Implemented PC Display Info USTRUCT
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@ -66,7 +66,7 @@ public:
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return BountyDesc;
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}
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int GetBountyreardMoney()
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int GetBountyrewardMoney()
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{
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return RewardMoney;
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}
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@ -201,11 +201,44 @@ void ABountyDirector::Interact()
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PlayerController->bEnableClickEvents = true;
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PlayerController->bEnableMouseOverEvents = true;
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bool GO = IsValid(ActiveBounty);
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UPC_Display* PC_Display = Cast<UPC_Display>(PC_DisplayWidget);
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PC_Display->PC_Display_Info.IsGameOver = true;
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Cast<UPC_Display>(PC_DisplayWidget)->LoadOS();
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bool GameOver = IsValid(ActiveBounty);
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PC_Display->PC_Display_Info.IsGameOver = GameOver;
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if (GameOver) return;
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// Info about main bounty
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PC_Display->PC_Display_Info.MB_Title = GetBountyTitle();
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PC_Display->PC_Display_Info.MB_Icon = GetBountyIcon();
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PC_Display->PC_Display_Info.MB_Desc = GetBountyDescription();
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PC_Display->PC_Display_Info.MB_Reward = GetBountyReward();
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// Info about side bounties
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PC_Display->PC_Display_Info.SB_Title.Reset();
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PC_Display->PC_Display_Info.SB_Icon.Reset();
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PC_Display->PC_Display_Info.SB_Desc.Reset();
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PC_Display->PC_Display_Info.SB_Reward.Reset();
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for (ASideBountyClass* SideBounty : ActiveSideBounties)
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{
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if (!IsValid(SideBounty)) continue;
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PC_Display->PC_Display_Info.SB_Title.Add(SideBounty->GetBountyTitle());
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PC_Display->PC_Display_Info.SB_Icon.Add(SideBounty->GetActiveWaypointIcon());
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PC_Display->PC_Display_Info.SB_Desc.Add(SideBounty->GetBountyDesc());
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PC_Display->PC_Display_Info.SB_Reward.Add(SideBounty->GetBountyrewardMoney());
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}
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// Info about main bounty alterations
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PC_Display->PC_Display_Info.CustomBountyAlteration_Desc.Reset();
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PC_Display->PC_Display_Info.CustomBountyAlteration_Cost.Reset();
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PC_Display->PC_Display_Info.CustomBountyAlteration_Desc.Add(ActiveBounty->GetCustomBountyAlteration_1_Description());
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PC_Display->PC_Display_Info.CustomBountyAlteration_Desc.Add(ActiveBounty->GetCustomBountyAlteration_2_Description());
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PC_Display->PC_Display_Info.CustomBountyAlteration_Desc.Add(ActiveBounty->GetCustomBountyAlteration_3_Description());
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PC_Display->PC_Display_Info.CustomBountyAlteration_Cost.Add(ActiveBounty->GetCustomBountyAlteration_1_Cost());
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PC_Display->PC_Display_Info.CustomBountyAlteration_Cost.Add(ActiveBounty->GetCustomBountyAlteration_2_Cost());
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PC_Display->PC_Display_Info.CustomBountyAlteration_Cost.Add(ActiveBounty->GetCustomBountyAlteration_3_Cost());
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PC_Display->LoadOS();
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}
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@ -114,16 +114,7 @@ public:
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int GetBountyReward()
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{
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return !IsValid(ActiveBounty) ? 0 : ActiveBounty->GetBountyreardMoney();
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return !IsValid(ActiveBounty) ? 0 : ActiveBounty->GetBountyrewardMoney();
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}
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FString GetSideBountyTitle(int SideBountyIndex)
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{
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return (SideBountyIndex > 2 || SideBountyIndex < 0 || !IsValid(ActiveSideBounties[SideBountyIndex])) ? FString("") : ActiveSideBounties[SideBountyIndex]->GetBountyTitle();
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}
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FString GetSideBountyDescription(int SideBountyIndex)
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{
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return (SideBountyIndex > 2 || SideBountyIndex < 0 || !IsValid(ActiveSideBounties[SideBountyIndex])) ? FString("") : ActiveSideBounties[SideBountyIndex]->GetBountyDesc();
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}
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};
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@ -21,22 +21,10 @@ protected:
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// ---------------- Bounty Alterations ----------------
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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FString CustomBountyAlteration_1_Description;
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TArray<FString> CustomBountyAlteration_Description;
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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int CustomBountyAlteration_1_Cost = 2;
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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FString CustomBountyAlteration_2_Description;
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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int CustomBountyAlteration_2_Cost = 2;
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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FString CustomBountyAlteration_3_Description;
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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int CustomBountyAlteration_3_Cost = 2;
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TArray<int> CustomBountyAlteration_Cost;
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UPROPERTY(EditDefaultsOnly, Category = "Bounty")
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TArray<FTransform> AmmoDropSpawnTransforms;
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@ -71,37 +59,37 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Bounty")
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FString GetCustomBountyAlteration_1_Description()
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{
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return CustomBountyAlteration_1_Description;
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return CustomBountyAlteration_Description.IsEmpty() ? FString("") : CustomBountyAlteration_Description[0];
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}
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UFUNCTION(BlueprintCallable, Category = "Bounty")
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FString GetCustomBountyAlteration_2_Description()
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{
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return CustomBountyAlteration_2_Description;
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return CustomBountyAlteration_Description.Num() < 1 ? FString("") : CustomBountyAlteration_Description[1];
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}
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UFUNCTION(BlueprintCallable, Category = "Bounty")
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FString GetCustomBountyAlteration_3_Description()
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{
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return CustomBountyAlteration_3_Description;
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return CustomBountyAlteration_Description.Num() < 2 ? FString("") : CustomBountyAlteration_Description[2];
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}
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UFUNCTION(BlueprintCallable, Category = "Bounty")
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int GetCustomBountyAlteration_1_Cost()
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{
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return CustomBountyAlteration_1_Cost;
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return CustomBountyAlteration_Cost.IsEmpty() ? 0 : CustomBountyAlteration_Cost[0];
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}
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UFUNCTION(BlueprintCallable, Category = "Bounty")
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int GetCustomBountyAlteration_2_Cost()
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{
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return CustomBountyAlteration_2_Cost;
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return CustomBountyAlteration_Cost.Num() < 1 ? 0 : CustomBountyAlteration_Cost[1];
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}
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UFUNCTION(BlueprintCallable, Category = "Bounty")
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int GetCustomBountyAlteration_3_Cost()
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{
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return CustomBountyAlteration_3_Cost;
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return CustomBountyAlteration_Cost.Num() < 2 ? 0 : CustomBountyAlteration_Cost[2];
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}
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// ------------- Simple Bounty Alterations -------------
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@ -27,16 +27,22 @@ struct FPC_Display_Info
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int MB_Reward;
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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FString SB_1_Title;
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TArray<FString> SB_Title;
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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UTexture2D* SB_1_Icon;
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TArray<UTexture2D*> SB_Icon;
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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FString SB_1_Desc;
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TArray<FString> SB_Desc;
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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int SB_1_Reward;
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TArray<int> SB_Reward;
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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TArray<FString> CustomBountyAlteration_Desc;
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UPROPERTY(BlueprintReadWrite, Category = "PC_Display_Info")
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TArray<int> CustomBountyAlteration_Cost;
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};
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UCLASS()
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@ -50,6 +56,5 @@ public:
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UPROPERTY(BlueprintReadOnly)
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FPC_Display_Info PC_Display_Info;
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//bool IsGameOver, FString& MB_Title, UTexture2D* MB_Icon, FString& MB_Desc, int MB_Reward
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};
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