Added Win and Lose State Screens
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COMP250_1_2101327_AI/Content/Blueprints/WinLoseStates/Lose.uasset
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COMP250_1_2101327_AI/Content/Blueprints/WinLoseStates/Lose.uasset
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COMP250_1_2101327_AI/Content/Blueprints/WinLoseStates/Win.uasset
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COMP250_1_2101327_AI/Content/Blueprints/WinLoseStates/Win.uasset
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COMP250_1_2101327_AI/Content/Main.umap
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COMP250_1_2101327_AI/Content/Main.umap
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COMP250_1_2101327_AI/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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COMP250_1_2101327_AI/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -7,6 +7,5 @@ void UDefaultAttack::Init()
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{
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{
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ActionCost = 5.0f;
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ActionCost = 5.0f;
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ActionName = "Punch";
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ActionName = "Punch";
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PreConditions.Add("PlayerHealth", 1);
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Effects.Add("PlayerHealth", 1);
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Effects.Add("PlayerHealth", 1);
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}
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}
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@ -28,6 +28,10 @@ ATurnBaseCombatV2::ATurnBaseCombatV2()
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static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectDotClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageOverTime"));
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static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectDotClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageOverTime"));
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DOTStatusEffect = StatusEffectDotClassFinder.Class;
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DOTStatusEffect = StatusEffectDotClassFinder.Class;
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static ConstructorHelpers::FClassFinder<UUserWidget> WinClassFinder(TEXT("/Game/Blueprints/WinLoseStates/Win"));
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WinWidget = WinClassFinder.Class;
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static ConstructorHelpers::FClassFinder<UUserWidget> LoseClassFinder(TEXT("/Game/Blueprints/WinLoseStates/Lose"));
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LoseWidget = LoseClassFinder.Class;
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//static ConstructorHelpers::FClassFinder<UUserWidget> DeathScreenWidgetClass(TEXT("/Game/Blueprints/Death_UI/Death_UI"));
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//static ConstructorHelpers::FClassFinder<UUserWidget> DeathScreenWidgetClass(TEXT("/Game/Blueprints/Death_UI/Death_UI"));
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//DeathScreenWidgetSubclass = DeathScreenWidgetClass.Class;
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//DeathScreenWidgetSubclass = DeathScreenWidgetClass.Class;
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}
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}
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@ -86,18 +90,6 @@ void ATurnBaseCombatV2::EndCombat()
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}
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}
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HUD->RemoveFromParent();
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HUD->RemoveFromParent();
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APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
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PlayerPawn->bUseControllerRotationYaw = true;
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PlayerPawn->bUseControllerRotationPitch = true;
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//Enable Character Movement
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if (ACharacter* PlayerCharacter = Cast<ACharacter>(GetWorld()->GetFirstPlayerController()->GetPawn()))
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{
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PlayerCharacter->EnableInput(GetWorld()->GetFirstPlayerController());
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}
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//Set to Game Mode Only
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetInputMode(FInputModeGameOnly());
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PlayerController->bShowMouseCursor = false;
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}
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}
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void ATurnBaseCombatV2::BeginPlay()
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void ATurnBaseCombatV2::BeginPlay()
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@ -231,12 +223,13 @@ void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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{
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{
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EndCombat();
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EndCombat();
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EnemyActor->Destroy();
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EnemyActor->Destroy();
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CreateWidget<UUserWidget>(GetWorld(), WinWidget)->AddToViewport();
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return;
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return;
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}
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}
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if (*PlayerHealth <= 0)
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if (*PlayerHealth <= 0)
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{
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{
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DeathScreenWidget = CreateWidget<UUserWidget>(GetWorld(), DeathScreenWidgetSubclass);
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EndCombat();
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DeathScreenWidget->AddToViewport();
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CreateWidget<UUserWidget>(GetWorld(), LoseWidget)->AddToViewport();
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return;
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return;
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}
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}
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@ -247,4 +247,9 @@ private:
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void ClearActionPlanWidget();
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void ClearActionPlanWidget();
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UFUNCTION()
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UFUNCTION()
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void StealButtonOnClick();
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void StealButtonOnClick();
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UPROPERTY()
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TSubclassOf<UUserWidget> WinWidget;
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UPROPERTY()
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TSubclassOf<UUserWidget> LoseWidget;
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};
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};
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