Make UpgradeWeapon overrideable for child classes
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@ -20,21 +20,22 @@ void AWeapon::BeginPlay()
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GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
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GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
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}
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}
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void AWeapon::ResetWeaponTimer()
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{
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GetWorldTimerManager().ClearTimer(WeaponTimerHandle);
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GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
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}
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void AWeapon::FireWeaponAction_Implementation()
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void AWeapon::FireWeaponAction_Implementation()
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{
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{
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// This should be overridden in child weapon classes
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// This should be overridden in child weapon classes
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}
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}
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bool AWeapon::UpgradeWeapon()
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bool AWeapon::UpgradeWeapon_Implementation()
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{
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{
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if (CurrentLevel + 1 <= Upgrades.Num())
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if (CurrentLevel < MaxLevel)
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{
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{
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CurrentLevel++;
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CurrentLevel++;
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WeaponCooldown *= Upgrades[CurrentLevel - 1].WeaponCooldownMultiplier;
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Damage *= Upgrades[CurrentLevel - 1].WeaponDamageMultiplier;
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GetWorldTimerManager().ClearTimer(WeaponTimerHandle);
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GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
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return true;
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return true;
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}
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}
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@ -9,24 +9,6 @@
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class UPaperSprite;
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class UPaperSprite;
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class UWeaponDataAsset;
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class UWeaponDataAsset;
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USTRUCT(BlueprintType)
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struct FWeaponLevelUpgrades
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.01f, ClampMax = 1.0f))
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float WeaponCooldownMultiplier = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.01f))
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float WeaponDamageMultiplier = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (ClampMin = 0.01f))
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float WeaponRangeMultiplier = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText WeaponUpgradeText;
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};
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UCLASS()
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UCLASS()
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class VAMPIRES_API AWeapon : public AActor
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class VAMPIRES_API AWeapon : public AActor
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{
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{
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@ -55,10 +37,13 @@ public:
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float Damage;
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float Damage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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TArray<FWeaponLevelUpgrades> Upgrades = TArray<FWeaponLevelUpgrades>();
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TArray<FText> UpgradeDescriptions;
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int CurrentLevel = 0;
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int CurrentLevel = 0;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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int MaxLevel = 0;
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private:
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private:
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FTimerHandle WeaponTimerHandle;
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FTimerHandle WeaponTimerHandle;
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@ -71,11 +56,14 @@ protected:
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// Called when the game starts or when spawned
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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void ResetWeaponTimer();
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public:
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public:
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UFUNCTION(BlueprintNativeEvent)
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UFUNCTION(BlueprintNativeEvent)
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void FireWeaponAction();
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void FireWeaponAction();
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virtual void FireWeaponAction_Implementation();
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virtual void FireWeaponAction_Implementation();
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UFUNCTION()
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UFUNCTION(BlueprintNativeEvent)
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virtual bool UpgradeWeapon();
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bool UpgradeWeapon();
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virtual bool UpgradeWeapon_Implementation();
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};
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};
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@ -43,7 +43,7 @@ void ULevelUpWidget::NativeConstruct()
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TArray<UUpgradeButtonDataObject*> upgradeItems;
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TArray<UUpgradeButtonDataObject*> upgradeItems;
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for (AWeapon* weapon : Inventory)
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for (AWeapon* weapon : Inventory)
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{
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{
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if (weapon->CurrentLevel < weapon->Upgrades.Num())
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if (weapon->CurrentLevel < weapon->UpgradeDescriptions.Num())
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{
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{
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UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
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UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
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Temp->SetData(weapon, this);
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Temp->SetData(weapon, this);
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@ -8,7 +8,7 @@
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void UUpgradeButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
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void UUpgradeButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
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{
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{
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WeaponName = Weapon->Name;
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WeaponName = Weapon->Name;
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Description = Weapon->Description;
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Description = Weapon->UpgradeDescriptions[Weapon->CurrentLevel];
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WeaponIcon = Weapon->Icon;
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WeaponIcon = Weapon->Icon;
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WeaponInstance = Weapon;
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WeaponInstance = Weapon;
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Parent = parent;
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Parent = parent;
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