta Kill if Two or More Goats Attacking at Once
This commit is contained in:
parent
9c747a96c2
commit
eda89672b4
BIN
Content/BlueprintAI/AI/AIBruh.uasset
(Stored with Git LFS)
BIN
Content/BlueprintAI/AI/AIBruh.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Blueprints/Combat_UI/CombatCharacter.uasset
(Stored with Git LFS)
BIN
Content/Blueprints/Combat_UI/CombatCharacter.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Levels/Build.umap
(Stored with Git LFS)
BIN
Content/Levels/Build.umap
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Levels/Top_layer_level.umap
(Stored with Git LFS)
BIN
Content/Levels/Top_layer_level.umap
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Levels/Tutorial.umap
(Stored with Git LFS)
BIN
Content/Levels/Tutorial.umap
(Stored with Git LFS)
Binary file not shown.
@ -54,7 +54,7 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
|
||||
EscapePercentage = CalculateEscapePercentage();
|
||||
EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%")));
|
||||
bIsInCombat = true;
|
||||
UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(Enemy->GetInstigatorController())->GetBlackboardComponent();
|
||||
UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(EnemyActor->GetInstigatorController())->GetBlackboardComponent();
|
||||
Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::Hidden);
|
||||
HealingJellyAmountTextBlock->SetText(FText::FromString(FString::FromInt(FMath::Clamp(Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemAmount(0), 0, 99))));
|
||||
|
||||
@ -80,7 +80,6 @@ void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
|
||||
PlayerController->SetInputMode(FInputModeGameAndUI());
|
||||
PlayerController->bShowMouseCursor = true;
|
||||
|
||||
if (EnemyBlackboard->GetValueAsBool("IsInCombat")) return;
|
||||
EnemyBlackboard->SetValueAsBool("IsInCombat", true);
|
||||
const FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health"));
|
||||
int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr<int32>(Enemy);
|
||||
@ -158,6 +157,7 @@ void ATurnBaseCombatV2::CombatCheck(const bool bWasShot)
|
||||
|
||||
void ATurnBaseCombatV2::EndCombat()
|
||||
{
|
||||
GetWorldTimerManager().ClearTimer(EnemyTurnTimerHandle);
|
||||
BookHUD->SetVisibility(ESlateVisibility::Hidden);
|
||||
HUD->RemoveFromParent();
|
||||
BookStaticMeshComponent->SetVisibility(false);
|
||||
@ -580,8 +580,7 @@ void ATurnBaseCombatV2::SwitchTurn()
|
||||
TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn"));
|
||||
DisableButtons();
|
||||
|
||||
FTimerHandle UnusedHandle;
|
||||
GetWorldTimerManager().SetTimer(UnusedHandle, this, &ATurnBaseCombatV2::EnemyTurn, 2.0f, false);
|
||||
GetWorldTimerManager().SetTimer(EnemyTurnTimerHandle, this, &ATurnBaseCombatV2::EnemyTurn, 2.0f, false);
|
||||
|
||||
//activeActor = bIsPlayerTurn ? enemyActor : playerActor;
|
||||
}
|
||||
|
@ -146,6 +146,8 @@ protected:
|
||||
private:
|
||||
bool IsValidCombo(const FString& Combo) const;
|
||||
bool IsSpecialCombo(const FString& Combo) const;
|
||||
UPROPERTY()
|
||||
FTimerHandle EnemyTurnTimerHandle;
|
||||
|
||||
UPROPERTY()
|
||||
APostProcessVolume* PostProcessVolume;
|
||||
|
Loading…
Reference in New Issue
Block a user