Added New Bounty Tab for Game Over State
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@ -8,19 +8,9 @@
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/MB_Training.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ControlsTutorial/Bounty/MB_Training.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp" 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="$PROJECT_DIR$/Content/PauseMenu/Tabs/BountyTabs/WBP_BountiesTab.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/PauseMenu/Tabs/BountyTabs/WBP_BountiesTab.uasset" 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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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -152,7 +142,7 @@
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:3694f536232bf3750318bbed8aaa9f5ef454bc0ab781c44d71dfce238190b7ef
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size 465881
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size 466129
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version https://git-lfs.github.com/spec/v1
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size 263209
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size 262166
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:ad4f17e3d6213bec771bc4dabb5a29ec90224cb11271d025c17727de47ff249e
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size 141428
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EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset
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EndlessVendetta/Content/StarterContent/HDRI/HDRI_Epic_Courtyard_Daylight.uasset
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@ -62,11 +62,6 @@ void ABountyHunterCharacter::CompletedASideBounty(int CompletedSideBountiesUID)
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}
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}
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void ABountyHunterCharacter::AllBountiesCompleted()
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{
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UE_LOG(LogTemp, Warning, TEXT("Game Completed!!!! No more Bounties left... or you forgot to set a bounty at one of the indexes oof"));
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}
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void ABountyHunterCharacter::SavePlayerMoneyAndFavours()
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{
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UEVGameInstance* GI = Cast<UEVGameInstance>(GetGameInstance());
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@ -137,7 +132,12 @@ void ABountyHunterCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
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void ABountyHunterCharacter::CreatePauseMenuTabs()
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{
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if (CurrentMainBountyIndex <= 0)
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if (CompletedMainBounties)
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{
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BountiesTab = CreateWidget<UBountiesTab>(GetWorld(), GameOverBountyTabWidgetClass);
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BountiesTab->TrackSideBountyDelegate.AddDynamic(this, &ABountyHunterCharacter::TrackSideBounty);
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}
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else if (CurrentMainBountyIndex <= 0)
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{
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BountiesTab = CreateWidget<UBountiesTab>(GetWorld(), TutorialBountyTabWidgetClass);
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}
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@ -47,6 +47,9 @@ class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharac
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UPROPERTY(EditDefaultsOnly, Category = "Bounty Hunter")
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FString OpenWorldLevelName = "ControlTutorialLevel";
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// Used to Check if all Main Bounties have been completed by the Bounties Tab
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bool CompletedMainBounties = false;
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protected:
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public:
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@ -67,7 +70,10 @@ private:
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void CompletedASideBounty(int CompletedSideBountiesUID);
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// Replaces Normal Bounty Info UI with Unique Game Over UI
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void AllBountiesCompleted();
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void AllBountiesCompleted()
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{
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CompletedMainBounties = true;
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}
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void SavePlayerMoneyAndFavours();
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@ -149,6 +155,10 @@ private:
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UPROPERTY(EditDefaultsOnly, Category = "Pause Menu")
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TSubclassOf<UBountiesTab> TutorialBountyTabWidgetClass;
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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> GameOverBountyTabWidgetClass;
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// Reference to Bounty Tab Widget
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UPROPERTY()
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UBountiesTab* BountiesTab;
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