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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BountyCheckpoints[0]->Active = true;
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BountyCheckpoints[0]->SpawnWaypoint(BountyTitle);
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BountyCheckpoints[0]->CheckpointActivated();
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BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
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CheckpointActivated.Broadcast(BountyCheckpoints[0]->GetCheckpointTip());
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||||
}
|
||||
|
||||
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()
|
||||
@ -41,38 +49,10 @@ void ABountyClass::SpawnCheckpoints()
|
||||
ACheckpointClass* SpawnedCheckpoint = Cast<ACheckpointClass>(GetWorld()->SpawnActor<AActor>(CheckpointClass, Loc, Rot, SpawnParameters));
|
||||
BountyCheckpoints.Add(SpawnedCheckpoint);
|
||||
}
|
||||
|
||||
ActivateFirstCheckpoint();
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
// Destroy Actor and Shrink Array
|
||||
|
@ -9,6 +9,7 @@
|
||||
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedACheckpoint);
|
||||
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCheckpointActivated, const FString&, CheckpointTip);
|
||||
|
||||
UCLASS()
|
||||
class ENDLESSVENDETTA_API ABountyClass : public AActor
|
||||
@ -24,15 +25,26 @@ class ENDLESSVENDETTA_API ABountyClass : public AActor
|
||||
protected:
|
||||
// Array of References to the Spawned in Checkpoints for this Bounty
|
||||
TArray<ACheckpointClass*> BountyCheckpoints;
|
||||
|
||||
|
||||
// Money Rewarded to Player for Completing this Bounty
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||
int RewardMoney = 0;
|
||||
|
||||
public:
|
||||
FCompletedACheckpoint CompletedACheckpoint;
|
||||
|
||||
FCheckpointActivated CheckpointActivated;
|
||||
|
||||
// Gets the Reward Money for Completing this Bounty, used by Players Character
|
||||
int GetRewardMoney()
|
||||
{
|
||||
return RewardMoney;
|
||||
}
|
||||
|
||||
|
||||
// ------------------- METHODS ---------------------------------
|
||||
private:
|
||||
// Activate the First Checkpoint in Bounty Checkpoints and Listen for its Completion
|
||||
void ActivateFirstCheckpoint();
|
||||
|
||||
|
||||
protected:
|
||||
// Called when a checkpoint is completed, handles moving onto next checkpoint and discarding the old one
|
||||
@ -44,9 +56,13 @@ public:
|
||||
ABountyClass();
|
||||
|
||||
// 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 --------------
|
||||
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||
int RewardMoney = 0;
|
||||
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||
FString BountyTitle;
|
||||
@ -71,10 +86,6 @@ protected:
|
||||
FString BountyDesc;
|
||||
// -----------------------------------------------
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public:
|
||||
// Broadcast when first checkpoint from this bounty is completed
|
||||
FCompletedFirstCheckpoint CompletedFirstCheckpoint;
|
||||
|
@ -68,7 +68,7 @@ void ABountyDirector::SpawnBountyAndItsSideBounties()
|
||||
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());
|
||||
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!!!!!
|
||||
}
|
||||
}
|
||||
|
@ -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.
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
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)
|
||||
@ -40,17 +22,19 @@ void ACheckpointClass::UpdateCheckpointWaypoint(FVector WaypointNewLoc)
|
||||
WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle);
|
||||
}
|
||||
|
||||
// Called every frame
|
||||
void ACheckpointClass::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
}
|
||||
|
||||
void ACheckpointClass::Destroyed()
|
||||
{
|
||||
if (WaypointActor) WaypointActor->Destroy();
|
||||
DestroyWaypoint();
|
||||
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()
|
||||
|
||||
FString BountyTitle;
|
||||
|
||||
// ------------------- ATTRIBUTES ------------------------------
|
||||
// ------ Properties set from Editor ------
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
|
||||
FString CheckpointTip;
|
||||
@ -32,9 +31,25 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
|
||||
bool HideWaypoint = false;
|
||||
|
||||
// Stored Title of Bounty, used by Update Checkpoint Waypoint Func
|
||||
FString BountyTitle;
|
||||
|
||||
// Ref to Waypoint Actor
|
||||
AWaypointActor* WaypointActor;
|
||||
// ----------------------------------------
|
||||
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")
|
||||
void BroadcastCompletion()
|
||||
{
|
||||
@ -42,30 +57,44 @@ protected:
|
||||
Cast<AEndlessVendettaGameMode>(GetWorld()->GetAuthGameMode())->SendEvent("Check", CheckpointTip);
|
||||
}
|
||||
|
||||
// Used by Checkpoint BPs to update Checkpoint Loc without Finishing Checkpoint itself
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void UpdateCheckpointWaypoint(FVector WaypointNewLoc);
|
||||
// Called when the game starts or when spawned
|
||||
virtual void BeginPlay() override;
|
||||
void UpdateCheckpointWaypoint(FVector WaypointNewLoc);
|
||||
|
||||
// Used to Destroy any Waypoint Actor Associated with this Checkpoint when it's Destroyed
|
||||
virtual void Destroyed() override;
|
||||
|
||||
public:
|
||||
FCompletedCheckpoint CompletedCheckpoint;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Checkpoint")
|
||||
bool Active = false;
|
||||
// Sets default values for this actor's properties
|
||||
ACheckpointClass();
|
||||
|
||||
// Used by Bounties to Spawn Waypoint for this Checkpoint when it's Activated
|
||||
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)
|
||||
void CheckpointActivated();
|
||||
|
||||
// ------ Getters for CP Properties ------
|
||||
|
||||
FString GetCheckpointTip()
|
||||
{
|
||||
return CheckpointTip;
|
||||
}
|
||||
|
||||
|
||||
FVector GetWaypointLoc()
|
||||
{
|
||||
@ -81,12 +110,5 @@ public:
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
@ -22,7 +36,13 @@ void AMainBountyClass::SpawnOpenWorldCheckpoint()
|
||||
FRotator Rot = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator();
|
||||
|
||||
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"));
|
||||
// FActorSpawnParameters SpawnParameters;
|
||||
|
@ -7,9 +7,33 @@
|
||||
#include "SideBountyClass.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()
|
||||
class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
|
||||
{
|
||||
@ -27,10 +51,16 @@ class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||
FTransform PlayerSpawnTransform;
|
||||
|
||||
// Used to Spawn Side Bounties Associated with this Main Bounty
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||
TArray<TSubclassOf<ASideBountyClass>> SideBountiesToSpawn;
|
||||
protected:
|
||||
|
||||
|
||||
public:
|
||||
// Struct Containing all Data to be Displayed about the Main Bounty
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||
FMainBountyStruct MainBountyStruct;
|
||||
|
||||
// ------------------- METHODS ---------------------------------
|
||||
private:
|
||||
@ -38,26 +68,43 @@ private:
|
||||
void IncrementBountyCheckpoint() override;
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
|
||||
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
|
||||
void SpawnOpenWorldCheckpoint();
|
||||
|
||||
void SpawnCheckpoints() override;
|
||||
|
||||
// Used by Players Character to Determine where to Spawn in the Open World after Completing Main Bounty
|
||||
FTransform GetPlayerSpawnTransform()
|
||||
{
|
||||
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 ---------------------------------
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
|
||||
TArray<TSubclassOf<ASideBountyClass>> SideBountiesToSpawn;
|
||||
|
||||
|
||||
// ---------------- Bounty Alterations ----------------
|
||||
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