Updated Checkpoint Tips to Perma Stay on the Screen with a New Animation
This commit is contained in:
		
							parent
							
								
									39ed880d6b
								
							
						
					
					
						commit
						9cf6884335
					
				
							
								
								
									
										
											BIN
										
									
								
								EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
									 (Stored with Git LFS)
									
									
									
									
								
							
							
						
						
									
										
											BIN
										
									
								
								EndlessVendetta/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset
									 (Stored with Git LFS)
									
									
									
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								EndlessVendetta/Content/FirstPerson/Blueprints/WBP_CheckpointCompleted.uasset
									 (Stored with Git LFS)
									
									
									
									
								
							
							
						
						
									
										
											BIN
										
									
								
								EndlessVendetta/Content/FirstPerson/Blueprints/WBP_CheckpointCompleted.uasset
									 (Stored with Git LFS)
									
									
									
									
								
							
										
											Binary file not shown.
										
									
								
							
							
								
								
									
										
											BIN
										
									
								
								EndlessVendetta/Content/Levels/TrainingFacility.umap
									 (Stored with Git LFS)
									
									
									
									
								
							
							
						
						
									
										
											BIN
										
									
								
								EndlessVendetta/Content/Levels/TrainingFacility.umap
									 (Stored with Git LFS)
									
									
									
									
								
							
										
											Binary file not shown.
										
									
								
							@ -70,7 +70,6 @@ void ABountyClass::IncrementBountyCheckpoint()
 | 
			
		||||
		BountyCheckpoints[0]->Destroy();
 | 
			
		||||
		BountyCheckpoints.RemoveAt(0);
 | 
			
		||||
		UE_LOG(LogTemp, Warning, TEXT(" You've Completed the Bounty!! Well done"));
 | 
			
		||||
		Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI(FString(""));
 | 
			
		||||
		return;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
@ -90,9 +89,6 @@ void ABountyClass::IncrementBountyCheckpoint()
 | 
			
		||||
	BountyCheckpoints[0]->SpawnWaypoint(BountyTitle);
 | 
			
		||||
	BountyCheckpoints[0]->CheckpointActivated();
 | 
			
		||||
	BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
 | 
			
		||||
 | 
			
		||||
	Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI(BountyCheckpoints[0]->GetCheckpointTip());
 | 
			
		||||
	
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void ABountyClass::CollectRewards_Implementation()
 | 
			
		||||
 | 
			
		||||
@ -100,16 +100,7 @@ public:
 | 
			
		||||
 | 
			
		||||
		return BountyCheckpoints[0]->GetWaypointIcon();
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	FString GetCheckpointDescription()
 | 
			
		||||
	{
 | 
			
		||||
		if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr)
 | 
			
		||||
		{
 | 
			
		||||
			return FString("No more Bounty checkpoints, check BountyClass.h GetCheckpointDescription()");
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		return BountyCheckpoints[0]->GetCheckpointDesc();
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	// ----------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
	// Sets default values for this actor's properties
 | 
			
		||||
 | 
			
		||||
@ -20,8 +20,6 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor
 | 
			
		||||
 | 
			
		||||
	// ------ Properties set from Editor ------
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
 | 
			
		||||
	FString CheckpointDescription;
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
 | 
			
		||||
	FString CheckpointTip;
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
 | 
			
		||||
	FVector WaypointLoc;
 | 
			
		||||
@ -61,10 +59,6 @@ public:
 | 
			
		||||
	void CheckpointActivated();
 | 
			
		||||
 | 
			
		||||
	// ------ Getters for CP Properties ------
 | 
			
		||||
	FString GetCheckpointDesc()
 | 
			
		||||
	{
 | 
			
		||||
		return CheckpointDescription;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	FString GetCheckpointTip()
 | 
			
		||||
	{
 | 
			
		||||
 | 
			
		||||
@ -3,6 +3,15 @@
 | 
			
		||||
 | 
			
		||||
#include "MainBountyClass.h"
 | 
			
		||||
 | 
			
		||||
void AMainBountyClass::IncrementBountyCheckpoint()
 | 
			
		||||
{
 | 
			
		||||
	Super::IncrementBountyCheckpoint();
 | 
			
		||||
	FString TipToDisplay = "";
 | 
			
		||||
	if (!Completed) TipToDisplay = BountyCheckpoints[0]->GetCheckpointTip();
 | 
			
		||||
	Cast<AEndlessVendettaCharacter>(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI(TipToDisplay, Completed);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void AMainBountyClass::SpawnAmmoDrops()
 | 
			
		||||
{
 | 
			
		||||
	UE_LOG(LogTemp, Display, TEXT("Bought Ammo Drops, but its not implemented yet"));
 | 
			
		||||
 | 
			
		||||
@ -15,6 +15,8 @@ class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
 | 
			
		||||
{
 | 
			
		||||
	GENERATED_BODY()
 | 
			
		||||
 | 
			
		||||
	void IncrementBountyCheckpoint() override;
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
	UPROPERTY(EditDefaultsOnly, Category = "Bounty")
 | 
			
		||||
	TArray<TSubclassOf<ASideBountyClass>> SideBountiesToSpawn;
 | 
			
		||||
 | 
			
		||||
@ -228,7 +228,7 @@ public:
 | 
			
		||||
	void WeaponSwitcher(AActor* Outhit);
 | 
			
		||||
 | 
			
		||||
	UFUNCTION(BlueprintImplementableEvent)
 | 
			
		||||
	void CheckpointCompletedUI(const FString& CheckpointDesc);
 | 
			
		||||
	void CheckpointCompletedUI(const FString& CheckpointDesc, bool CompletedBounty = false);
 | 
			
		||||
 | 
			
		||||
	// Returns true if successfully changed to a new gadget, can fail if the target gadget to replace is being used
 | 
			
		||||
	bool UpdateGadgetType(TSubclassOf<AGadgetBase> NewGadgetClass);
 | 
			
		||||
 | 
			
		||||
		Loading…
	
	
			
			x
			
			
		
	
		Reference in New Issue
	
	Block a user