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No commits in common. 'master' and 'feature-map-and-sounds' have entirely different histories.
master
...
feature-ma
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# Default ignored files
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/shelf/
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/workspace.xml
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# Rider ignored files
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/modules.xml
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/contentModel.xml
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/projectSettingsUpdater.xml
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/.idea.TurnBased.iml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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TurnBased
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="UserContentModel">
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<attachedFolders />
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<explicitIncludes />
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<explicitExcludes />
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</component>
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="" vcs="Git" />
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</component>
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</project>
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# Arena Squad Strategy
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# awesome_game
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### Overview
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<p float="left">
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<img src="misc/gameplay_1.png" alt="drawing" width="400">
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<img src="misc/gameplay_2.png" alt="drawing" width="400">
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</p>
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[Video Preview](https://drive.google.com/file/d/1knR5V4S7jIn-r3ljkLcgxQ3JZdWQdmzB/preview)
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Arena Squad Strategy is a step-by-step battlefield strategy game. The main objective is to kill enemy troopers first combining your troopers abilities and movement. The game supports LAN-multiplayer mode.
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### Installation
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Download Windows x86-64 build in *Releases* tab.
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### Getting source code
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Clone the project using `git`:
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```
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git clone https://git.eyakm.one/eyakm1/awesome_game.git
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```
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Unfortunately this git-hosting does not support ssh yet.
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@ -1,63 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "BattleUI.h"
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#include "Components/Button.h"
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#include "Components/TextBlock.h"
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#include "BattlePlayerController.h"
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#include "BattlePlayerState.h"
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void UBattleUI::NativeConstruct() {
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Super::NativeConstruct();
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EndTurnButton->OnClicked.AddDynamic(this, &ThisClass::OnEndTurnClicked);
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ButtonAction_0->OnClicked.AddDynamic(this, &ThisClass::OnActionSwitched_0);
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ButtonAction_1->OnClicked.AddDynamic(this, &ThisClass::OnActionSwitched_1);
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ButtonAction_2->OnClicked.AddDynamic(this, &ThisClass::OnActionSwitched_2);
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}
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void UBattleUI::SetWidgetText_Implementation(const FString &Text) {
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InformationText->SetText(FText::FromString(Text));
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}
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void UBattleUI::SetWhoseTurnText_Implementation(bool IsThisPlayerTurn) {
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if (IsThisPlayerTurn) {
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SetWidgetText(TEXT("Your turn!"));
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} else {
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SetWidgetText(TEXT("Opponent's turn"));
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}
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}
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void UBattleUI::OnEndTurnClicked() {
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Cast<ABattlePlayerController>(GetWorld()->GetFirstPlayerController())->
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EndTurn();
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}
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void UBattleUI::OnActionSwitched_0() {
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ButtonAction_0->SetIsEnabled(false);
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ButtonAction_1->SetIsEnabled(true);
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ButtonAction_2->SetIsEnabled(true);
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ActionType = 0;
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OnActionSwitched();
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}
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void UBattleUI::OnActionSwitched_1() {
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ButtonAction_0->SetIsEnabled(true);
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ButtonAction_1->SetIsEnabled(false);
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ButtonAction_2->SetIsEnabled(true);
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ActionType = 1;
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OnActionSwitched();
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}
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void UBattleUI::OnActionSwitched_2() {
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ButtonAction_0->SetIsEnabled(true);
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ButtonAction_1->SetIsEnabled(true);
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ButtonAction_2->SetIsEnabled(false);
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ActionType = 2;
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OnActionSwitched();
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}
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void UBattleUI::OnActionSwitched() const {
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Cast<ABattlePlayerController>(GetWorld()->GetFirstPlayerController())->
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GetPlayerState<ABattlePlayerState>()->SetCurrentAction(ActionType);
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}
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@ -1,58 +0,0 @@
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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 "Blueprint/UserWidget.h"
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#include "BattleUI.generated.h"
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/**
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*
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*/
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UCLASS()
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class TURNBASEDTUTORIAL_API UBattleUI : public UUserWidget {
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GENERATED_BODY()
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public:
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virtual void NativeConstruct() override;
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UFUNCTION(Client, Reliable)
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void SetWhoseTurnText(bool IsThisPlayerTurn);
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UFUNCTION(Client, Reliable)
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void SetWidgetText(const FString &Text);
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protected:
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int ActionType = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
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class UButton *EndTurnButton;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
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class UButton *ButtonAction_0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
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class UButton *ButtonAction_1;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
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class UButton *ButtonAction_2;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
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class UTextBlock *InformationText;
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UFUNCTION()
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void OnEndTurnClicked();
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UFUNCTION()
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void OnActionSwitched_0();
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UFUNCTION()
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void OnActionSwitched_1();
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UFUNCTION()
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void OnActionSwitched_2();
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UFUNCTION()
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void OnActionSwitched() const;
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};
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@ -1,27 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "ManageSquadWidget.h"
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#include "ManageSquadGameState.h"
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#include "SelectedTrooperSaveGame.h"
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#include "Components/Button.h"
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#include "Kismet/GameplayStatics.h"
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void UManageSquadWidget::NativeConstruct() {
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Super::NativeConstruct();
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BackButton->OnClicked.AddDynamic(
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this, &ThisClass::UManageSquadWidget::OnBackButtonClicked);
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}
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void UManageSquadWidget::OnBackButtonClicked() {
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USelectedTrooperSaveGame *SaveGameInstance = Cast<USelectedTrooperSaveGame>(
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UGameplayStatics::CreateSaveGameObject(
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USelectedTrooperSaveGame::StaticClass()));
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SaveGameInstance->SelectedTroopers = GetWorld()->GetGameState<
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AManageSquadGameState>()->GetSquad();
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UGameplayStatics::SaveGameToSlot(
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SaveGameInstance,TEXT("Selected troopers"), 0);
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UGameplayStatics::OpenLevel(GetWorld(), "MainMenuLevel");
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RemoveFromParent();
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}
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@ -1,25 +0,0 @@
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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 "Blueprint/UserWidget.h"
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#include "ManageSquadWidget.generated.h"
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/**
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*
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*/
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UCLASS()
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class TURNBASEDTUTORIAL_API UManageSquadWidget : public UUserWidget {
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GENERATED_BODY()
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public:
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virtual void NativeConstruct() override;
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta=(BindWidget))
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class UButton *BackButton;
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UFUNCTION()
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void OnBackButtonClicked();
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};
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@ -1,8 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SelectedTrooperSaveGame.h"
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USelectedTrooperSaveGame::USelectedTrooperSaveGame()
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: Super() {
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}
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@ -1,21 +0,0 @@
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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 "GameFramework/SaveGame.h"
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#include "SelectedTrooperSaveGame.generated.h"
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/**
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*
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*/
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UCLASS()
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class TURNBASEDTUTORIAL_API USelectedTrooperSaveGame : public USaveGame {
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category=Basic)
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TArray<uint8> SelectedTroopers;
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USelectedTrooperSaveGame();
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};
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@ -0,0 +1,25 @@
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TurnBased/Binaries/Win64/TurnBasedTutorial.exe 2023-03-16T03:05:02.259Z
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TurnBased/Binaries/Win64/OpenImageDenoise.dll 2023-03-16T01:52:15.842Z
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TurnBased/Binaries/Win64/tbb12.dll 2023-03-16T01:52:15.844Z
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Engine/Extras/Redist/en-us/UE4PrereqSetup_x64.exe 2023-03-16T01:46:38.646Z
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Engine/Binaries/ThirdParty/Oculus/OVRPlugin/OVRPlugin/Win64/OVRPlugin.dll 2023-03-16T01:41:33.496Z
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Engine/Binaries/ThirdParty/DbgHelp/dbghelp.dll 2023-03-16T01:41:25.090Z
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Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/PxFoundationPROFILE_x64.dll 2023-03-16T01:41:46.155Z
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Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/PxPvdSDKPROFILE_x64.dll 2023-03-16T01:41:46.339Z
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Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/PhysX3PROFILE_x64.dll 2023-03-16T01:41:45.025Z
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Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/PhysX3CookingPROFILE_x64.dll 2023-03-16T01:41:45.005Z
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Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/PhysX3CommonPROFILE_x64.dll 2023-03-16T01:41:44.869Z
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Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/APEX_ClothingPROFILE_x64.dll 2023-03-16T01:41:41.229Z
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Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/APEX_LegacyPROFILE_x64.dll 2023-03-16T01:41:42.482Z
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Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/ApexFrameworkPROFILE_x64.dll 2023-03-16T01:41:43.065Z
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|
Engine/Binaries/ThirdParty/PhysX3/Win64/VS2015/NvClothPROFILE_x64.dll 2023-03-16T01:41:43.666Z
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|
Engine/Binaries/ThirdParty/Ogg/Win64/VS2015/libogg_64.dll 2023-03-16T01:41:33.497Z
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||||||
|
Engine/Binaries/ThirdParty/Vorbis/Win64/VS2015/libvorbis_64.dll 2023-03-16T01:41:53.464Z
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|
Engine/Binaries/ThirdParty/Vorbis/Win64/VS2015/libvorbisfile_64.dll 2023-03-16T01:41:53.464Z
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||||||
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Engine/Binaries/ThirdParty/NVIDIA/NVaftermath/Win64/GFSDK_Aftermath_Lib.x64.dll 2023-03-16T01:41:32.651Z
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||||||
|
Engine/Binaries/ThirdParty/OpenXR/win64/openxr_loader.dll 2023-03-16T01:41:33.921Z
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||||||
|
Engine/Binaries/ThirdParty/OpenVR/OpenVRv1_5_17/Win64/openvr_api.dll 2023-03-16T01:41:33.917Z
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||||||
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Engine/Binaries/ThirdParty/NVIDIA/GeForceNOW/Win64/GfnRuntimeSdk.dll 2023-03-16T01:41:32.648Z
|
||||||
|
Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64/WinPixEventRuntime.dll 2023-03-16T01:41:53.487Z
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||||||
|
Engine/Binaries/ThirdParty/Windows/XAudio2_9/x64/xaudio2_9redist.dll 2023-03-16T01:41:54.149Z
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||||||
|
TurnBasedTutorial.exe 2023-03-16T03:07:14.267Z
|
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Before Width: | Height: | Size: 138 KiB |
Before Width: | Height: | Size: 1.8 MiB |
Before Width: | Height: | Size: 1.5 MiB |
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Reference in new issue