Implemented Bounty Tabs for in Progress Bounties
This commit is contained in:
parent
f1b5e5068c
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@ -8,19 +8,11 @@
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/MainBountyClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/MainBountyClass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/SideBountyClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/SideBountyClass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/PauseMenu/BountiesTab.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/PauseMenu/BountiesTab.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/PauseMenu/BountiesTab.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/PauseMenu/BountiesTab.h" afterDir="false" />
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@ -45,28 +37,28 @@
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<option name="hideEmptyMiddlePackages" value="true" />
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<option name="hideEmptyMiddlePackages" value="true" />
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<option name="showLibraryContents" value="true" />
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"RunOnceActivity.ShowReadmeOnStart": "true",
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@ -143,6 +135,7 @@
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BIN
EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
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EndlessVendetta/Content/PauseMenu/Tabs/BountyTabs/WBP_BountiesTab.uasset
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EndlessVendetta/Content/PauseMenu/Tabs/BountyTabs/WBP_BountiesTab.uasset
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EndlessVendetta/Content/PauseMenu/Tabs/BountyTabs/WBP_InProgressTab.uasset
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EndlessVendetta/Content/PauseMenu/Tabs/BountyTabs/WBP_InProgressTab.uasset
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EndlessVendetta/Content/PauseMenu/Tabs/BountyTabs/WBP_TutorialBountiesTab.uasset
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EndlessVendetta/Content/PauseMenu/Tabs/BountyTabs/WBP_TutorialBountiesTab.uasset
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@ -1,3 +0,0 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:4dd8fb12b1bf5ebd10c41083bc1aff236c5daf1d26a1a18aef5e8a07a8975ac6
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size 133345
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BIN
EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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EndlessVendetta/Content/StarterContent/Props/MaterialSphere.uasset
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EndlessVendetta/Content/StarterContent/Props/MaterialSphere.uasset
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@ -34,10 +34,11 @@ void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
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// Collect rewards for bounty and move onto next
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// Collect rewards for bounty and move onto next
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UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty %d"), CurrentMainBountyIndex);
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UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty %d"), CurrentMainBountyIndex);
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FTransform PostBountySpawnTransform = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject<AMainBountyClass>()->GetPlayerSpawnTransform();
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// FTransform PostBountySpawnTransform = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject<AMainBountyClass>()->GetPlayerSpawnTransform();
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SetActorTransform(PostBountySpawnTransform);
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// SetActorTransform(PostBountySpawnTransform);
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Cast<APlayerController>(GetController())->SetControlRotation(PostBountySpawnTransform.GetRotation().Rotator());
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// Cast<APlayerController>(GetController())->SetControlRotation(PostBountySpawnTransform.GetRotation().Rotator());
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GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject<AMainBountyClass>()->GetPlayerSpawnTransform();
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CurrentMainBountyIndex = GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave;
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CurrentMainBountyIndex = GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave;
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GI->MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = CurrentMainBountyIndex;
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GI->MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = CurrentMainBountyIndex;
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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@ -107,7 +108,15 @@ void ABountyHunterCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
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void ABountyHunterCharacter::CreatePauseMenuTabs()
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void ABountyHunterCharacter::CreatePauseMenuTabs()
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{
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{
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BountiesTab = CreateWidget<UBountiesTab>(GetWorld(), BountyTabWidgetClass);
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if (CurrentMainBountyIndex <= 0)
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{
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BountiesTab = CreateWidget<UBountiesTab>(GetWorld(), TutorialBountyTabWidgetClass);
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}
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else
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{
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BountiesTab = CreateWidget<UBountiesTab>(GetWorld(), UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName ? BountyTabWidgetClass : BountyInProgressTabWidgetClass);
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BountiesTab->ReturnToOpenWorldEarlyDelegate.AddDynamic(this, &ABountyHunterCharacter::ReturnToOpenWorldEarly);
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}
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UpdateBountyTabInfo();
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UpdateBountyTabInfo();
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FavoursTab = CreateWidget<UTabWidget>(GetWorld(), FavoursTabWidgetClass);
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FavoursTab = CreateWidget<UTabWidget>(GetWorld(), FavoursTabWidgetClass);
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NavigationTab = CreateWidget<UTabWidget>(GetWorld(), NavigationTabWidgetClass);
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NavigationTab = CreateWidget<UTabWidget>(GetWorld(), NavigationTabWidgetClass);
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@ -141,3 +150,14 @@ void ABountyHunterCharacter::TogglePauseMenu()
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PauseMenu->OpenedSettingsTab.AddDynamic(this, &ABountyHunterCharacter::OpenSettingsTab);
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PauseMenu->OpenedSettingsTab.AddDynamic(this, &ABountyHunterCharacter::OpenSettingsTab);
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PauseMenu->OpenedQuitTab.AddDynamic(this, &ABountyHunterCharacter::OpenQuitTab);
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PauseMenu->OpenedQuitTab.AddDynamic(this, &ABountyHunterCharacter::OpenQuitTab);
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}
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}
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void ABountyHunterCharacter::ReturnToOpenWorldEarly()
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{
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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if (!IsValid(GI->MainSaveGameInstanceRef)) return;
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FTransform SpawnTransform = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject<AMainBountyClass>()->GetPlayerSpawnTransform();
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GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = SpawnTransform;
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UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
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UGameplayStatics::OpenLevel(GetWorld(), FName(OpenWorldLevelName));
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}
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UPROPERTY(EditDefaultsOnly, Category = "Pause Menu")
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UPROPERTY(EditDefaultsOnly, Category = "Pause Menu")
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TSubclassOf<UBountiesTab> BountyTabWidgetClass;
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TSubclassOf<UBountiesTab> BountyTabWidgetClass;
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// Widget Class used to Spawn Bounties Tab Widget
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UPROPERTY(EditDefaultsOnly, Category = "Pause Menu")
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TSubclassOf<UBountiesTab> BountyInProgressTabWidgetClass;
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// Widget Class used to Spawn Bounties Tab Widget
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UPROPERTY(EditDefaultsOnly, Category = "Pause Menu")
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TSubclassOf<UBountiesTab> TutorialBountyTabWidgetClass;
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// Reference to Bounty Tab Widget
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// Reference to Bounty Tab Widget
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UPROPERTY()
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UPROPERTY()
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UBountiesTab* BountiesTab;
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UBountiesTab* BountiesTab;
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@ -177,4 +185,7 @@ private:
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BountiesTab->UpdateBountyTab(BountyTabInfo);
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BountiesTab->UpdateBountyTab(BountyTabInfo);
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}
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}
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UFUNCTION()
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void ReturnToOpenWorldEarly();
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};
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};
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#include "BountiesTab.generated.h"
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#include "BountiesTab.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTrackBounty, ABountyClass*, BountyToTrack);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTrackBounty, ABountyClass*, BountyToTrack);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FReturnToOpenWorldEarly);
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UCLASS()
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UCLASS()
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class ENDLESSVENDETTA_API UBountiesTab : public UTabWidget
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class ENDLESSVENDETTA_API UBountiesTab : public UTabWidget
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@ -23,6 +24,9 @@ public:
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UPROPERTY(BlueprintAssignable)
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UPROPERTY(BlueprintAssignable)
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FTrackBounty TrackBountyDelegate;
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FTrackBounty TrackBountyDelegate;
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UPROPERTY(BlueprintCallable)
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FReturnToOpenWorldEarly ReturnToOpenWorldEarlyDelegate;
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// ------------------- METHODS ---------------------------------
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// ------------------- METHODS ---------------------------------
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private:
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private:
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