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3 changed files with 4 additions and 30 deletions

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Content/Widgets/HUD/BP_HUDWidget.uasset (Stored with Git LFS)

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@ -15,35 +15,17 @@ UEXPComponent::UEXPComponent()
void UEXPComponent::IncrementEXP(int value) void UEXPComponent::IncrementEXP(int value)
{ {
int oldEXP = CurrentEXP; // TODO: I should be updating the level here
int oldLevel = CurrentLevel;
CurrentEXP += value; CurrentEXP += value;
OnEXPGained.ExecuteIfBound(value); OnEXPGained.ExecuteIfBound(value);
CurrentLevel = FMath::Floor(CurrentEXP / 100.0f);
if (CurrentLevel != oldLevel)
{
OnEXPLevelUp.ExecuteIfBound(CurrentLevel); OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
} }
}
void UEXPComponent::SetCurrentEXP(int value) void UEXPComponent::SetCurrentEXP(int value)
{ {
int oldEXP = CurrentEXP;
int oldLevel = CurrentLevel;
// TODO: I should be updating the level here // TODO: I should be updating the level here
CurrentEXP = value; CurrentEXP = value;
OnEXPGained.ExecuteIfBound(value); OnEXPGained.ExecuteIfBound(value);
CurrentLevel = FMath::Floor(CurrentEXP / 100.0f);
if (CurrentLevel != oldLevel)
{
OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
}
} }
int UEXPComponent::GetCurrentEXP() int UEXPComponent::GetCurrentEXP()
@ -64,11 +46,6 @@ void UEXPComponent::Reset()
OnEXPLevelUp.ExecuteIfBound(CurrentLevel); OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
} }
float UEXPComponent::GetCurrentLevelPercent()
{
return (CurrentEXP % 100) / 100.0f;
}
// Called when the game starts // Called when the game starts
void UEXPComponent::BeginPlay() void UEXPComponent::BeginPlay()
{ {

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@ -42,9 +42,6 @@ public:
UFUNCTION(BlueprintCallable) UFUNCTION(BlueprintCallable)
void Reset(); void Reset();
UFUNCTION(BlueprintCallable, BlueprintPure)
float GetCurrentLevelPercent();
protected: protected:
// Called when the game starts // Called when the game starts
virtual void BeginPlay() override; virtual void BeginPlay() override;