Make UpgradeWeapon overrideable for child classes

This commit is contained in:
baz 2025-02-15 00:26:02 +00:00
parent 55ec2cbfda
commit 9f7d2bf4c7
4 changed files with 20 additions and 31 deletions

View File

@ -20,23 +20,24 @@ void AWeapon::BeginPlay()
GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
}
void AWeapon::ResetWeaponTimer()
{
GetWorldTimerManager().ClearTimer(WeaponTimerHandle);
GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
}
void AWeapon::FireWeaponAction_Implementation()
{
// This should be overridden in child weapon classes
}
bool AWeapon::UpgradeWeapon()
bool AWeapon::UpgradeWeapon_Implementation()
{
if (CurrentLevel + 1 <= Upgrades.Num())
if (CurrentLevel < MaxLevel)
{
CurrentLevel++;
WeaponCooldown *= Upgrades[CurrentLevel - 1].WeaponCooldownMultiplier;
Damage *= Upgrades[CurrentLevel - 1].WeaponDamageMultiplier;
GetWorldTimerManager().ClearTimer(WeaponTimerHandle);
GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
return true;
}
return false;
}
}

View File

@ -9,24 +9,6 @@
class UPaperSprite;
class UWeaponDataAsset;
USTRUCT(BlueprintType)
struct FWeaponLevelUpgrades
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.01f, ClampMax = 1.0f))
float WeaponCooldownMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.01f))
float WeaponDamageMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.01f))
float WeaponRangeMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText WeaponUpgradeText;
};
UCLASS()
class VAMPIRES_API AWeapon : public AActor
{
@ -55,10 +37,13 @@ public:
float Damage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
TArray<FWeaponLevelUpgrades> Upgrades = TArray<FWeaponLevelUpgrades>();
TArray<FText> UpgradeDescriptions;
int CurrentLevel = 0;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
int MaxLevel = 0;
private:
FTimerHandle WeaponTimerHandle;
@ -71,11 +56,14 @@ protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void ResetWeaponTimer();
public:
UFUNCTION(BlueprintNativeEvent)
void FireWeaponAction();
virtual void FireWeaponAction_Implementation();
UFUNCTION()
virtual bool UpgradeWeapon();
UFUNCTION(BlueprintNativeEvent)
bool UpgradeWeapon();
virtual bool UpgradeWeapon_Implementation();
};

View File

@ -43,7 +43,7 @@ void ULevelUpWidget::NativeConstruct()
TArray<UUpgradeButtonDataObject*> upgradeItems;
for (AWeapon* weapon : Inventory)
{
if (weapon->CurrentLevel < weapon->Upgrades.Num())
if (weapon->CurrentLevel < weapon->UpgradeDescriptions.Num())
{
UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
Temp->SetData(weapon, this);

View File

@ -8,7 +8,7 @@
void UUpgradeButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
{
WeaponName = Weapon->Name;
Description = Weapon->Description;
Description = Weapon->UpgradeDescriptions[Weapon->CurrentLevel];
WeaponIcon = Weapon->Icon;
WeaponInstance = Weapon;
Parent = parent;