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390b50547b | |||
547c3d340d | |||
0cad5ad897 |
BIN
Content/Weapons/DA_ExampleWeapon.uasset
(Stored with Git LFS)
BIN
Content/Weapons/DA_ExampleWeapon.uasset
(Stored with Git LFS)
Binary file not shown.
BIN
Content/Weapons/Garlic/BP_GarlicWeapon.uasset
(Stored with Git LFS)
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Content/Weapons/Garlic/BP_GarlicWeapon.uasset
(Stored with Git LFS)
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@ -17,21 +17,26 @@ void AWeapon::BeginPlay()
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{
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Super::BeginPlay();
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TArray<AWeapon*> example;
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GetWorldTimerManager().SetTimer(WeaponTimerHandle, this, &AWeapon::FireWeaponAction, WeaponCooldown, true);
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UEXPComponent* expcomponent = GetOwner()->GetComponentByClass<UEXPComponent>();
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if (expcomponent)
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{
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expcomponent->OnEXPLevelUp.AddUniqueDynamic(this, &AWeapon::UpgradeWeapon);
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}
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}
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void AWeapon::FireWeaponAction_Implementation()
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{
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// Do stuff
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// This should be overridden in child weapon classes
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}
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void AWeapon::UpgradeWeapon(int newLevel)
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bool AWeapon::UpgradeWeapon()
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{
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}
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if (CurrentLevel + 1 <= Upgrades.Num())
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{
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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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}
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return false;
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}
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@ -6,23 +6,33 @@
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#include "GameFramework/Actor.h"
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#include "Weapon.generated.h"
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class UPaperSprite;
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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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class VAMPIRES_API AWeapon : public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float WeaponCooldown = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float Damage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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TObjectPtr<UWeaponDataAsset> WeaponDataAsset;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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FText Name;
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@ -32,9 +42,27 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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TObjectPtr<UTexture2D> Icon;
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UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
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USoundBase* WeaponActivatedSoundBase = nullptr;
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UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
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TObjectPtr<UPaperSprite> WeaponSprite = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float WeaponCooldown = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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float Damage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
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TArray<FWeaponLevelUpgrades> Upgrades = TArray<FWeaponLevelUpgrades>();
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int CurrentLevel = 0;
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private:
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FTimerHandle WeaponTimerHandle;
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public:
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// Sets default values for this actor's properties
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AWeapon();
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@ -49,5 +77,5 @@ public:
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virtual void FireWeaponAction_Implementation();
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UFUNCTION()
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virtual void UpgradeWeapon(int newLevel);
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virtual bool UpgradeWeapon();
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};
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@ -12,6 +12,7 @@ AGarlicWeapon::AGarlicWeapon()
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SphereComponent->SetupAttachment(RootComponent);
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SphereComponent->SetSphereRadius(150.0f);
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Damage = 51.0f;
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Range = SphereComponent->GetScaledSphereRadius();
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}
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void AGarlicWeapon::BeginPlay()
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@ -87,3 +88,14 @@ void AGarlicWeapon::GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter)
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}
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}
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}
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bool AGarlicWeapon::UpgradeWeapon()
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{
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if (Super::UpgradeWeapon())
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{
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Range *= Upgrades[CurrentLevel - 1].WeaponRangeMultiplier;
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SphereComponent->SetSphereRadius(Range);
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return true;
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}
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return false;
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}
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@ -26,12 +26,14 @@ UCLASS()
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class VAMPIRES_API AGarlicWeapon : public AWeapon
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{
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GENERATED_BODY()
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public:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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USphereComponent* SphereComponent;
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TArray<FOverlappedEnemy> OverlappedEnemies;
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private:
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float Range;
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public:
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AGarlicWeapon();
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@ -43,7 +45,9 @@ public:
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UFUNCTION()
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void GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter);
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virtual bool UpgradeWeapon() override;
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protected:
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UFUNCTION()
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void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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@ -1,4 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "WeaponDataAsset.h"
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@ -1,50 +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 "Engine/DataAsset.h"
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#include "WeaponDataAsset.generated.h"
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class UPaperSprite;
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class AProjectile;
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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)
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float WeaponCooldownMultiplier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float WeaponDamageMultiplier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float WeaponRangeMultiplier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText WeaponUpgradeText;
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};
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/**
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*
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*/
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UCLASS(BlueprintType)
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class VAMPIRES_API UWeaponDataAsset : public UDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
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TSubclassOf<AProjectile> ProjectileTemplate = nullptr;
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UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
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USoundBase* WeaponActivatedSoundBase = nullptr;
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UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
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TObjectPtr<UPaperSprite> WeaponSprite = nullptr;
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UPROPERTY(EditDefaultsOnly, Category = "Weapon Upgrades")
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TArray<FWeaponLevelUpgrades> WeaponLevelUpgrades = TArray<FWeaponLevelUpgrades>();
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};
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@ -38,17 +38,15 @@ void ULevelUpWidget::NativeConstruct()
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for (AWeapon* weapon : Inventory)
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{
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UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
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Temp->SetData(weapon);
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upgradeItems.Add(Temp);
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if (weapon->CurrentLevel < weapon->Upgrades.Num())
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{
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UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
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Temp->SetData(weapon, this);
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upgradeItems.Add(Temp);
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}
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}
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UpgradesListView->SetListItems(upgradeItems);
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// for (TSubclassOf<UUpgradeButtonDataObject> item : UpgradeItems)
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// {
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// upgradeItems.Add(NewObject<UUpgradeButtonDataObject>(this, item));
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// }
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}
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SetIsFocusable(true);
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}
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@ -5,15 +5,16 @@
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#include "vampires/Weapon.h"
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void UUpgradeButtonDataObject::SetData(AWeapon* Weapon)
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void UUpgradeButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
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{
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WeaponName = Weapon->Name;
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Description = Weapon->Description;
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WeaponIcon = Weapon->Icon;
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WeaponInstance = Weapon;
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Parent = parent;
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}
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void UUpgradeButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon)
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void UUpgradeButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent)
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{
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AWeapon* temp = NewObject<AWeapon>(this, Weapon);
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if (temp)
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@ -22,5 +23,6 @@ void UUpgradeButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon)
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Description = temp->Description;
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WeaponIcon = temp->Icon;
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WeaponTemplate = Weapon;
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Parent = parent;
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}
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}
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@ -31,6 +31,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<AWeapon> WeaponInstance;
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void SetData(AWeapon* Weapon);
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void SetData(TSubclassOf<AWeapon> Weapon);
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<UUserWidget> Parent;
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void SetData(AWeapon* Weapon, UUserWidget* parent);
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void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent);
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};
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@ -4,18 +4,18 @@
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#include "UpgradeButtonWidget.h"
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#include "UpgradeButtonDataObject.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Components/Button.h"
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#include "Components/Image.h"
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#include "Components/TextBlock.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "vampires/Weapon.h"
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#include "UObject/UObjectBase.h"
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void UUpgradeButtonWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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if (Body)
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{
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Body->OnClicked.AddUniqueDynamic(this, &UUpgradeButtonWidget::OnClicked);
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}
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}
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void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
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@ -27,6 +27,24 @@ void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
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WeaponNameTextBlock->SetText(Item->WeaponName);
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DescriptionTextBlock->SetText(Item->Description);
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WeaponIcon->SetBrushFromTexture(Item->WeaponIcon);
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Parent = Item->Parent;
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if (Item->WeaponInstance != nullptr)
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{
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UpgradeType = EUpgradeType::Upgrade;
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WeaponInstance = Item->WeaponInstance;
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}
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else if (Item->WeaponTemplate != nullptr)
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{
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UpgradeType = EUpgradeType::NewWeapon;
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WeaponTemplate = Item->WeaponTemplate;
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}
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if (Body)
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{
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Body->OnClicked.AddUniqueDynamic(this, &UUpgradeButtonWidget::OnClicked);
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}
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}
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@ -43,4 +61,27 @@ void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
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void UUpgradeButtonWidget::OnClicked()
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{
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switch (UpgradeType) {
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case Upgrade:
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WeaponInstance->UpgradeWeapon();
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break;
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case NewWeapon:
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// TODO: Spawn weapon
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break;
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default: ;
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}
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if (Parent)
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{
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Parent->RemoveFromParent();
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if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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{
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UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
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playerController->bShowMouseCursor = false;
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playerController->SetPause(false);
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}
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Parent->SetIsFocusable(false);
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}
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}
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@ -7,6 +7,8 @@
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#include "Blueprint/UserWidget.h"
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#include "UpgradeButtonWidget.generated.h"
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class AWeapon;
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UENUM(BlueprintType)
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enum EUpgradeType
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{
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@ -48,6 +50,14 @@ public:
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UPROPERTY(EditDefaultsOnly)
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TEnumAsByte<EUpgradeType> UpgradeType;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSubclassOf<AWeapon> WeaponTemplate;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TObjectPtr<AWeapon> WeaponInstance;
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TObjectPtr<UUserWidget> Parent;
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private:
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UPROPERTY(meta=(BindWidget))
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UImage* UpgradeTypeIcon;
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