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3b2301b270
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Content/Pickups/EXP/BP_BlueEXPPickup.uasset (Stored with Git LFS)
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Content/Pickups/EXP/BP_BlueEXPPickup.uasset (Stored with Git LFS)
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Content/Player/BP_PlayerController.uasset (Stored with Git LFS)
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Content/Player/BP_PlayerController.uasset (Stored with Git LFS)
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Content/Widgets/HUD/BP_HUDWidget.uasset (Stored with Git LFS)
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Content/Widgets/HUD/BP_HUDWidget.uasset (Stored with Git LFS)
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@ -19,13 +19,13 @@ void UEXPComponent::IncrementEXP(int value)
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int oldLevel = CurrentLevel;
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CurrentEXP += value;
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OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
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OnEXPGained.ExecuteIfBound(value);
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CurrentLevel = FMath::Floor(CurrentEXP / 100.0f);
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if (CurrentLevel != oldLevel)
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{
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OnEXPLevelUp.Broadcast(CurrentLevel);
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OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
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}
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}
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@ -36,13 +36,13 @@ void UEXPComponent::SetCurrentEXP(int value)
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// TODO: I should be updating the level here
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CurrentEXP = value;
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OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
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OnEXPGained.ExecuteIfBound(value);
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CurrentLevel = FMath::Floor(CurrentEXP / 100.0f);
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if (CurrentLevel != oldLevel)
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{
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OnEXPLevelUp.Broadcast(CurrentLevel);
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OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
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}
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}
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@ -60,8 +60,8 @@ void UEXPComponent::Reset()
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{
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CurrentEXP = 0;
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CurrentLevel = 0;
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OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
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OnEXPLevelUp.Broadcast(CurrentLevel);
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OnEXPGained.ExecuteIfBound(CurrentEXP);
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OnEXPLevelUp.ExecuteIfBound(CurrentLevel);
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}
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float UEXPComponent::GetCurrentLevelPercent()
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@ -6,8 +6,8 @@
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#include "Components/ActorComponent.h"
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#include "EXPComponent.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnEXPGainedDelegate, int, exp, float, currentLevelPercent);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnEXPLevelUpDelegate, int, level);
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DECLARE_DELEGATE_OneParam(FOnEXPGainedDelegate, int)
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DECLARE_DELEGATE_OneParam(FOnEXPLevelUpDelegate, int)
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class VAMPIRES_API UEXPComponent : public UActorComponent
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@ -15,10 +15,7 @@ class VAMPIRES_API UEXPComponent : public UActorComponent
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, Category="EXP")
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FOnEXPGainedDelegate OnEXPGained;
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UPROPERTY(BlueprintAssignable, Category="EXP")
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FOnEXPLevelUpDelegate OnEXPLevelUp;
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protected:
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@ -54,6 +54,16 @@ APlayerCharacter::APlayerCharacter()
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void APlayerCharacter::BeginPlay()
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{
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Super::BeginPlay();
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if (PlayerHUD)
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{
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currentPlayerHUD = UUserWidget::CreateWidgetInstance(*GetWorld(), PlayerHUD, FName("Player HUD"));
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if (currentPlayerHUD)
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{
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currentPlayerHUD->AddToViewport();
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}
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}
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}
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void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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@ -48,12 +48,17 @@ public:
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FVector2D PreviousMovementDirection = FVector2d(1.0f, 0.0f);
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<UUserWidget> PlayerHUD = nullptr;
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UPROPERTY(EditAnywhere)
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UWidgetComponent* HealthBarWidgetComponent;
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private:
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FTimerHandle GarlicTimerHandle;
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UUserWidget* currentPlayerHUD = nullptr;
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public:
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APlayerCharacter();
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@ -3,36 +3,3 @@
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#include "VampirePlayerController.h"
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#include "EXPComponent.h"
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#include "HealthComponent.h"
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#include "Blueprint/UserWidget.h"
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#include "Widgets/HUDWidget.h"
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void AVampirePlayerController::OnPossess(APawn* aPawn)
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{
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Super::OnPossess(aPawn);
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if (PlayerHUD)
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{
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currentPlayerHUD = CreateWidget<UHUDWidget, AVampirePlayerController*>(this, PlayerHUD.Get());
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if (UEXPComponent* expComponent = aPawn->GetComponentByClass<UEXPComponent>())
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{
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expComponent->OnEXPGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerEXPHUD);
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UpdatePlayerEXPHUD(expComponent->GetCurrentEXP(), expComponent->GetCurrentLevelPercent());
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}
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if (currentPlayerHUD)
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{
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currentPlayerHUD->AddToViewport();
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}
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}
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}
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void AVampirePlayerController::UpdatePlayerEXPHUD(int exp, float currentLevelPercent)
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{
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if (currentPlayerHUD)
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{
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currentPlayerHUD->UpdateEXPBar(currentLevelPercent);
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}
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}
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@ -6,27 +6,12 @@
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#include "GameFramework/PlayerController.h"
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#include "VampirePlayerController.generated.h"
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class UHUDWidget;
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/**
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*
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*/
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UCLASS(Abstract)
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UCLASS()
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class VAMPIRES_API AVampirePlayerController : public APlayerController
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSubclassOf<UHUDWidget> PlayerHUD = nullptr;
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private:
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TObjectPtr<UHUDWidget> currentPlayerHUD = nullptr;
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protected:
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virtual void OnPossess(APawn* aPawn) override;
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UFUNCTION()
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void UpdatePlayerEXPHUD(int exp, float currentLevelPercent);
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};
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@ -23,7 +23,7 @@ void AWeapon::BeginPlay()
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if (expcomponent)
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{
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expcomponent->OnEXPLevelUp.AddUniqueDynamic(this, &AWeapon::UpgradeWeapon);
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expcomponent->OnEXPLevelUp.BindUObject(this, &AWeapon::UpgradeWeapon);
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}
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}
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@ -3,21 +3,3 @@
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#include "HUDWidget.h"
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#include "Components/ProgressBar.h"
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void UHUDWidget::Init()
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{
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}
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void UHUDWidget::UpdateEXPBar(float currentLevelPercent)
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{
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EXPbar->SetPercent(currentLevelPercent);
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}
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void UHUDWidget::UpdateLevelBlock()
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{
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}
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void UHUDWidget::UpdateTimerBlock()
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{
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}
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@ -27,15 +27,4 @@ public:
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UTextBlock* TimerBLock;
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void Init();
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UFUNCTION()
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void UpdateEXPBar(float currentLevelPercent);
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UFUNCTION()
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void UpdateLevelBlock();
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UFUNCTION()
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void UpdateTimerBlock();
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};
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