Merge branch 'PauseMenuTabs' into dev
# Conflicts: # EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/workspace.xml # EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence1.uasset # EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence2.uasset # EndlessVendetta/Content/BountySystem/ApartmentBounty/CinematicFrmaes/TimothyEliminatedSequence3.uasset # EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
This commit is contained in:
commit
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@ -16,9 +16,17 @@ void ABountyClass::ActivateFirstCheckpoint()
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if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
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if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
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BountyCheckpoints[0]->Active = true;
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BountyCheckpoints[0]->Active = true;
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BountyCheckpoints[0]->SpawnWaypoint(BountyTitle);
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BountyCheckpoints[0]->CheckpointActivated();
|
|
||||||
BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
|
BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
|
||||||
|
CheckpointActivated.Broadcast(BountyCheckpoints[0]->GetCheckpointTip());
|
||||||
|
}
|
||||||
|
|
||||||
|
void ABountyClass::DeActivateFirstCheckpoint()
|
||||||
|
{
|
||||||
|
if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
|
||||||
|
|
||||||
|
BountyCheckpoints[0]->CompletedCheckpoint.RemoveDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
|
||||||
|
BountyCheckpoints[0]->Active = false;
|
||||||
|
BountyCheckpoints[0]->DestroyWaypoint();
|
||||||
}
|
}
|
||||||
|
|
||||||
void ABountyClass::SpawnCheckpoints()
|
void ABountyClass::SpawnCheckpoints()
|
||||||
@ -41,38 +49,10 @@ void ABountyClass::SpawnCheckpoints()
|
|||||||
ACheckpointClass* SpawnedCheckpoint = Cast<ACheckpointClass>(GetWorld()->SpawnActor<AActor>(CheckpointClass, Loc, Rot, SpawnParameters));
|
ACheckpointClass* SpawnedCheckpoint = Cast<ACheckpointClass>(GetWorld()->SpawnActor<AActor>(CheckpointClass, Loc, Rot, SpawnParameters));
|
||||||
BountyCheckpoints.Add(SpawnedCheckpoint);
|
BountyCheckpoints.Add(SpawnedCheckpoint);
|
||||||
}
|
}
|
||||||
|
|
||||||
ActivateFirstCheckpoint();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void ABountyClass::IncrementBountyCheckpoint()
|
void ABountyClass::IncrementBountyCheckpoint()
|
||||||
{
|
{
|
||||||
// ---------------------------------------------------------------------------------------------------------------------
|
|
||||||
// Broadcast that the first Checkpoint has been completed so that side bounties can be destroyed
|
|
||||||
// if (!BountyStarted)
|
|
||||||
// {
|
|
||||||
// BountyStarted = true;
|
|
||||||
// CompletedFirstCheckpoint.Broadcast();
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// // Bounty Completion Condition
|
|
||||||
// if (BountyCheckpoints.Num() <= 1)
|
|
||||||
// {
|
|
||||||
// Completed = true;
|
|
||||||
// BountyCheckpoints[0]->Active = false;
|
|
||||||
// BountyCheckpoints[0]->Destroy();
|
|
||||||
// BountyCheckpoints.RemoveAt(0);
|
|
||||||
// UE_LOG(LogTemp, Warning, TEXT(" You've Completed the Bounty!! Well done"));
|
|
||||||
// return;
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// if (BountyCheckpoints[0] == nullptr)
|
|
||||||
// {
|
|
||||||
// UE_LOG(LogTemp, Fatal, TEXT("Missing checkpoint in bounty checkpoints, could've failed to spawn or cast"));
|
|
||||||
// return;
|
|
||||||
// }
|
|
||||||
//---------------------------------------------------------------------------------------------------------------------
|
|
||||||
|
|
||||||
if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
|
if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
|
||||||
|
|
||||||
// Destroy Actor and Shrink Array
|
// Destroy Actor and Shrink Array
|
||||||
|
@ -9,6 +9,7 @@
|
|||||||
|
|
||||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint);
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint);
|
||||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedACheckpoint);
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedACheckpoint);
|
||||||
|
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCheckpointActivated, const FString&, CheckpointTip);
|
||||||
|
|
||||||
UCLASS()
|
UCLASS()
|
||||||
class ENDLESSVENDETTA_API ABountyClass : public AActor
|
class ENDLESSVENDETTA_API ABountyClass : public AActor
|
||||||
@ -24,15 +25,26 @@ class ENDLESSVENDETTA_API ABountyClass : public AActor
|
|||||||
protected:
|
protected:
|
||||||
// Array of References to the Spawned in Checkpoints for this Bounty
|
// Array of References to the Spawned in Checkpoints for this Bounty
|
||||||
TArray<ACheckpointClass*> BountyCheckpoints;
|
TArray<ACheckpointClass*> BountyCheckpoints;
|
||||||
|
|
||||||
|
// Money Rewarded to Player for Completing this Bounty
|
||||||
|
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||||
|
int RewardMoney = 0;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
FCompletedACheckpoint CompletedACheckpoint;
|
FCompletedACheckpoint CompletedACheckpoint;
|
||||||
|
|
||||||
|
FCheckpointActivated CheckpointActivated;
|
||||||
|
|
||||||
|
// Gets the Reward Money for Completing this Bounty, used by Players Character
|
||||||
|
int GetRewardMoney()
|
||||||
|
{
|
||||||
|
return RewardMoney;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// ------------------- METHODS ---------------------------------
|
// ------------------- METHODS ---------------------------------
|
||||||
private:
|
private:
|
||||||
// Activate the First Checkpoint in Bounty Checkpoints and Listen for its Completion
|
|
||||||
void ActivateFirstCheckpoint();
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// Called when a checkpoint is completed, handles moving onto next checkpoint and discarding the old one
|
// Called when a checkpoint is completed, handles moving onto next checkpoint and discarding the old one
|
||||||
@ -44,9 +56,13 @@ public:
|
|||||||
ABountyClass();
|
ABountyClass();
|
||||||
|
|
||||||
// Spawns and stores this Bounties Checkpoints in order
|
// Spawns and stores this Bounties Checkpoints in order
|
||||||
void SpawnCheckpoints();
|
virtual void SpawnCheckpoints();
|
||||||
|
|
||||||
|
// Activate the First Checkpoint in Bounty Checkpoints and Listen for its Completion
|
||||||
|
virtual void ActivateFirstCheckpoint();
|
||||||
|
|
||||||
|
// De-Activate the First Checkpoint in Bounty Checkpoints
|
||||||
|
virtual void DeActivateFirstCheckpoint();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -61,8 +77,7 @@ protected:
|
|||||||
// ------- Properties Set in Editor --------------
|
// ------- Properties Set in Editor --------------
|
||||||
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
|
||||||
int RewardMoney = 0;
|
|
||||||
|
|
||||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||||
FString BountyTitle;
|
FString BountyTitle;
|
||||||
@ -71,10 +86,6 @@ protected:
|
|||||||
FString BountyDesc;
|
FString BountyDesc;
|
||||||
// -----------------------------------------------
|
// -----------------------------------------------
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// Broadcast when first checkpoint from this bounty is completed
|
// Broadcast when first checkpoint from this bounty is completed
|
||||||
FCompletedFirstCheckpoint CompletedFirstCheckpoint;
|
FCompletedFirstCheckpoint CompletedFirstCheckpoint;
|
||||||
|
@ -68,7 +68,7 @@ void ABountyDirector::SpawnBountyAndItsSideBounties()
|
|||||||
ASideBountyClass* SideBounty = Cast<ASideBountyClass>(SideBountyActor);
|
ASideBountyClass* SideBounty = Cast<ASideBountyClass>(SideBountyActor);
|
||||||
if (!IsValid(SideBounty)) UE_LOG(LogTemp, Fatal, TEXT("A SideBounty for %s has been set to a wrong type"), *ActiveBounty->GetBountyTitle());
|
if (!IsValid(SideBounty)) UE_LOG(LogTemp, Fatal, TEXT("A SideBounty for %s has been set to a wrong type"), *ActiveBounty->GetBountyTitle());
|
||||||
int i = ActiveSideBounties.Add(SideBounty);
|
int i = ActiveSideBounties.Add(SideBounty);
|
||||||
ActiveSideBounties[i]->CompletedSideBounty.AddDynamic(this, &ABountyDirector::EarnFavours);
|
// ActiveSideBounties[i]->CompletedSideBounty.AddDynamic(this, &ABountyDirector::EarnFavours);
|
||||||
// ONCE AGAIN WHEN MARCEL STOPS PLAYING WITH THE CHARACTER, ADD THIS SIDE BOUNTY TO PLAYERS ARRAY OF ACTIVE BOUNTIES!!!!!
|
// ONCE AGAIN WHEN MARCEL STOPS PLAYING WITH THE CHARACTER, ADD THIS SIDE BOUNTY TO PLAYERS ARRAY OF ACTIVE BOUNTIES!!!!!
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -9,24 +9,6 @@ ACheckpointClass::ACheckpointClass()
|
|||||||
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
|
||||||
PrimaryActorTick.bCanEverTick = true;
|
PrimaryActorTick.bCanEverTick = true;
|
||||||
BountyTitle = "";
|
BountyTitle = "";
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Called when the game starts or when spawned
|
|
||||||
void ACheckpointClass::BeginPlay()
|
|
||||||
{
|
|
||||||
Super::BeginPlay();
|
|
||||||
}
|
|
||||||
|
|
||||||
void ACheckpointClass::SpawnWaypoint(const FString& CurrentBountyTitle)
|
|
||||||
{
|
|
||||||
if (!IsValid(WaypointActorClass) || HideWaypoint) return;
|
|
||||||
|
|
||||||
BountyTitle = CurrentBountyTitle;
|
|
||||||
FActorSpawnParameters SpawnParams;
|
|
||||||
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
|
|
||||||
WaypointActor = Cast<AWaypointActor>(GetWorld()->SpawnActor<AActor>(WaypointActorClass, WaypointLoc, GetActorRotation(), SpawnParams));
|
|
||||||
WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void ACheckpointClass::UpdateCheckpointWaypoint(FVector WaypointNewLoc)
|
void ACheckpointClass::UpdateCheckpointWaypoint(FVector WaypointNewLoc)
|
||||||
@ -40,17 +22,19 @@ void ACheckpointClass::UpdateCheckpointWaypoint(FVector WaypointNewLoc)
|
|||||||
WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle);
|
WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Called every frame
|
|
||||||
void ACheckpointClass::Tick(float DeltaTime)
|
|
||||||
{
|
|
||||||
Super::Tick(DeltaTime);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void ACheckpointClass::Destroyed()
|
void ACheckpointClass::Destroyed()
|
||||||
{
|
{
|
||||||
if (WaypointActor) WaypointActor->Destroy();
|
DestroyWaypoint();
|
||||||
Super::Destroyed();
|
Super::Destroyed();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void ACheckpointClass::SpawnWaypoint(const FString& CurrentBountyTitle)
|
||||||
|
{
|
||||||
|
if (!IsValid(WaypointActorClass) || HideWaypoint) return;
|
||||||
|
|
||||||
|
BountyTitle = CurrentBountyTitle;
|
||||||
|
FActorSpawnParameters SpawnParams;
|
||||||
|
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
|
||||||
|
WaypointActor = Cast<AWaypointActor>(GetWorld()->SpawnActor<AActor>(WaypointActorClass, WaypointLoc, GetActorRotation(), SpawnParams));
|
||||||
|
WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle);
|
||||||
|
}
|
||||||
|
@ -16,8 +16,7 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor
|
|||||||
{
|
{
|
||||||
GENERATED_BODY()
|
GENERATED_BODY()
|
||||||
|
|
||||||
FString BountyTitle;
|
// ------------------- ATTRIBUTES ------------------------------
|
||||||
|
|
||||||
// ------ Properties set from Editor ------
|
// ------ Properties set from Editor ------
|
||||||
UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
|
UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
|
||||||
FString CheckpointTip;
|
FString CheckpointTip;
|
||||||
@ -32,9 +31,25 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor
|
|||||||
UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
|
UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
|
||||||
bool HideWaypoint = false;
|
bool HideWaypoint = false;
|
||||||
|
|
||||||
|
// Stored Title of Bounty, used by Update Checkpoint Waypoint Func
|
||||||
|
FString BountyTitle;
|
||||||
|
|
||||||
|
// Ref to Waypoint Actor
|
||||||
AWaypointActor* WaypointActor;
|
AWaypointActor* WaypointActor;
|
||||||
// ----------------------------------------
|
|
||||||
protected:
|
protected:
|
||||||
|
|
||||||
|
public:
|
||||||
|
// Delegate called when Checkpoint is Completed
|
||||||
|
FCompletedCheckpoint CompletedCheckpoint;
|
||||||
|
|
||||||
|
// Used by Checkpoint BPs to Determine weather to Run Checkpoint Logic
|
||||||
|
UPROPERTY(BlueprintReadOnly, Category = "Checkpoint")
|
||||||
|
bool Active = false;
|
||||||
|
// ------------------- METHODS ---------------------------------
|
||||||
|
private:
|
||||||
|
|
||||||
|
protected:
|
||||||
|
// Used by Checkpoints BPs to broadcast that they're Completed
|
||||||
UFUNCTION(BlueprintCallable, Category = "Checkpoint")
|
UFUNCTION(BlueprintCallable, Category = "Checkpoint")
|
||||||
void BroadcastCompletion()
|
void BroadcastCompletion()
|
||||||
{
|
{
|
||||||
@ -42,30 +57,44 @@ protected:
|
|||||||
Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("Check", CheckpointTip);
|
Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("Check", CheckpointTip);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Used by Checkpoint BPs to update Checkpoint Loc without Finishing Checkpoint itself
|
||||||
UFUNCTION(BlueprintCallable)
|
UFUNCTION(BlueprintCallable)
|
||||||
void UpdateCheckpointWaypoint(FVector WaypointNewLoc);
|
void UpdateCheckpointWaypoint(FVector WaypointNewLoc);
|
||||||
// Called when the game starts or when spawned
|
|
||||||
virtual void BeginPlay() override;
|
|
||||||
|
|
||||||
|
// Used to Destroy any Waypoint Actor Associated with this Checkpoint when it's Destroyed
|
||||||
virtual void Destroyed() override;
|
virtual void Destroyed() override;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
FCompletedCheckpoint CompletedCheckpoint;
|
// Sets default values for this actor's properties
|
||||||
|
ACheckpointClass();
|
||||||
UPROPERTY(BlueprintReadOnly, Category = "Checkpoint")
|
|
||||||
bool Active = false;
|
|
||||||
|
|
||||||
|
// Used by Bounties to Spawn Waypoint for this Checkpoint when it's Activated
|
||||||
void SpawnWaypoint(const FString& BountyTitle);
|
void SpawnWaypoint(const FString& BountyTitle);
|
||||||
|
|
||||||
|
// Destroys Waypoint Associated with this Checkpoint if one Exists
|
||||||
|
void DestroyWaypoint()
|
||||||
|
{
|
||||||
|
if (WaypointActor) WaypointActor->Destroy();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Used by Bounty Class to broadcast checkpoint tip for current checkpoint
|
||||||
|
FString GetCheckpointTip()
|
||||||
|
{
|
||||||
|
return CheckpointTip;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// ------------------- LEGACY ---------------------------------
|
||||||
|
|
||||||
|
public:
|
||||||
UFUNCTION(BlueprintImplementableEvent)
|
UFUNCTION(BlueprintImplementableEvent)
|
||||||
void CheckpointActivated();
|
void CheckpointActivated();
|
||||||
|
|
||||||
// ------ Getters for CP Properties ------
|
// ------ Getters for CP Properties ------
|
||||||
|
|
||||||
FString GetCheckpointTip()
|
|
||||||
{
|
|
||||||
return CheckpointTip;
|
|
||||||
}
|
|
||||||
|
|
||||||
FVector GetWaypointLoc()
|
FVector GetWaypointLoc()
|
||||||
{
|
{
|
||||||
@ -81,12 +110,5 @@ public:
|
|||||||
{
|
{
|
||||||
return CheckpointSpawnTransform;
|
return CheckpointSpawnTransform;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ---------------------------------------
|
|
||||||
|
|
||||||
// Sets default values for this actor's properties
|
|
||||||
ACheckpointClass();
|
|
||||||
|
|
||||||
// Called every frame
|
|
||||||
virtual void Tick(float DeltaTime) override;
|
|
||||||
};
|
};
|
||||||
|
@ -12,7 +12,21 @@ void AMainBountyClass::IncrementBountyCheckpoint()
|
|||||||
// Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI("", false);
|
// Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI("", false);
|
||||||
}
|
}
|
||||||
|
|
||||||
void AMainBountyClass::SpawnOpenWorldCheckpoint()
|
void AMainBountyClass::ActivateFirstCheckpoint()
|
||||||
|
{
|
||||||
|
Super::ActivateFirstCheckpoint();
|
||||||
|
if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->SpawnWaypoint(MainBountyStruct.TargetName);
|
||||||
|
if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
|
||||||
|
BountyCheckpoints[0]->SpawnWaypoint(MainBountyStruct.TargetName);
|
||||||
|
}
|
||||||
|
|
||||||
|
void AMainBountyClass::DeActivateFirstCheckpoint()
|
||||||
|
{
|
||||||
|
Super::DeActivateFirstCheckpoint();
|
||||||
|
if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->DestroyWaypoint();
|
||||||
|
}
|
||||||
|
|
||||||
|
void AMainBountyClass::SpawnOpenWorldCheckpoint()
|
||||||
{
|
{
|
||||||
if (!IsValid(OpenWorldCheckpointClass)) return;
|
if (!IsValid(OpenWorldCheckpointClass)) return;
|
||||||
|
|
||||||
@ -22,7 +36,13 @@ void AMainBountyClass::SpawnOpenWorldCheckpoint()
|
|||||||
FRotator Rot = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator();
|
FRotator Rot = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator();
|
||||||
|
|
||||||
OpenWorldcheckpoint = GetWorld()->SpawnActor<ACheckpointClass>(OpenWorldCheckpointClass, Loc, Rot, SpawnParameters);
|
OpenWorldcheckpoint = GetWorld()->SpawnActor<ACheckpointClass>(OpenWorldCheckpointClass, Loc, Rot, SpawnParameters);
|
||||||
OpenWorldcheckpoint->SpawnWaypoint(BountyTitle);
|
ActivateFirstCheckpoint();
|
||||||
|
}
|
||||||
|
|
||||||
|
void AMainBountyClass::SpawnCheckpoints()
|
||||||
|
{
|
||||||
|
Super::SpawnCheckpoints();
|
||||||
|
ActivateFirstCheckpoint();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -30,7 +50,9 @@ void AMainBountyClass::SpawnOpenWorldCheckpoint()
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
void AMainBountyClass::SpawnAmmoDrops()
|
|
||||||
|
|
||||||
|
void AMainBountyClass::SpawnAmmoDrops()
|
||||||
{
|
{
|
||||||
UE_LOG(LogTemp, Display, TEXT("Bought Ammo Drops, but its not implemented yet"));
|
UE_LOG(LogTemp, Display, TEXT("Bought Ammo Drops, but its not implemented yet"));
|
||||||
// FActorSpawnParameters SpawnParameters;
|
// FActorSpawnParameters SpawnParameters;
|
||||||
|
@ -7,9 +7,33 @@
|
|||||||
#include "SideBountyClass.h"
|
#include "SideBountyClass.h"
|
||||||
#include "MainBountyClass.generated.h"
|
#include "MainBountyClass.generated.h"
|
||||||
|
|
||||||
/**
|
USTRUCT(BlueprintType)
|
||||||
*
|
struct FMainBountyStruct
|
||||||
*/
|
{
|
||||||
|
GENERATED_BODY();
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||||
|
FString TargetName = "";
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||||
|
FString TargetDOB = "";
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||||
|
FString TargetOccupation = "";
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||||
|
FString TargetLocation = "";
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||||
|
FString BountyDescription = "";
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||||
|
UTexture2D* TargetPhoto = nullptr;
|
||||||
|
|
||||||
|
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
|
||||||
|
UTexture2D* Floorplan = nullptr;
|
||||||
|
};
|
||||||
|
|
||||||
UCLASS()
|
UCLASS()
|
||||||
class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
|
class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
|
||||||
{
|
{
|
||||||
@ -27,10 +51,16 @@ class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
|
|||||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||||
FTransform PlayerSpawnTransform;
|
FTransform PlayerSpawnTransform;
|
||||||
|
|
||||||
|
// Used to Spawn Side Bounties Associated with this Main Bounty
|
||||||
|
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||||
|
TArray<TSubclassOf<ASideBountyClass>> SideBountiesToSpawn;
|
||||||
protected:
|
protected:
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
// Struct Containing all Data to be Displayed about the Main Bounty
|
||||||
|
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||||
|
FMainBountyStruct MainBountyStruct;
|
||||||
|
|
||||||
// ------------------- METHODS ---------------------------------
|
// ------------------- METHODS ---------------------------------
|
||||||
private:
|
private:
|
||||||
@ -38,26 +68,43 @@ private:
|
|||||||
void IncrementBountyCheckpoint() override;
|
void IncrementBountyCheckpoint() override;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
// Used by Bounty Char to Save and Spawn Side Bounties Unlocked by Activating this Main Bounty
|
||||||
|
TArray<TSubclassOf<ASideBountyClass>> GetAssociatedSideBounties()
|
||||||
|
{
|
||||||
|
return SideBountiesToSpawn;
|
||||||
|
}
|
||||||
|
|
||||||
// Spawns the Single Checkpoint in the Open World for this Main Bounty
|
// Spawns the Single Checkpoint in the Open World for this Main Bounty
|
||||||
void SpawnOpenWorldCheckpoint();
|
void SpawnOpenWorldCheckpoint();
|
||||||
|
|
||||||
|
void SpawnCheckpoints() override;
|
||||||
|
|
||||||
// Used by Players Character to Determine where to Spawn in the Open World after Completing Main Bounty
|
// Used by Players Character to Determine where to Spawn in the Open World after Completing Main Bounty
|
||||||
FTransform GetPlayerSpawnTransform()
|
FTransform GetPlayerSpawnTransform()
|
||||||
{
|
{
|
||||||
return PlayerSpawnTransform;
|
return PlayerSpawnTransform;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Overrides to Set Title of Waypoint
|
||||||
|
void ActivateFirstCheckpoint() override;
|
||||||
|
|
||||||
|
// Overrides to Desapwn Waypoint from OpenWorld Checkpoint
|
||||||
|
void DeActivateFirstCheckpoint() override;
|
||||||
|
|
||||||
|
// Returns open world checkpoints tip
|
||||||
|
FString GetOpenWorldCheckpointTip()
|
||||||
|
{
|
||||||
|
return OpenWorldcheckpoint->GetCheckpointTip();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// ------------------- LEGACY CODE TO BE REWORKED ---------------------------------
|
// ------------------- LEGACY CODE TO BE REWORKED ---------------------------------
|
||||||
protected:
|
protected:
|
||||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
|
||||||
TArray<TSubclassOf<ASideBountyClass>> SideBountiesToSpawn;
|
|
||||||
|
|
||||||
// ---------------- Bounty Alterations ----------------
|
// ---------------- Bounty Alterations ----------------
|
||||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user