parent
7816cf735f
commit
24279b7255
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@ -0,0 +1,22 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Ability.h"
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// Sets default values for this component's properties
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UAbility::UAbility() {
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PrimaryComponentTick.bCanEverTick = false;
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}
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// Called when the game starts
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void UAbility::BeginPlay() {
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Super::BeginPlay();
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}
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// void UAbility::TickComponent(float DeltaTime,
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// ELevelTick TickType,
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// FActorComponentTickFunction *ThisTickFunction) {
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// Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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//
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// }
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@ -0,0 +1,18 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "HealthBar.h"
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#include "Components/ProgressBar.h"
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void UHealthBar::SetOwnerTrooper(ATrooper *Trooper) {
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OwnerTrooper = Trooper;
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}
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void UHealthBar::NativeTick(const FGeometry &MyGeometry, float InDeltaTime) {
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Super::NativeTick(MyGeometry, InDeltaTime);
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if (!OwnerTrooper.IsValid())
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return;
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HealthBar->SetPercent(OwnerTrooper->GetHitPoints() / OwnerTrooper->GetMaxHitPoints());
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}
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@ -0,0 +1,26 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Trooper.h"
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#include "Blueprint/UserWidget.h"
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#include "HealthBar.generated.h"
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/**
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*
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*/
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UCLASS(Abstract)
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class TURNBASEDTUTORIAL_API UHealthBar : public UUserWidget {
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GENERATED_BODY()
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public:
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void SetOwnerTrooper(ATrooper *Trooper);
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protected:
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TWeakObjectPtr<ATrooper> OwnerTrooper;
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UPROPERTY(meta=(BindWidget))
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class UProgressBar *HealthBar;
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virtual void NativeTick(const FGeometry &MyGeometry, float InDeltaTime) override;
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};
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@ -1,8 +1,87 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyGameState.h"
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// #include "MyPlayerController.h"
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// #include "Trooper.h"
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// #include "Kismet/GameplayStatics.h"
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// void AMyGameState::InitializeBattleField() const {
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// UE_LOG(LogTemp, Warning, TEXT("InitializeBattleField"));
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// FVector Location(2000.0f, -1000.0f, 0.0f);
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// FRotator Rotation(0.0f, 180.0f, 0.0f);
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//
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// uint8 TrooperCount = 0;
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//
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// TArray<const TCHAR *> bpPaths{
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// TEXT(
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// "Blueprint'/Game/Troopers/TrooperSkeletonMelee.TrooperSkeletonMelee_C'"
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// ),
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// TEXT("Blueprint'/Game/Troopers/TrooperWizard.TrooperWizard_C'")
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// };
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// TArray<UClass *> LoadedBpAssets;
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// for (int i = 0; i < bpPaths.Num(); ++i) {
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// TSoftClassPtr<ATrooper> ActorBpClass = TSoftClassPtr<ATrooper>(
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// FSoftObjectPath(bpPaths[i])
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// );
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// LoadedBpAssets.Push(ActorBpClass.LoadSynchronous());
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// }
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//
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// for (int i = 0; i < 5; ++i) {
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// FTransform SpawnLocationAndRotation(Rotation);
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// SpawnLocationAndRotation.SetLocation(Location);
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// AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
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// LoadedBpAssets[i % 2], SpawnLocationAndRotation);
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// // AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
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// // ATrooper::StaticClass(), SpawnLocationAndRotation);
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// dynamic_cast<ATrooper *>(Spawned)->Initialize(
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// 0, Location, TrooperCount++);
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// Spawned->FinishSpawning(SpawnLocationAndRotation);
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// Spawned->SetActorLocation(Location);
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// Location += {0.f, 500.f, 0.0f};
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// }
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// Location = {-2000.0f, -1000.0f, 0.0f};
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// Rotation = {0.0f, 0.0f, 0.0f};
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// for (int i = 0; i < 5; ++i) {
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// FTransform SpawnLocationAndRotation(Rotation);
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// SpawnLocationAndRotation.SetLocation(Location);
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// AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
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// LoadedBpAssets[i % 2], SpawnLocationAndRotation);
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// // AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
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// // ATrooper::StaticClass(), SpawnLocationAndRotation);
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// dynamic_cast<ATrooper *>(Spawned)->Initialize(
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// 1, Location, TrooperCount++);
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// Spawned->FinishSpawning(SpawnLocationAndRotation);
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// Spawned->SetActorLocation(Location);
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// Location += {0.f, 500.f, 0.0f};
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// }
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// }
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// AMyPlayerController *AMyGameState::GetMyPlayerController(
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// uint8 const PlayerIndex) const {
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// return dynamic_cast<AMyPlayerController *>(
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// UGameplayStatics::GetPlayerController(GetWorld(), PlayerIndex));
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// }
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//
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// void AMyGameState::StartGame() {
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// // InitializeBattleField();
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// PlayerInTurn()->StartTurn();
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// }
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//
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// void AMyGameState::CycleTurns() {
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// PlayerInTurn()->EndTurn();
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// if (CurrentPlayerTurn == 0) {
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// CurrentPlayerTurn = 1;
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// } else {
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// CurrentPlayerTurn = 0;
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// }
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// PlayerInTurn()->StartTurn();
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// }
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//
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// AMyPlayerController *AMyGameState::PlayerInTurn() const {
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// return GetMyPlayerController(CurrentPlayerTurn);
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// }
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//
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// AMyPlayerController *AMyGameState::PlayerNotInTurn() const {
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// return GetMyPlayerController(CurrentPlayerTurn == 0 ? 1 : 0);
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// }
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