Compare commits

..

5 Commits

Author SHA1 Message Date
baz
1a3516c263 Only get viewport information when viewport is resized 2025-07-31 01:32:24 +01:00
baz
cb0230d24f Gate Setting Actor Location Behind Bounds Check 2025-07-30 17:59:14 +01:00
baz
c1e4387adb Final quick refactor 2025-07-29 22:06:42 +01:00
baz
ec818cfc55 Quick widgets refactor 2025-07-28 23:42:39 +01:00
baz
8d8da3ddc1 Final weapons quick refactor 2025-07-28 23:12:31 +01:00
72 changed files with 778 additions and 783 deletions

View File

@ -15,12 +15,10 @@ UEXPComponent::UEXPComponent()
// ...
}
void UEXPComponent::IncrementEXP(int value)
void UEXPComponent::IncrementEXP(int Value)
{
int oldEXP = CurrentEXP;
int oldLevel = CurrentLevel;
CurrentEXP += value;
int OldLevel = CurrentLevel;
CurrentEXP += Value;
if (NextLevelRow.Level >= 0)
{
@ -28,9 +26,10 @@ void UEXPComponent::IncrementEXP(int value)
{
CurrentLevel = NextLevelRow.Level;
if (FExpTableRow* newRow = LevelsTable->FindRow<FExpTableRow>(FName(*FString::FromInt(NextLevelRow.Level + 1)),"", true))
if (FExpTableRow* NewRow = LevelsTable->FindRow<FExpTableRow>(
FName(*FString::FromInt(NextLevelRow.Level + 1)), "", true))
{
NextLevelRow = *newRow;
NextLevelRow = *NewRow;
}
else
{
@ -47,7 +46,7 @@ void UEXPComponent::IncrementEXP(int value)
{
CurrentLevel = FMath::Floor(CurrentEXP / 100.0f);
if (CurrentLevel != oldLevel)
if (CurrentLevel != OldLevel)
{
OnEXPLevelUp.Broadcast(CurrentLevel);
}
@ -56,20 +55,19 @@ void UEXPComponent::IncrementEXP(int value)
OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
}
void UEXPComponent::SetCurrentEXP(int value)
void UEXPComponent::SetCurrentEXP(int Value)
{
int oldEXP = CurrentEXP;
int oldLevel = CurrentLevel;
CurrentEXP = value;
int OldLevel = CurrentLevel;
CurrentEXP = Value;
NextLevelRow = FExpTableRow();
while (CurrentEXP < NextLevelRow.CumulativeExpForPreviousLevel && CurrentEXP < NextLevelRow.CumulativeExpForNextLevel)
while (CurrentEXP < NextLevelRow.CumulativeExpForPreviousLevel && CurrentEXP < NextLevelRow.
CumulativeExpForNextLevel)
{
if (FExpTableRow* newRow = LevelsTable->FindRow<FExpTableRow>(FName(*FString::FromInt(NextLevelRow.Level + 1)),"", true))
if (FExpTableRow* NewRow = LevelsTable->FindRow<FExpTableRow>(FName(*FString::FromInt(NextLevelRow.Level + 1)),
"", true))
{
NextLevelRow = *newRow;
NextLevelRow = *NewRow;
}
else
{
@ -82,7 +80,7 @@ void UEXPComponent::SetCurrentEXP(int value)
OnEXPGained.Broadcast(CurrentEXP, GetCurrentLevelPercent());
if (CurrentLevel != oldLevel)
if (CurrentLevel != OldLevel)
{
OnEXPLevelUp.Broadcast(CurrentLevel);
}
@ -102,9 +100,9 @@ void UEXPComponent::Reset()
{
if (LevelsTable)
{
if (FExpTableRow* newRow = LevelsTable->FindRow<FExpTableRow>(FName("1"), "", true))
if (FExpTableRow* NewRow = LevelsTable->FindRow<FExpTableRow>(FName("1"), "", true))
{
NextLevelRow = *newRow;
NextLevelRow = *NewRow;
}
}
@ -116,15 +114,16 @@ void UEXPComponent::Reset()
float UEXPComponent::GetCurrentLevelPercent()
{
int adjustedCurrentExp = CurrentEXP - NextLevelRow.CumulativeExpForPreviousLevel;
float res = static_cast<float>(adjustedCurrentExp) / static_cast<float>(NextLevelRow.ExpRequiredForNextLevel);
int AdjustedCurrentExp = CurrentEXP - NextLevelRow.CumulativeExpForPreviousLevel;
float CurrentLevelPercent = static_cast<float>(AdjustedCurrentExp) / static_cast<float>(NextLevelRow.
ExpRequiredForNextLevel);
if (FMath::IsNaN(res))
if (FMath::IsNaN(CurrentLevelPercent))
{
return 0.0f;
}
return res;
return CurrentLevelPercent;
}
// Called when the game starts

View File

@ -8,6 +8,7 @@
#include "EXPComponent.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnEXPGainedDelegate, int, exp, float, currentLevelPercent);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnEXPLevelUpDelegate, int, level);
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
@ -16,16 +17,16 @@ class VAMPIRES_API UEXPComponent : public UActorComponent
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, Category="EXP")
FOnEXPGainedDelegate OnEXPGained;
UPROPERTY(BlueprintAssignable, Category="EXP")
FOnEXPLevelUpDelegate OnEXPLevelUp;
UPROPERTY(EditDefaultsOnly, Category="EXP")
TObjectPtr<UDataTable> LevelsTable;
protected:
private:
int CurrentEXP = 0;
int CurrentLevel = 0;
@ -37,10 +38,10 @@ public:
UEXPComponent();
UFUNCTION(BlueprintCallable)
void IncrementEXP(int value);
void IncrementEXP(int Value);
UFUNCTION(BlueprintCallable)
void SetCurrentEXP(int value);
void SetCurrentEXP(int Value);
UFUNCTION(BlueprintCallable, BlueprintPure)
int GetCurrentEXP();
@ -57,8 +58,4 @@ public:
protected:
// Called when the game starts
virtual void BeginPlay() override;
private:
void ProcessExp(int oldEXP, int oldLevel, int newEXP);
};

View File

@ -13,9 +13,9 @@ void AEXPPickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, A
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
if (UEXPComponent* expComponent = OtherActor->GetComponentByClass<UEXPComponent>())
if (UEXPComponent* ExpComponent = OtherActor->GetComponentByClass<UEXPComponent>())
{
expComponent->IncrementEXP(PickupValue);
ExpComponent->IncrementEXP(PickupValue);
Super::OnInnerBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
}
}

View File

@ -17,8 +17,7 @@ class VAMPIRES_API AEXPPickup : public APickup
protected:
virtual void BeginPlay() override;
public:
virtual void OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult) override;
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult) override;
};

View File

@ -47,12 +47,12 @@ UBehaviorTree* AEnemyCharacter::GetBehaviorTree()
return BehaviorTree;
}
void AEnemyCharacter::OnDamaged(FDamageInfo damageInfo)
void AEnemyCharacter::OnDamaged(FDamageInfo DamageInfo)
{
// if (OnDamagedSound)
// {
if (OnDamagedSound)
{
UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDamagedSound, GetActorLocation());
// }
}
if (OnDamagedNiagaraSystem)
{
@ -60,22 +60,22 @@ void AEnemyCharacter::OnDamaged(FDamageInfo damageInfo)
}
}
void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
void AEnemyCharacter::OnDeath(FDamageInfo DamageInfo)
{
if (PickupTemplate)
{
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
{
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetPickupObjectPoolManager(gamemode))
if (AObjectPoolManager* ObjectPoolManager = IPools::Execute_GetPickupObjectPoolManager(Gamemode))
{
AActor* pickup = objectPoolManager->GetObject();
AActor* Pickup = ObjectPoolManager->GetObject();
if (UKismetSystemLibrary::DoesImplementInterface(pickup, UPickupable::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Pickup, UPickupable::StaticClass()))
{
FVector pickupLocation = GetActorLocation();
pickup->SetActorLocation(pickupLocation);
IPickupable::Execute_LoadDataFromDataAsset(pickup, PickupTemplate, pickupLocation);
FVector PickupLocation = GetActorLocation();
Pickup->SetActorLocation(PickupLocation);
IPickupable::Execute_LoadDataFromDataAsset(Pickup, PickupTemplate, PickupLocation);
}
}
}
@ -92,17 +92,17 @@ void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
}
}
void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset)
void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* EnemyDataAsset)
{
if (enemyDataAsset != nullptr)
if (EnemyDataAsset != nullptr)
{
StaticMeshComponent->SetStaticMesh(enemyDataAsset->StaticMesh);
BehaviorTree = enemyDataAsset->BehaviorTree;
PickupTemplate = enemyDataAsset->PickupDataAsset;
OnDamagedSound = enemyDataAsset->OnDamagedSoundBase;
OnDeathSound = enemyDataAsset->OnDeathSoundBase;
OnDamagedNiagaraSystem = enemyDataAsset->OnDamagedNiagaraSystem;
OnDeathNiagaraSystem = enemyDataAsset->OnDeathNiagaraSystem;
StaticMeshComponent->SetStaticMesh(EnemyDataAsset->StaticMesh);
BehaviorTree = EnemyDataAsset->BehaviorTree;
PickupTemplate = EnemyDataAsset->PickupDataAsset;
OnDamagedSound = EnemyDataAsset->OnDamagedSoundBase;
OnDeathSound = EnemyDataAsset->OnDeathSoundBase;
OnDamagedNiagaraSystem = EnemyDataAsset->OnDamagedNiagaraSystem;
OnDeathNiagaraSystem = EnemyDataAsset->OnDeathNiagaraSystem;
}
}
@ -129,10 +129,10 @@ void AEnemyCharacter::SpawnController_Implementation()
SpawnDefaultController();
}
if (BehaviorTree != nullptr)
if (AVampireAIController* VampireAIController = Cast<AVampireAIController>(Controller); VampireAIController &&
BehaviorTree)
{
AVampireAIController* controller = Cast<AVampireAIController>(Controller);
controller->RunBehaviorTree(BehaviorTree);
VampireAIController->RunBehaviorTree(BehaviorTree);
}
}
@ -142,9 +142,11 @@ UHealthComponent* AEnemyCharacter::GetEnemyHealthComponent_Implementation()
}
void AEnemyCharacter::OnDamageBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
if (Cast<ACharacter>(OtherActor) == UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) && !Player.Contains(OtherActor))
if (Cast<ACharacter>(OtherActor) == UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) && !Player.
Contains(OtherActor))
{
Player.Add(OtherActor);
@ -153,9 +155,10 @@ void AEnemyCharacter::OnDamageBeginOverlap(UPrimitiveComponent* OverlappedCompon
}
void AEnemyCharacter::OnDamageEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if (Cast<ACharacter>(OtherActor) == UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) && Player.Contains(OtherActor))
if (Cast<ACharacter>(OtherActor) == UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) && Player.
Contains(OtherActor))
{
Player.Remove(OtherActor);
@ -170,8 +173,8 @@ void AEnemyCharacter::ResetHealth()
void AEnemyCharacter::DamagePlayer()
{
for (auto player : Player)
for (auto DamagedPlayer : Player)
{
UGameplayStatics::ApplyDamage(player, Damage, GetController(), this, nullptr);
UGameplayStatics::ApplyDamage(DamagedPlayer, Damage, GetController(), this, nullptr);
}
}

View File

@ -8,6 +8,7 @@
#include "Interfaces/Enemyable.h"
#include "EnemyCharacter.generated.h"
struct FDamageInfo;
class USphereComponent;
class UObjectPoolComponent;
class UBehaviorTree;
@ -20,7 +21,7 @@ class VAMPIRES_API AEnemyCharacter : public AVampireCharacter, public IEnemyable
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<AEXPPickup> EXPPickupTemplate = nullptr;
@ -28,7 +29,7 @@ public:
TObjectPtr<USphereComponent> DamageSphere = nullptr;
UPROPERTY(EditDefaultsOnly)
float Damage = 5.0f;;
float Damage = 5.0f;
UPROPERTY(EditDefaultsOnly)
float AttackCooldown = 1.0f;
@ -53,19 +54,20 @@ public:
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
public:
UBehaviorTree* GetBehaviorTree();
UFUNCTION()
virtual void OnDamaged(FDamageInfo damageInfo);
virtual void OnDamaged(FDamageInfo DamageInfo);
UFUNCTION()
virtual void OnDeath(FDamageInfo damageInfo);
virtual void OnDeath(FDamageInfo DamageInfo);
protected:
UFUNCTION()
virtual void LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset) override;
virtual void LoadDataFromDataAsset_Implementation(UEnemyDataAsset* EnemyDataAsset) override;
UFUNCTION()
virtual void ResetData_Implementation() override;
@ -81,12 +83,12 @@ public:
UFUNCTION()
void OnDamageBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult);
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
void OnDamageEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
int32 OtherBodyIndex);
private:
UFUNCTION()

View File

@ -19,24 +19,24 @@ class VAMPIRES_API UEnemyDataAsset : public UDataAsset
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UStaticMesh> StaticMesh;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UBehaviorTree> BehaviorTree = nullptr;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UPickupDataAsset> PickupDataAsset = nullptr;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
UPROPERTY(EditDefaultsOnly)
TObjectPtr<USoundBase> OnDamagedSoundBase = nullptr;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
UPROPERTY(EditDefaultsOnly)
TObjectPtr<USoundBase> OnDeathSoundBase = nullptr;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UNiagaraSystem> OnDamagedNiagaraSystem;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
UPROPERTY(EditDefaultsOnly)
TObjectPtr<UNiagaraSystem> OnDeathNiagaraSystem;
};

View File

@ -13,15 +13,15 @@ UGoldComponent::UGoldComponent()
// ...
}
void UGoldComponent::IncrementGold(int value)
void UGoldComponent::IncrementGold(int Value)
{
CurrentGold += value;
CurrentGold += Value;
OnGoldGained.Broadcast(CurrentGold);
}
void UGoldComponent::SetCurrentGold(int value)
void UGoldComponent::SetCurrentGold(int Value)
{
CurrentGold = value;
CurrentGold = Value;
OnGoldGained.Broadcast(CurrentGold);
}

View File

@ -16,7 +16,7 @@ class VAMPIRES_API UGoldComponent : public UActorComponent
public:
FOnGoldGainedDelegate OnGoldGained;
protected:
private:
int CurrentGold = 0;
public:
@ -24,10 +24,10 @@ public:
UGoldComponent();
UFUNCTION()
void IncrementGold(int value);
void IncrementGold(int Value);
UFUNCTION()
void SetCurrentGold(int value);
void SetCurrentGold(int Value);
UFUNCTION()
int GetCurrentGold();

View File

@ -16,9 +16,9 @@ void AGoldPickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
if (UGoldComponent* goldComponent = OtherActor->GetComponentByClass<UGoldComponent>())
if (UGoldComponent* GoldComponent = OtherActor->GetComponentByClass<UGoldComponent>())
{
goldComponent->IncrementGold(PickupValue);
GoldComponent->IncrementGold(PickupValue);
Super::OnInnerBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
}
}

View File

@ -17,8 +17,7 @@ class VAMPIRES_API AGoldPickup : public APickup
protected:
virtual void BeginPlay() override;
public:
virtual void OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult) override;
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult) override;
};

View File

@ -13,28 +13,28 @@ UHealthComponent::UHealthComponent()
// ...
}
void UHealthComponent::TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
AController* instigatedBy, AActor* damageCauser)
void UHealthComponent::TakeDamage(AActor* DamagedActor, float Damage, const UDamageType* DamageType,
AController* InstigatedBy, AActor* DamageCauser)
{
if (damagedActor == nullptr || IsDead || !CanDamage)
if (DamagedActor == nullptr || IsDead || !CanDamage)
{
return;
}
CurrentHealth -= damage;
CurrentHealth -= Damage;
OnDamaged.Broadcast({damagedActor, damage, damageType, instigatedBy, damageCauser});
OnDamaged.Broadcast({DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser});
if (CurrentHealth <= 0.0f)
{
IsDead = true;
OnDeath.Broadcast({damagedActor, damage, damageType, instigatedBy, damageCauser});
OnDeath.Broadcast({DamagedActor, Damage, DamageType, InstigatedBy, DamageCauser});
}
}
void UHealthComponent::IncrementHealth(float value)
void UHealthComponent::IncrementHealth(float Value)
{
CurrentHealth += value;
CurrentHealth += Value;
if (CurrentHealth > MaxHealth)
{
@ -47,9 +47,9 @@ float UHealthComponent::GetMaxHealth()
return MaxHealth;
}
void UHealthComponent::SetMaxHealth(float value)
void UHealthComponent::SetMaxHealth(float Value)
{
MaxHealth = value;
MaxHealth = Value;
}
float UHealthComponent::GetCurrentHealth()
@ -57,9 +57,9 @@ float UHealthComponent::GetCurrentHealth()
return CurrentHealth;
}
void UHealthComponent::SetCurrentHealth(float value)
void UHealthComponent::SetCurrentHealth(float Value)
{
CurrentHealth = value;
CurrentHealth = Value;
if (CurrentHealth > MaxHealth)
{
@ -84,9 +84,9 @@ bool UHealthComponent::GetIsDead()
return IsDead;
}
void UHealthComponent::SetIsDead(bool isDead)
void UHealthComponent::SetIsDead(bool bIsDead)
{
IsDead = isDead;
IsDead = bIsDead;
}
bool UHealthComponent::GetCanDamage()
@ -94,9 +94,9 @@ bool UHealthComponent::GetCanDamage()
return CanDamage;
}
void UHealthComponent::SetCanDamage(bool canDamage)
void UHealthComponent::SetCanDamage(bool bCanDamage)
{
CanDamage = canDamage;
CanDamage = bCanDamage;
}

View File

@ -56,44 +56,44 @@ public:
UHealthComponent();
UFUNCTION()
virtual void TakeDamage(AActor* damagedActor, float damage, const UDamageType* damageType,
AController* instigatedBy,
AActor* damageCauser);
virtual void TakeDamage(AActor* DamagedActor, float Damage, const UDamageType* DamageType,
AController* InstigatedBy,
AActor* DamageCauser);
UFUNCTION()
float GetMaxHealth();
UFUNCTION()
void SetMaxHealth(float value);
void SetMaxHealth(float Value);
UFUNCTION()
float GetCurrentHealth();
UFUNCTION()
void SetCurrentHealth(float value);
void SetCurrentHealth(float Value);
UFUNCTION()
void ResetHealth();
UFUNCTION()
void RecoverHealth(float healing);
void RecoverHealth(float Healing);
UFUNCTION()
bool GetIsDead();
UFUNCTION()
void SetIsDead(bool isDead);
void SetIsDead(bool bIsDead);
UFUNCTION()
bool GetCanDamage();
UFUNCTION()
void SetCanDamage(bool canDamage);
void SetCanDamage(bool bCanDamage);
protected:
// Called when the game starts
virtual void BeginPlay() override;
UFUNCTION()
void IncrementHealth(float value);
void IncrementHealth(float Value);
};

View File

@ -10,44 +10,45 @@ void AObjectPoolManager::BeginPlay()
Super::BeginPlay();
}
void AObjectPoolManager::InitializeObjectPool(TSubclassOf<AActor> Object, const int InitialObjectPoolSize)
void AObjectPoolManager::InitializeObjectPool(const TSubclassOf<AActor>& TemplateObject, const int InitialObjectPoolSize)
{
ObjectTemplate = Object;
ObjectTemplate = TemplateObject;
for (int i = 0; i < InitialObjectPoolSize; i++)
{
if (AActor* object = GetWorld()->SpawnActor<AActor>(Object, FVector(100000.0f, 100000.0f, 0), FRotator(0, 0, 0)))
if (AActor* Object = GetWorld()->SpawnActor<
AActor>(TemplateObject, FVector(100000.0f, 100000.0f, 0), FRotator(0, 0, 0)))
{
SetObjectStatus(false, object);
ObjectPool.Add(object);
SetObjectStatus(false, Object);
ObjectPool.Add(Object);
}
}
}
void AObjectPoolManager::InitializeObjectPool(UClass* Object, int InitialObjectPoolSize)
void AObjectPoolManager::InitializeObjectPool(UClass* TemplateObject, int InitialObjectPoolSize)
{
for (int i = 0; i < InitialObjectPoolSize; i++)
{
if (AActor* object = GetWorld()->SpawnActor<AActor>(Object))
if (AActor* Object = GetWorld()->SpawnActor<AActor>(TemplateObject))
{
SetObjectStatus(false, object);
ObjectPool.Add(object);
SetObjectStatus(false, Object);
ObjectPool.Add(Object);
}
}
}
AActor* AObjectPoolManager::GetObject(int startingOffset)
AActor* AObjectPoolManager::GetObject(int StartingOffset)
{
int ObjectPoolSize = ObjectPool.Num();
for (int i = startingOffset; i < ObjectPoolSize; i++)
for (int i = StartingOffset; i < ObjectPoolSize; i++)
{
if (ObjectPool[i]->IsHidden())
{
SetObjectStatus(true, ObjectPool[i]);
if (UObjectPoolComponent* objectPoolComponent = ObjectPool[i]->GetComponentByClass<UObjectPoolComponent>())
if (UObjectPoolComponent* ObjectPoolComponent = ObjectPool[i]->GetComponentByClass<UObjectPoolComponent>())
{
objectPoolComponent->OnRetrieve.ExecuteIfBound();
ObjectPoolComponent->OnRetrieve.ExecuteIfBound();
}
return ObjectPool[i];
@ -59,19 +60,19 @@ AActor* AObjectPoolManager::GetObject(int startingOffset)
return GetObject(ObjectPoolSize);
}
void AObjectPoolManager::ReturnObject(AActor* object)
void AObjectPoolManager::ReturnObject(AActor* Object)
{
SetObjectStatus(false, object);
SetObjectStatus(false, Object);
if (UObjectPoolComponent* objectPoolComponent = object->GetComponentByClass<UObjectPoolComponent>())
if (UObjectPoolComponent* ObjectPoolComponent = Object->GetComponentByClass<UObjectPoolComponent>())
{
objectPoolComponent->OnReturn.ExecuteIfBound();
ObjectPoolComponent->OnReturn.ExecuteIfBound();
}
}
void AObjectPoolManager::SetObjectStatus(bool enabled, AActor* object)
void AObjectPoolManager::SetObjectStatus(bool bEnabled, AActor* Object)
{
object->SetActorHiddenInGame(!enabled);
object->SetActorTickEnabled(enabled);
object->SetActorEnableCollision(enabled);
Object->SetActorHiddenInGame(!bEnabled);
Object->SetActorTickEnabled(bEnabled);
Object->SetActorEnableCollision(bEnabled);
}

View File

@ -15,17 +15,17 @@ class VAMPIRES_API AObjectPoolManager : public AActor
TSubclassOf<AActor> ObjectTemplate;
public:
void InitializeObjectPool(TSubclassOf<AActor> Object, int InitialObjectPoolSize = 400);
void InitializeObjectPool(UClass* Object, int InitialObjectPoolSize = 400);
void InitializeObjectPool(const TSubclassOf<AActor>& TemplateObject, int InitialObjectPoolSize = 400);
void InitializeObjectPool(UClass* TemplateObject, int InitialObjectPoolSize = 400);
AActor* GetObject(int startingOffset = 0);
AActor* GetObject(int StartingOffset = 0);
void ReturnObject(AActor* object);
void ReturnObject(AActor* Object);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
private:
void SetObjectStatus(bool enabled, AActor* object);
void SetObjectStatus(bool bEnabled, AActor* Object);
};

View File

@ -42,8 +42,8 @@ APickup::APickup()
TimelineComponent->SetTimelineLengthMode(TL_TimelineLength);
TimelineComponent->SetPlaybackPosition(0.0f, false);
onTimelineCallback.BindUFunction(this, FName(TEXT("TimelineCallback")));
onTimelineFinishedCallback.BindUFunction(this, FName(TEXT("TimelineFinishedCallback")));
OnTimelineCallback.BindUFunction(this, FName(TEXT("TimelineCallback")));
OnTimelineFinishedCallback.BindUFunction(this, FName(TEXT("TimelineFinishedCallback")));
NiagaraComponent = CreateDefaultSubobject<UNiagaraComponent>(TEXT("Niagara Component"));
NiagaraComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
@ -60,8 +60,8 @@ void APickup::BeginPlay()
if (CurveFloat != nullptr)
{
TimelineComponent->AddInterpFloat(CurveFloat, onTimelineCallback);
TimelineComponent->SetTimelineFinishedFunc(onTimelineFinishedCallback);
TimelineComponent->AddInterpFloat(CurveFloat, OnTimelineCallback);
TimelineComponent->SetTimelineFinishedFunc(OnTimelineFinishedCallback);
}
}
@ -77,8 +77,8 @@ void APickup::LoadDataFromDataAsset_Implementation(UPickupDataAsset* PickupDataA
if (CurveFloat != nullptr)
{
TimelineComponent->AddInterpFloat(CurveFloat, onTimelineCallback);
TimelineComponent->SetTimelineFinishedFunc(onTimelineFinishedCallback);
TimelineComponent->AddInterpFloat(CurveFloat, OnTimelineCallback);
TimelineComponent->SetTimelineFinishedFunc(OnTimelineFinishedCallback);
}
}
}
@ -110,14 +110,14 @@ void APickup::OnInnerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AAct
UGameplayStatics::PlaySound2D(GetWorld(), PickupSoundBase);
}
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
{
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
if (AObjectPoolManager* ObjectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(Gamemode))
{
TimelineComponent->Stop();
ResetData_Implementation();
objectPoolManager->ReturnObject(this);
ObjectPoolManager->ReturnObject(this);
}
}
else
@ -131,18 +131,19 @@ void APickup::OnOuterBeginOverlap(UPrimitiveComponent* OverlappedComponent, AAct
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
if (!TimelineComponent->IsPlaying() && UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) == Cast<ACharacter>(OtherActor))
if (!TimelineComponent->IsPlaying() && UGameplayStatics::GetPlayerCharacter(GetWorld(), 0) == Cast<
ACharacter>(OtherActor))
{
PlayTimeLine();
}
}
void APickup::TimelineCallback(float val)
void APickup::TimelineCallback(float Value)
{
FVector actorLocation = PickupLocation;
FVector playerLocation = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)->GetActorLocation();
FVector location = FMath::Lerp(actorLocation, playerLocation, val);
SetActorLocation(location);
FVector ActorLocation = PickupLocation;
FVector PlayerLocation = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0)->GetActorLocation();
FVector Location = FMath::Lerp(ActorLocation, PlayerLocation, Value);
SetActorLocation(Location);
}
void APickup::TimelineFinishedCallback()

View File

@ -18,7 +18,7 @@ class VAMPIRES_API APickup : public AActor, public IPickupable
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
int PickupValue = 1;
@ -44,8 +44,8 @@ public:
TObjectPtr<UNiagaraComponent> NiagaraComponent = nullptr;
private:
FOnTimelineFloat onTimelineCallback;
FOnTimelineEventStatic onTimelineFinishedCallback;
FOnTimelineFloat OnTimelineCallback;
FOnTimelineEventStatic OnTimelineFinishedCallback;
FVector PickupLocation;
@ -72,7 +72,7 @@ protected:
const FHitResult& SweepResult);
UFUNCTION()
void TimelineCallback(float val);
void TimelineCallback(float Value);
UFUNCTION()
void TimelineFinishedCallback();

View File

@ -3,14 +3,9 @@
#include "PlayerCharacter.h"
#include "VampirePlayerController.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "EXPComponent.h"
#include "GoldComponent.h"
#include "HealthComponent.h"
#include "InputMappingContext.h"
#include "WeaponInventoryComponent.h"
#include "Components/WidgetComponent.h"
#include "Kismet/GameplayStatics.h"
@ -37,8 +32,8 @@ APlayerCharacter::APlayerCharacter()
CameraShakeTimelineComponent->SetTimelineLengthMode(TL_TimelineLength);
CameraShakeTimelineComponent->SetPlaybackPosition(0.0f, false);
onTimelineCallback.BindUFunction(this, FName(TEXT("CameraShakeTimelineCallback")));
onTimelineFinishedCallback.BindUFunction(this, FName(TEXT("CameraShakeTimelineFinishedCallback")));
OnTimelineCallback.BindUFunction(this, FName(TEXT("CameraShakeTimelineCallback")));
OnTimelineFinishedCallback.BindUFunction(this, FName(TEXT("CameraShakeTimelineFinishedCallback")));
}
void APlayerCharacter::BeginPlay()
@ -50,33 +45,30 @@ void APlayerCharacter::BeginPlay()
if (CameraShakeCurve != nullptr)
{
CameraShakeTimelineComponent->AddInterpFloat(CameraShakeCurve, onTimelineCallback);
CameraShakeTimelineComponent->SetTimelineFinishedFunc(onTimelineFinishedCallback);
CameraShakeTimelineComponent->AddInterpFloat(CameraShakeCurve, OnTimelineCallback);
CameraShakeTimelineComponent->SetTimelineFinishedFunc(OnTimelineFinishedCallback);
}
PlayerCameraManager = GetWorld()->GetFirstPlayerController()->PlayerCameraManager;
// For some reason, we need a slight delay here. I need to investigate the exact reason, but this is a quick workaround
GEngine->GameViewport->Viewport->ViewportResizedEvent.AddUObject(this, &APlayerCharacter::OnViewportResized);
GetWorldTimerManager().SetTimer(ResizeViewportTimerDelegate, this, &APlayerCharacter::ResizeViewportTimerCallback,
0.01f, false);
}
void APlayerCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
auto PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
FVector Location = GetActorLocation();
if (Location.X < BottomRight.X || Location.X > TopLeft.X || Location.Y > BottomRight.Y || Location.Y < TopLeft.Y)
{
Location.X = FMath::Clamp(Location.X, BottomRight.X, TopLeft.X);
Location.Y = FMath::Clamp(Location.Y, TopLeft.Y, BottomRight.Y);
FVector TopLeft, TopLeftDir;
FVector BottomRight, BottomRightDir;
FVector2d ViewportSize;
GEngine->GameViewport->GetViewportSize(ViewportSize);
PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir);
auto location = GetActorLocation();
location.X = FMath::Clamp(location.X, BottomRight.X, TopLeft.X);
location.Y = FMath::Clamp(location.Y, TopLeft.Y, BottomRight.Y);
SetActorLocation(location);
SetActorLocation(Location);
}
}
UEXPComponent* APlayerCharacter::GetEXPComponent()
@ -89,7 +81,7 @@ UGoldComponent* APlayerCharacter::GetGoldComponent()
return GoldComponent;
}
void APlayerCharacter::OnDamaged(FDamageInfo damageInfo)
void APlayerCharacter::OnDamaged(FDamageInfo DamageInfo)
{
if (OnDamagedSound)
{
@ -99,21 +91,20 @@ void APlayerCharacter::OnDamaged(FDamageInfo damageInfo)
CameraShakeTimelineComponent->PlayFromStart();
}
void APlayerCharacter::OnDeath(FDamageInfo damageInfo)
void APlayerCharacter::OnDeath(FDamageInfo DamageInfo)
{
if (OnDeathSound)
{
UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDeathSound, GetActorLocation());
}
// TODO: End the game
}
void APlayerCharacter::CameraShakeTimelineCallback(float val)
void APlayerCharacter::CameraShakeTimelineCallback(float Val)
{
auto PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
auto cameraActor = PlayerController->GetViewTarget();
cameraActor->SetActorLocation(FVector(FMath::RandRange(0.0f, CameraShakeStrength) * val, FMath::RandRange(0.0f, CameraShakeStrength) * val, 0.0f));
cameraActor->SetActorLocation(FVector(FMath::RandRange(0.0f, CameraShakeStrength) * Val,
FMath::RandRange(0.0f, CameraShakeStrength) * Val, 0.0f));
}
void APlayerCharacter::CameraShakeTimelineFinishedCallback()
@ -122,3 +113,19 @@ void APlayerCharacter::CameraShakeTimelineFinishedCallback()
auto cameraActor = PlayerController->GetViewTarget();
cameraActor->SetActorLocation(FVector::ZeroVector);
}
void APlayerCharacter::ResizeViewportTimerCallback()
{
OnViewportResized(GEngine->GameViewport->Viewport, 0);
}
void APlayerCharacter::OnViewportResized(FViewport* ViewPort, uint32 val)
{
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
FVector2d ViewportSize;
GEngine->GameViewport->GetViewportSize(ViewportSize);
PlayerController->DeprojectScreenPositionToWorld(0, 0, TopLeft, TopLeftDir);
PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight, BottomRightDir);
}

View File

@ -5,6 +5,7 @@
#include "CoreMinimal.h"
#include "VampireCharacter.h"
#include "Components/TimelineComponent.h"
#include "UnrealClient.h"
#include "PlayerCharacter.generated.h"
struct FDamageInfo;
@ -24,7 +25,7 @@ class VAMPIRES_API APlayerCharacter : public AVampireCharacter
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UEXPComponent> EXPComponent;
@ -44,19 +45,22 @@ public:
float CameraShakeStrength = 100.0f;
private:
UPROPERTY()
TObjectPtr<APlayerCameraManager> PlayerCameraManager = nullptr;
APlayerCharacter();
FOnTimelineFloat OnTimelineCallback;
FOnTimelineEventStatic OnTimelineFinishedCallback;
private:
FOnTimelineFloat onTimelineCallback;
FOnTimelineEventStatic onTimelineFinishedCallback;
FTimerHandle ResizeViewportTimerDelegate;
FVector TopLeft, TopLeftDir, BottomRight, BottomRightDir;
APlayerCharacter();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
UEXPComponent* GetEXPComponent();
@ -65,14 +69,19 @@ public:
private:
UFUNCTION()
virtual void OnDamaged(FDamageInfo damageInfo);
virtual void OnDamaged(FDamageInfo DamageInfo);
UFUNCTION()
virtual void OnDeath(FDamageInfo damageInfo);
virtual void OnDeath(FDamageInfo DamageInfo);
UFUNCTION()
void CameraShakeTimelineCallback(float val);
void CameraShakeTimelineCallback(float Val);
UFUNCTION()
void CameraShakeTimelineFinishedCallback();
UFUNCTION()
void ResizeViewportTimerCallback();
void OnViewportResized(FViewport* ViewPort, uint32 val);
};

View File

@ -60,7 +60,8 @@ void AProjectile::SetActorHiddenInGame(bool bNewHidden)
}
else
{
GetWorldTimerManager().SetTimer(ProjectileLifetimeTimerHandle, this, &AProjectile::ReturnProjectileToPool, ProjectileLifespan, true);
GetWorldTimerManager().SetTimer(ProjectileLifetimeTimerHandle, this, &AProjectile::ReturnProjectileToPool,
ProjectileLifespan, true);
}
}
@ -103,14 +104,14 @@ void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedCompon
if (!EnemyHealthComponent->GetIsDead())
{
AController* ownerController = nullptr;
if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
AController* OwnerController = nullptr;
if (AVampireCharacter* Character = Cast<AVampireCharacter>(GetOwner()))
{
ownerController = character->GetController();
OwnerController = Character->GetController();
}
AProjectileWeapon* ownerWeapon = Cast<AProjectileWeapon>(GetOwner());
EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->GetDamage(), nullptr, ownerController, this);
AProjectileWeapon* OwnerWeapon = Cast<AProjectileWeapon>(GetOwner());
EnemyHealthComponent->TakeDamage(Enemy, OwnerWeapon->GetDamage(), nullptr, OwnerController, this);
RemainingDamageableEnemies--;
@ -124,14 +125,14 @@ void AProjectile::OnProjectileBeginOverlap(UPrimitiveComponent* OverlappedCompon
void AProjectile::ReturnProjectileToPool()
{
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
{
if (AObjectPoolManager* objectPoolManager =
IPools::Execute_GetProjectileObjectPoolManager(gamemode))
if (AObjectPoolManager* ObjectPoolManager =
IPools::Execute_GetProjectileObjectPoolManager(Gamemode))
{
objectPoolManager->ReturnObject(this);
ObjectPoolManager->ReturnObject(this);
}
}
}

View File

@ -49,7 +49,6 @@ protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
virtual void SetActorHiddenInGame(bool bNewHidden) override;
virtual void SetTargetDirection_Implementation(FVector Direction) override;

View File

@ -54,10 +54,10 @@ void AVampireAIController::OnPossess(APawn* InPawn)
PlayerCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0);
if (UBehaviorTree* bt = EnemyCharacter->GetBehaviorTree())
if (UBehaviorTree* BT = EnemyCharacter->GetBehaviorTree())
{
DefaultBlackboard->InitializeBlackboard(*bt->BlackboardAsset);
BehaviorTree->StartTree(*bt);
DefaultBlackboard->InitializeBlackboard(*BT->BlackboardAsset);
BehaviorTree->StartTree(*BT);
DefaultBlackboard->SetValueAsObject("SelfActor", EnemyCharacter);
if (PlayerCharacter)
@ -67,7 +67,7 @@ void AVampireAIController::OnPossess(APawn* InPawn)
}
}
void AVampireAIController::OnDamaged(FDamageInfo info)
void AVampireAIController::OnDamaged(FDamageInfo Info)
{
if (EnemyCharacter->GetHealthComponent()->GetCurrentHealth() > 0.0f)
{
@ -75,22 +75,9 @@ void AVampireAIController::OnDamaged(FDamageInfo info)
}
}
void AVampireAIController::OnDeath(FDamageInfo info)
void AVampireAIController::OnDeath(FDamageInfo Info)
{
// TODO: Do stuff here
EnemyCharacter->OnDeath(info);
/*EnemyCharacter->DetachFromControllerPendingDestroy();
EnemyCharacter->GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
EnemyCharacter->GetCapsuleComponent()->SetCollisionResponseToAllChannels(ECR_Ignore);
if (UPawnMovementComponent* characterMovementComponent = EnemyCharacter->GetMovementComponent())
{
characterMovementComponent->StopMovementImmediately();
characterMovementComponent->StopActiveMovement();
characterMovementComponent->SetComponentTickEnabled(false);
}
GetWorldTimerManager().ClearTimer(PawnMoveToTimerHandle);
EnemyCharacter->SetLifeSpan(0.1f);*/
EnemyCharacter->OnDeath(Info);
}
void AVampireAIController::PawnMoveTo()

View File

@ -38,18 +38,15 @@ public:
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
protected:
virtual void OnPossess(APawn* InPawn) override;
public:
UFUNCTION()
virtual void OnDamaged(FDamageInfo info);
virtual void OnDamaged(FDamageInfo Info);
UFUNCTION()
virtual void OnDeath(FDamageInfo info);
virtual void OnDeath(FDamageInfo Info);
private:
UFUNCTION()

View File

@ -10,7 +10,7 @@
// Sets default values
AVampireCharacter::AVampireCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Create Health Component
@ -29,8 +29,6 @@ AVampireCharacter::AVampireCharacter()
void AVampireCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
@ -38,21 +36,21 @@ void AVampireCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
float newYaw = FMath::Atan2(PreviousMovementDirection.Y, PreviousMovementDirection.X) * 180.0f / PI;
FQuat newRotation = FQuat::Slerp(StaticMeshComponent->GetComponentRotation().Quaternion(),
FRotator(0.0f, newYaw, 0.0f).Quaternion(),
float NewYaw = FMath::Atan2(PreviousMovementDirection.Y, PreviousMovementDirection.X) * 180.0f / PI;
FQuat NewRotation = FQuat::Slerp(StaticMeshComponent->GetComponentRotation().Quaternion(),
FRotator(0.0f, NewYaw, 0.0f).Quaternion(),
DeltaTime * SlerpSpeed);
StaticMeshComponent->SetRelativeRotation(newRotation);
StaticMeshComponent->SetRelativeRotation(NewRotation);
}
void AVampireCharacter::Input_Move_Implementation(FVector2D value)
void AVampireCharacter::Input_Move_Implementation(FVector2D Value)
{
PreviousMovementDirection = value;
PreviousMovementDirection = Value;
if (value.Size() != 0.0f)
if (Value.Size() != 0.0f)
{
AddMovementInput({0.0f, 1.0f, 0.0f}, value.Y);
AddMovementInput({1.0f, 0.0f, 0.0f}, value.X);
AddMovementInput({0.0f, 1.0f, 0.0f}, Value.Y);
AddMovementInput({1.0f, 0.0f, 0.0f}, Value.X);
}
}
@ -70,4 +68,3 @@ UHealthComponent* AVampireCharacter::GetHealthComponent()
{
return HealthComponent;
}

View File

@ -58,15 +58,15 @@ protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
virtual void Input_Move_Implementation(FVector2D value) override;
virtual void Input_Move_Implementation(FVector2D Value) override;
virtual UInputMappingContext* Input_GetInputMappingContext_Implementation() override;
virtual FVector2D Input_GetPreviousMovementDirection_Implementation() override;
public:
UHealthComponent* GetHealthComponent();
};

View File

@ -2,4 +2,3 @@
#include "VampireGameInstance.h"

View File

@ -1,4 +1,4 @@
// Louis Hobbs | 2024-2025
// Louis Hobbs | 2024-2025
#pragma once
@ -15,8 +15,8 @@ UCLASS()
class VAMPIRES_API UVampireGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
public:
UPROPERTY()
TSubclassOf<AWeapon> StarterWeapon;

View File

@ -24,6 +24,9 @@ class VAMPIRES_API AVampireGameMode : public AGameMode, public IPools
GENERATED_BODY()
public:
FOnEnemyDeathCountIncrementDelegate OnEnemyDeathCountIncrementDelegate;
protected:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<AEnemyCharacter> EnemyTemplate;
@ -33,8 +36,6 @@ public:
UPROPERTY(EditDefaultsOnly)
TSubclassOf<AEXPPickup> PickupTemplate;
FOnEnemyDeathCountIncrementDelegate OnEnemyDeathCountIncrementDelegate;
UPROPERTY(EditDefaultsOnly)
TArray<TObjectPtr<UEnemyDataAsset>> EnemyDataAssets;
@ -68,6 +69,7 @@ public:
UFUNCTION(BlueprintCallable, BlueprintPure)
int GetEnemyDeathCount();
protected:
UFUNCTION()
void HandleOnEnemyDeath(FDamageInfo damageInfo);
@ -86,7 +88,6 @@ public:
UFUNCTION(BlueprintCallable)
void EndGame();
protected:
UFUNCTION()
void SpawnEnemy();
};

View File

@ -23,53 +23,55 @@ void AVampirePlayerController::OnPossess(APawn* aPawn)
{
Super::OnPossess(aPawn);
if (UEnhancedInputLocalPlayerSubsystem* subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(
GetLocalPlayer()))
{
if (UKismetSystemLibrary::DoesImplementInterface(aPawn, UInputable::StaticClass()))
{
subsystem->AddMappingContext(IInputable::Execute_Input_GetInputMappingContext(aPawn), 0);
Subsystem->AddMappingContext(IInputable::Execute_Input_GetInputMappingContext(aPawn), 0);
}
}
if (PlayerHUD)
{
currentPlayerHUD = CreateWidget<UHUDWidget, AVampirePlayerController*>(this, PlayerHUD.Get());
CurrentPlayerHUD = CreateWidget<UHUDWidget, AVampirePlayerController*>(this, PlayerHUD.Get());
if (UEXPComponent* expComponent = aPawn->GetComponentByClass<UEXPComponent>())
if (UEXPComponent* ExpComponent = aPawn->GetComponentByClass<UEXPComponent>())
{
expComponent->OnEXPGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerEXPHUD);
expComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerLevelHUD);
expComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::ShowLevelUpScreen);
UpdatePlayerEXPHUD(expComponent->GetCurrentEXP(), expComponent->GetCurrentLevelPercent());
UpdatePlayerLevelHUD(expComponent->GetCurrentLevel());
ExpComponent->OnEXPGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerEXPHUD);
ExpComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::UpdatePlayerLevelHUD);
ExpComponent->OnEXPLevelUp.AddUniqueDynamic(this, &AVampirePlayerController::ShowLevelUpScreen);
UpdatePlayerEXPHUD(ExpComponent->GetCurrentEXP(), ExpComponent->GetCurrentLevelPercent());
UpdatePlayerLevelHUD(ExpComponent->GetCurrentLevel());
}
if (UGoldComponent* goldComponent = aPawn->GetComponentByClass<UGoldComponent>())
if (UGoldComponent* GoldComponent = aPawn->GetComponentByClass<UGoldComponent>())
{
goldComponent->OnGoldGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdateGoldCountHUD);
UpdateGoldCountHUD(goldComponent->GetCurrentGold());
GoldComponent->OnGoldGained.AddUniqueDynamic(this, &AVampirePlayerController::UpdateGoldCountHUD);
UpdateGoldCountHUD(GoldComponent->GetCurrentGold());
}
if (AVampireGameMode* gamemode = Cast<AVampireGameMode>(UGameplayStatics::GetGameMode(GetWorld())))
if (AVampireGameMode* Gamemode = Cast<AVampireGameMode>(UGameplayStatics::GetGameMode(GetWorld())))
{
gamemode->OnEnemyDeathCountIncrementDelegate.AddDynamic(this, &AVampirePlayerController::UpdateKillCountHUD);
UpdateKillCountHUD(gamemode->GetEnemyDeathCount());
Gamemode->OnEnemyDeathCountIncrementDelegate.
AddDynamic(this, &AVampirePlayerController::UpdateKillCountHUD);
UpdateKillCountHUD(Gamemode->GetEnemyDeathCount());
}
if (currentPlayerHUD)
if (CurrentPlayerHUD)
{
currentPlayerHUD->AddToViewport();
CurrentPlayerHUD->AddToViewport();
}
}
if (UVampireGameInstance* gameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
if (UVampireGameInstance* GameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
{
UWeaponInventoryComponent* weaponInventoryComponent = aPawn->GetComponentByClass<
UWeaponInventoryComponent* WeaponInventoryComponent = aPawn->GetComponentByClass<
UWeaponInventoryComponent>();
if (weaponInventoryComponent && gameInstance->StarterWeapon)
if (WeaponInventoryComponent && GameInstance->StarterWeapon)
{
weaponInventoryComponent->initialInventory.Add(gameInstance->StarterWeapon);
WeaponInventoryComponent->InitialInventory.Add(GameInstance->StarterWeapon);
}
}
}
@ -78,7 +80,7 @@ void AVampirePlayerController::OnUnPossess()
{
Super::OnUnPossess();
GetWorld()->GetTimerManager().ClearTimer(pawnLifeTimeHandle);
GetWorld()->GetTimerManager().ClearTimer(PawnLifeTimeHandle);
}
void AVampirePlayerController::SetupInputComponent()
@ -94,13 +96,13 @@ void AVampirePlayerController::SetupInputComponent()
void AVampirePlayerController::Move(const FInputActionValue& MovementInput)
{
FVector2D movement = MovementInput.Get<FVector2D>();
FVector2D Movement = MovementInput.Get<FVector2D>();
if (APawn* pawn = GetPawn())
{
if (UKismetSystemLibrary::DoesImplementInterface(pawn, UInputable::StaticClass()))
{
IInputable::Execute_Input_Move(pawn, movement);
IInputable::Execute_Input_Move(pawn, Movement);
}
}
}
@ -119,26 +121,26 @@ void AVampirePlayerController::OnPause(const FInputActionValue& PauseInput)
{
if (SetPause(true))
{
currentPauseUI = CreateWidget<UPauseWidget, AVampirePlayerController*>(this, PauseUI.Get());
if (currentPauseUI)
CurrentPauseUI = CreateWidget<UPauseWidget, AVampirePlayerController*>(this, PauseUI.Get());
if (CurrentPauseUI)
{
currentPauseUI->AddToViewport();
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, currentPauseUI, EMouseLockMode::LockInFullscreen);
CurrentPauseUI->AddToViewport();
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, CurrentPauseUI, EMouseLockMode::LockInFullscreen);
bShowMouseCursor = true;
}
}
}
}
void AVampirePlayerController::UpdatePlayerEXPHUD(int exp, float currentLevelPercent)
void AVampirePlayerController::UpdatePlayerEXPHUD(int Exp, float CurrentLevelPercent)
{
if (currentPlayerHUD)
if (CurrentPlayerHUD)
{
currentPlayerHUD->UpdateEXPBar(currentLevelPercent);
CurrentPlayerHUD->UpdateEXPBar(CurrentLevelPercent);
}
}
void AVampirePlayerController::ShowLevelUpScreen(int level)
void AVampirePlayerController::ShowLevelUpScreen(int Level)
{
APawn* pawn = GetPawn();
if (!pawn)
@ -146,8 +148,8 @@ void AVampirePlayerController::ShowLevelUpScreen(int level)
return;
}
UEXPComponent* expComponent = pawn->GetComponentByClass<UEXPComponent>();
if (!expComponent || expComponent->GetCurrentLevel() == 0)
UEXPComponent* ExpComponent = pawn->GetComponentByClass<UEXPComponent>();
if (!ExpComponent || ExpComponent->GetCurrentLevel() == 0)
{
return;
}
@ -156,53 +158,54 @@ void AVampirePlayerController::ShowLevelUpScreen(int level)
{
if (SetPause(true))
{
currentLevelUpUI = CreateWidget<ULevelUpWidget, AVampirePlayerController*>(this, LevelUpUI.Get());
if (currentLevelUpUI)
CurrentLevelUpUI = CreateWidget<ULevelUpWidget, AVampirePlayerController*>(this, LevelUpUI.Get());
if (CurrentLevelUpUI)
{
currentLevelUpUI->AddToViewport();
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, currentLevelUpUI, EMouseLockMode::LockInFullscreen);
CurrentLevelUpUI->AddToViewport();
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(this, CurrentLevelUpUI,
EMouseLockMode::LockInFullscreen);
bShowMouseCursor = true;
}
}
}
}
void AVampirePlayerController::UpdatePlayerLevelHUD(int level)
void AVampirePlayerController::UpdatePlayerLevelHUD(int Level)
{
if (currentPlayerHUD)
if (CurrentPlayerHUD)
{
currentPlayerHUD->UpdateLevelBlock(level);
CurrentPlayerHUD->UpdateLevelBlock(Level);
}
}
void AVampirePlayerController::UpdateTimerHUD(float deltaTime)
void AVampirePlayerController::UpdateTimerHUD(float DeltaTime)
{
if (currentPlayerHUD)
if (CurrentPlayerHUD)
{
currentPlayerHUD->UpdateTimerBlock(deltaTime);
CurrentPlayerHUD->UpdateTimerBlock(DeltaTime);
}
}
void AVampirePlayerController::UpdateKillCountHUD(int killCount)
void AVampirePlayerController::UpdateKillCountHUD(int KillCount)
{
if (currentPlayerHUD)
if (CurrentPlayerHUD)
{
currentPlayerHUD->UpdateKillBlock(killCount);
CurrentPlayerHUD->UpdateKillBlock(KillCount);
}
}
void AVampirePlayerController::UpdateGoldCountHUD(int goldCount)
void AVampirePlayerController::UpdateGoldCountHUD(int GoldCount)
{
if (currentPlayerHUD)
if (CurrentPlayerHUD)
{
currentPlayerHUD->UpdateGoldBlock(goldCount);
CurrentPlayerHUD->UpdateGoldBlock(GoldCount);
}
}
void AVampirePlayerController::UpdateTimerHUDElement_Implementation(float deltaTime)
void AVampirePlayerController::UpdateTimerHUDElement_Implementation(float DeltaTime)
{
if (currentPlayerHUD)
if (CurrentPlayerHUD)
{
currentPlayerHUD->UpdateTimerBlock(deltaTime);
CurrentPlayerHUD->UpdateTimerBlock(DeltaTime);
}
}

View File

@ -41,15 +41,15 @@ public:
private:
UPROPERTY()
TObjectPtr<UHUDWidget> currentPlayerHUD = nullptr;
TObjectPtr<UHUDWidget> CurrentPlayerHUD = nullptr;
UPROPERTY()
TObjectPtr<UPauseWidget> currentPauseUI = nullptr;
TObjectPtr<UPauseWidget> CurrentPauseUI = nullptr;
UPROPERTY()
TObjectPtr<ULevelUpWidget> currentLevelUpUI = nullptr;
TObjectPtr<ULevelUpWidget> CurrentLevelUpUI = nullptr;
FTimerHandle pawnLifeTimeHandle;
FTimerHandle PawnLifeTimeHandle;
protected:
virtual void OnPossess(APawn* aPawn) override;
@ -65,22 +65,22 @@ protected:
void OnPause(const FInputActionValue& PauseInput);
UFUNCTION()
void UpdatePlayerEXPHUD(int exp, float currentLevelPercent);
void UpdatePlayerEXPHUD(int Exp, float CurrentLevelPercent);
UFUNCTION()
void ShowLevelUpScreen(int level);
void ShowLevelUpScreen(int Level);
UFUNCTION()
void UpdatePlayerLevelHUD(int level);
void UpdatePlayerLevelHUD(int Level);
UFUNCTION(BlueprintCallable)
void UpdateTimerHUD(float deltaTime);
void UpdateTimerHUD(float DeltaTime);
UFUNCTION()
void UpdateKillCountHUD(int killCount);
void UpdateKillCountHUD(int KillCount);
UFUNCTION()
void UpdateGoldCountHUD(int goldCount);
void UpdateGoldCountHUD(int GoldCount);
virtual void UpdateTimerHUDElement_Implementation(float deltaTime) override;
virtual void UpdateTimerHUDElement_Implementation(float DeltaTime) override;
};

View File

@ -54,10 +54,11 @@ protected:
private:
FTimerHandle WeaponTimerHandle;
public:
protected:
// Sets default values for this actor's
AWeapon();
public:
UFUNCTION(BlueprintNativeEvent)
bool UpgradeWeapon();
virtual bool UpgradeWeapon_Implementation();

View File

@ -25,37 +25,37 @@ void UWeaponInventoryComponent::BeginPlay()
void UWeaponInventoryComponent::InitializeInventory()
{
inventory.Empty();
Inventory.Empty();
for (TSubclassOf<AWeapon> weapon : initialInventory)
for (TSubclassOf<AWeapon> Weapon : InitialInventory)
{
if (IsValid(weapon))
if (IsValid(Weapon))
{
AddWeaponToInventory(weapon);
AddWeaponToInventory(Weapon);
}
}
}
void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> Weapon)
void UWeaponInventoryComponent::AddWeaponToInventory(TSubclassOf<AWeapon> NewWeapon)
{
FActorSpawnParameters SpawnParameters;
SpawnParameters.Owner = GetOwner();
AWeapon* weapon = GetWorld()->SpawnActor<AWeapon>(Weapon, SpawnParameters.Owner->GetTransform(), SpawnParameters);
if (weapon->GetFollowPlayer())
AWeapon* Weapon = GetWorld()->SpawnActor<AWeapon>(NewWeapon, SpawnParameters.Owner->GetTransform(), SpawnParameters);
if (Weapon->GetFollowPlayer())
{
weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepWorldTransform);
Weapon->AttachToActor(GetOwner(), FAttachmentTransformRules::KeepWorldTransform);
}
else
{
weapon->SetActorLocation(FVector::ZeroVector);
Weapon->SetActorLocation(FVector::ZeroVector);
}
inventory.Add(weapon);
obtainableWeapons.Remove(Weapon);
Inventory.Add(Weapon);
ObtainableWeapons.Remove(NewWeapon);
}
TArray<AWeapon*> UWeaponInventoryComponent::GetInventory()
{
return inventory;
return Inventory;
}

View File

@ -15,16 +15,15 @@ class VAMPIRES_API UWeaponInventoryComponent : public UActorComponent
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<TSubclassOf<AWeapon>> ObtainableWeapons;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<TSubclassOf<AWeapon>> obtainableWeapons;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<TSubclassOf<AWeapon>> initialInventory;
TArray<TSubclassOf<AWeapon>> InitialInventory;
private:
UPROPERTY()
TArray<TObjectPtr<AWeapon>> inventory;
TArray<TObjectPtr<AWeapon>> Inventory;
public:
// Sets default values for this component's properties
@ -39,7 +38,7 @@ public:
void InitializeInventory();
UFUNCTION()
void AddWeaponToInventory(TSubclassOf<AWeapon> Weapon);
void AddWeaponToInventory(TSubclassOf<AWeapon> NewWeapon);
UFUNCTION()
TArray<AWeapon*> GetInventory();

View File

@ -27,7 +27,10 @@ void AFireWandWeapon::FireWeaponAction_Implementation()
bool AFireWandWeapon::UpgradeWeapon_Implementation()
{
if (!Super::UpgradeWeapon_Implementation()) return false;
if (!Super::UpgradeWeapon_Implementation())
{
return false;
}
switch (CurrentLevel)
{
@ -67,26 +70,26 @@ void AFireWandWeapon::FireProjectile()
{
if (ProjectileTemplate && OverlappedEnemies.Num() > 0)
{
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
{
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
if (AObjectPoolManager* ObjectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(Gamemode))
{
AActor* projectile = objectPoolManager->GetObject();
AActor* Projectile = ObjectPoolManager->GetObject();
if (UKismetSystemLibrary::DoesImplementInterface(projectile, UProjectilable::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Projectile, UProjectilable::StaticClass()))
{
IProjectilable::Execute_LoadDataFromDataAsset(projectile, ProjectileTemplate);
projectile->SetOwner(this);
IProjectilable::Execute_LoadDataFromDataAsset(Projectile, ProjectileTemplate);
Projectile->SetOwner(this);
AActor* target = OverlappedEnemies[FMath::RandRange(0, OverlappedEnemies.Num() - 1)];
FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
GetActorLocation(), target->GetActorLocation());
direction.Z = 0.0;
direction.Normalize();
AActor* Target = OverlappedEnemies[FMath::RandRange(0, OverlappedEnemies.Num() - 1)];
FVector Direction = UKismetMathLibrary::GetDirectionUnitVector(
GetActorLocation(), Target->GetActorLocation());
Direction.Z = 0.0;
Direction.Normalize();
IProjectilable::Execute_SetTargetDirection(projectile, direction);
IProjectilable::Execute_SetTargetDirection(Projectile, Direction);
}
Super::FireProjectile();

View File

@ -3,7 +3,6 @@
#include "GarlicWeapon.h"
#include "MovieSceneTracksComponentTypes.h"
#include "Components/SphereComponent.h"
#include "vampires/EnemyCharacter.h"
#include "vampires/HealthComponent.h"
@ -20,7 +19,8 @@ AGarlicWeapon::AGarlicWeapon()
VisualEffectMeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Visual Layout Mesh Component"));
VisualEffectMeshComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
VisualEffectMeshComponent->SetWorldScale3D(FVector(3.0f, 3.0f, 3.0f)); // This is to match the size of our sphere component
// This is to match the size of our sphere component
VisualEffectMeshComponent->SetWorldScale3D(FVector(3.0f, 3.0f, 3.0f));
VisualEffectMeshComponent->SetCollisionProfileName("NoCollision");
}
@ -41,15 +41,14 @@ void AGarlicWeapon::OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AAc
{
if (AEnemyCharacter* Enemy = Cast<AEnemyCharacter>(OtherActor))
{
FOverlappedEnemy overlappedEnemy = FOverlappedEnemy(Enemy);
FOverlappedEnemy OverlappedEnemy = FOverlappedEnemy(Enemy);
GetWorldTimerManager().SetTimer(overlappedEnemy.OverlappedTimerHandle,
GetWorldTimerManager().SetTimer(OverlappedEnemy.OverlappedTimerHandle,
FTimerDelegate::CreateUObject(this, &AGarlicWeapon::GarlicFireWeaponAction,
overlappedEnemy),
OverlappedEnemy),
WeaponCooldown,
true);
GarlicOverlappedEnemies.Add(overlappedEnemy);
GarlicOverlappedEnemies.Add(OverlappedEnemy);
}
}
@ -79,22 +78,22 @@ void AGarlicWeapon::GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter)
return;
}
AController* ownerController = nullptr;
if (AVampireCharacter* character = Cast<AVampireCharacter>(GetOwner()))
AController* OwnerController = nullptr;
if (AVampireCharacter* Character = Cast<AVampireCharacter>(GetOwner()))
{
ownerController = character->GetController();
OwnerController = Character->GetController();
}
EnemyHealthComponent->TakeDamage(EnemyCharacter.OverlappedEnemyCharacter, Damage, nullptr,
ownerController, this);
OwnerController, this);
if (!EnemyHealthComponent->GetIsDead())
{
FVector Direction = EnemyCharacter.OverlappedEnemyCharacter->GetActorLocation() - this->GetActorLocation();
Direction.Normalize();
Direction.Z = 0.0f;
float distance = SphereComponent->GetScaledSphereRadius();
Direction *= distance;
float Distance = SphereComponent->GetScaledSphereRadius();
Direction *= Distance;
EnemyCharacter.OverlappedEnemyCharacter->SetActorLocation(
EnemyCharacter.OverlappedEnemyCharacter->GetActorLocation() + Direction);
}
@ -102,48 +101,55 @@ void AGarlicWeapon::GarlicFireWeaponAction(FOverlappedEnemy EnemyCharacter)
bool AGarlicWeapon::UpgradeWeapon_Implementation()
{
if (!Super::UpgradeWeapon_Implementation()) return false;
if (!Super::UpgradeWeapon_Implementation())
{
return false;
}
switch (CurrentLevel)
{
case 1:
Range *= 1.4f;
SphereComponent->SetSphereRadius(Range);
Damage += 2.0f;
VisualEffectMeshComponent->SetWorldScale3D(VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.4f);
break;
case 2:
WeaponCooldown -= 0.1f;
Damage += 1;
break;
case 3:
Range *= 1.2f;
SphereComponent->SetSphereRadius(Range);
Damage += 1.0f;
VisualEffectMeshComponent->SetWorldScale3D(VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.2f);
break;
case 4:
WeaponCooldown -= 0.1f;
Damage += 2;
break;
case 5:
Range *= 1.2f;
SphereComponent->SetSphereRadius(Range);
Damage += 1.0f;
VisualEffectMeshComponent->SetWorldScale3D(VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.2f);
break;
case 6:
WeaponCooldown -= 0.1f;
Damage += 1;
break;
case 7:
Range *= 1.2f;
SphereComponent->SetSphereRadius(Range);
Damage += 1.0f;
VisualEffectMeshComponent->SetWorldScale3D(VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.2f);
break;
default:
return false;
case 1:
Range *= 1.4f;
SphereComponent->SetSphereRadius(Range);
Damage += 2.0f;
VisualEffectMeshComponent->SetWorldScale3D(
VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.4f);
break;
case 2:
WeaponCooldown -= 0.1f;
Damage += 1;
break;
case 3:
Range *= 1.2f;
SphereComponent->SetSphereRadius(Range);
Damage += 1.0f;
VisualEffectMeshComponent->SetWorldScale3D(
VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.2f);
break;
case 4:
WeaponCooldown -= 0.1f;
Damage += 2;
break;
case 5:
Range *= 1.2f;
SphereComponent->SetSphereRadius(Range);
Damage += 1.0f;
VisualEffectMeshComponent->SetWorldScale3D(
VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.2f);
break;
case 6:
WeaponCooldown -= 0.1f;
Damage += 1;
break;
case 7:
Range *= 1.2f;
SphereComponent->SetSphereRadius(Range);
Damage += 1.0f;
VisualEffectMeshComponent->SetWorldScale3D(
VisualEffectMeshComponent->GetComponentTransform().GetScale3D() * 1.2f);
break;
default:
return false;
}
ResetWeaponTimer();

View File

@ -27,7 +27,8 @@ UCLASS()
class VAMPIRES_API AGarlicWeapon : public AWeapon
{
GENERATED_BODY()
public:
protected:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"), Category = "Weapon | Garlic")
TObjectPtr<USphereComponent> SphereComponent;
@ -38,6 +39,7 @@ public:
private:
float Range;
public:
AGarlicWeapon();

View File

@ -29,7 +29,10 @@ void AGunWeapon::FireWeaponAction_Implementation()
bool AGunWeapon::UpgradeWeapon_Implementation()
{
if (!Super::UpgradeWeapon_Implementation()) return false;
if (!Super::UpgradeWeapon_Implementation())
{
return false;
}
switch (CurrentLevel)
{
@ -67,11 +70,11 @@ void AGunWeapon::FireProjectile()
{
if (ProjectileTemplate && OverlappedEnemies.Num() > 0)
{
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
{
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
if (AObjectPoolManager* ObjectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(Gamemode))
{
FVector2d ViewportSize;
GEngine->GameViewport->GetViewportSize(ViewportSize);
@ -92,20 +95,20 @@ void AGunWeapon::FireProjectile()
PlayerController->DeprojectScreenPositionToWorld(ViewportSize.X, ViewportSize.Y, BottomRight,
BottomRightDir);
FVector actorLocation = GetActorLocation();
TopLeft.Z = actorLocation.Z;
TopRight.Z = actorLocation.Z;
BottomLeft.Z = actorLocation.Z;
BottomRight.Z = actorLocation.Z;
FVector ActorLocation = GetActorLocation();
TopLeft.Z = ActorLocation.Z;
TopRight.Z = ActorLocation.Z;
BottomLeft.Z = ActorLocation.Z;
BottomRight.Z = ActorLocation.Z;
AActor* projectile = objectPoolManager->GetObject();
SpawnProjectile(projectile, UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopLeft));
projectile = objectPoolManager->GetObject();
SpawnProjectile(projectile, UKismetMathLibrary::GetDirectionUnitVector(actorLocation, TopRight));
projectile = objectPoolManager->GetObject();
SpawnProjectile(projectile, UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomLeft));
projectile = objectPoolManager->GetObject();
SpawnProjectile(projectile, UKismetMathLibrary::GetDirectionUnitVector(actorLocation, BottomRight));
AActor* projectile = ObjectPoolManager->GetObject();
SpawnProjectile(projectile, UKismetMathLibrary::GetDirectionUnitVector(ActorLocation, TopLeft));
projectile = ObjectPoolManager->GetObject();
SpawnProjectile(projectile, UKismetMathLibrary::GetDirectionUnitVector(ActorLocation, TopRight));
projectile = ObjectPoolManager->GetObject();
SpawnProjectile(projectile, UKismetMathLibrary::GetDirectionUnitVector(ActorLocation, BottomLeft));
projectile = ObjectPoolManager->GetObject();
SpawnProjectile(projectile, UKismetMathLibrary::GetDirectionUnitVector(ActorLocation, BottomRight));
Super::FireProjectile();
}
@ -113,12 +116,12 @@ void AGunWeapon::FireProjectile()
}
}
void AGunWeapon::SpawnProjectile(AActor* projectile, FVector direction)
void AGunWeapon::SpawnProjectile(AActor* Projectile, const FVector& Direction)
{
if (UKismetSystemLibrary::DoesImplementInterface(projectile, UProjectilable::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Projectile, UProjectilable::StaticClass()))
{
IProjectilable::Execute_LoadDataFromDataAsset(projectile, ProjectileTemplate);
projectile->SetOwner(this);
IProjectilable::Execute_SetTargetDirection(projectile, direction);
IProjectilable::Execute_LoadDataFromDataAsset(Projectile, ProjectileTemplate);
Projectile->SetOwner(this);
IProjectilable::Execute_SetTargetDirection(Projectile, Direction);
}
}

View File

@ -29,5 +29,5 @@ protected:
virtual void FireProjectile() override;
private:
void SpawnProjectile(AActor* projectile, FVector direction);
void SpawnProjectile(AActor* Projectile, const FVector& Direction);
};

View File

@ -27,35 +27,38 @@ void AKnifeWeapon::FireWeaponAction_Implementation()
bool AKnifeWeapon::UpgradeWeapon_Implementation()
{
if (!Super::UpgradeWeapon_Implementation()) return false;
if (!Super::UpgradeWeapon_Implementation())
{
return false;
}
switch (CurrentLevel)
{
case 1:
ProjectilesPerActivation++;
break;
case 2:
ProjectilesPerActivation++;
Damage += 5.0f;
break;
case 3:
ProjectilesPerActivation++;
break;
case 4:
ProjectileTemplate->DamageableEnemies++;
break;
case 5:
ProjectilesPerActivation++;
break;
case 6:
ProjectilesPerActivation++;
Damage += 5.0f;
break;
case 7:
ProjectileTemplate->DamageableEnemies++;
break;
default:
return false;
case 1:
ProjectilesPerActivation++;
break;
case 2:
ProjectilesPerActivation++;
Damage += 5.0f;
break;
case 3:
ProjectilesPerActivation++;
break;
case 4:
ProjectileTemplate->DamageableEnemies++;
break;
case 5:
ProjectilesPerActivation++;
break;
case 6:
ProjectilesPerActivation++;
Damage += 5.0f;
break;
case 7:
ProjectileTemplate->DamageableEnemies++;
break;
default:
return false;
}
return true;
@ -67,24 +70,24 @@ void AKnifeWeapon::FireProjectile()
{
if (ProjectileTemplate && OverlappedEnemies.Num() > 0)
{
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
{
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
if (AObjectPoolManager* ObjectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(Gamemode))
{
AActor* projectile = objectPoolManager->GetObject();
AActor* Projectile = ObjectPoolManager->GetObject();
if (UKismetSystemLibrary::DoesImplementInterface(projectile, UProjectilable::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Projectile, UProjectilable::StaticClass()))
{
IProjectilable::Execute_LoadDataFromDataAsset(projectile, ProjectileTemplate);
projectile->SetOwner(this);
IProjectilable::Execute_LoadDataFromDataAsset(Projectile, ProjectileTemplate);
Projectile->SetOwner(this);
FVector direction = FVector(IInputable::Execute_Input_GetPreviousMovementDirection(GetOwner()),
FVector Direction = FVector(IInputable::Execute_Input_GetPreviousMovementDirection(GetOwner()),
0.0);
direction.Normalize();
Direction.Normalize();
IProjectilable::Execute_SetTargetDirection(projectile, direction);
IProjectilable::Execute_SetTargetDirection(Projectile, Direction);
}
Super::FireProjectile();

View File

@ -21,40 +21,40 @@ void ALightningRingWeapon::FireWeaponAction_Implementation()
{
Super::FireWeaponAction_Implementation();
TArray<AActor*> targetableEnemies = OverlappedEnemies;
TArray<AActor*> TargetableEnemies = OverlappedEnemies;
for (int i = 0; i < LightningBolts && targetableEnemies.Num() > 0; i++)
for (int i = 0; i < LightningBolts && TargetableEnemies.Num() > 0; i++)
{
AActor* target = targetableEnemies[FMath::RandRange(0, targetableEnemies.Num() - 1)];
AActor* Target = TargetableEnemies[FMath::RandRange(0, TargetableEnemies.Num() - 1)];
TArray<TEnumAsByte<EObjectTypeQuery>> traceObjectTypes;
traceObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECC_Pawn));
TArray<AActor*> actorsToIgnore = TArray<AActor*>({GetOwner()});
TArray<AActor*> ActorsToIgnore = TArray<AActor*>({GetOwner()});
TArray<AActor*> hitResults;
TArray<AActor*> HitResults;
UKismetSystemLibrary::SphereOverlapActors(GetWorld(),
target->GetActorLocation(),
Target->GetActorLocation(),
LightingBoltRadius,
traceObjectTypes,
AEnemyCharacter::StaticClass(),
actorsToIgnore,
hitResults);
ActorsToIgnore,
HitResults);
if (LightningEffectSystem)
{
float scale = FMath::FloorToFloat((CurrentLevel + 2.0f) / 2.0f);
UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, LightningEffectSystem, target->GetActorLocation(),
GetActorRotation(), FVector(scale));
float Scale = FMath::FloorToFloat((CurrentLevel + 2.0f) / 2.0f);
UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, LightningEffectSystem, Target->GetActorLocation(),
GetActorRotation(), FVector(Scale));
}
for (AActor* EnemyHitResult : hitResults)
for (AActor* EnemyHitResult : HitResults)
{
UGameplayStatics::ApplyDamage(EnemyHitResult, Damage, nullptr, this, nullptr);
}
targetableEnemies.Remove(target);
TargetableEnemies.Remove(Target);
}
}

View File

@ -17,7 +17,7 @@ class VAMPIRES_API ALightningRingWeapon : public AWeapon
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon | Lightning Ring")
int LightningBolts = 1;
@ -27,10 +27,8 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon | Lightning Ring")
TObjectPtr<UNiagaraSystem> LightningEffectSystem;
public:
ALightningRingWeapon();
protected:
virtual void BeginPlay() override;
public:

View File

@ -27,33 +27,36 @@ void AMagicWandWeapon::FireWeaponAction_Implementation()
bool AMagicWandWeapon::UpgradeWeapon_Implementation()
{
if (!Super::UpgradeWeapon_Implementation()) return false;
if (!Super::UpgradeWeapon_Implementation())
{
return false;
}
switch (CurrentLevel)
{
case 1:
ProjectilesPerActivation++;
break;
case 2:
WeaponCooldown -= 0.2;
break;
case 3:
ProjectilesPerActivation++;
break;
case 4:
Damage += 10;
break;
case 5:
ProjectilesPerActivation++;
break;
case 6:
ProjectileTemplate->DamageableEnemies++;
break;
case 7:
Damage += 10;
break;
default:
return false;
case 1:
ProjectilesPerActivation++;
break;
case 2:
WeaponCooldown -= 0.2;
break;
case 3:
ProjectilesPerActivation++;
break;
case 4:
Damage += 10;
break;
case 5:
ProjectilesPerActivation++;
break;
case 6:
ProjectileTemplate->DamageableEnemies++;
break;
case 7:
Damage += 10;
break;
default:
return false;
}
ResetWeaponTimer();
@ -65,30 +68,29 @@ void AMagicWandWeapon::FireProjectile()
{
if (ProjectileTemplate && OverlappedEnemies.Num() > 0)
{
float distance = 0.0f;
AActor* nearestActor = UGameplayStatics::FindNearestActor(GetActorLocation(), OverlappedEnemies, distance);
float Distance = 0.0f;
if (nearestActor)
if (AActor* nearestActor = UGameplayStatics::FindNearestActor(GetActorLocation(), OverlappedEnemies, Distance))
{
AGameModeBase* gamemode = UGameplayStatics::GetGameMode(GetWorld());
AGameModeBase* Gamemode = UGameplayStatics::GetGameMode(GetWorld());
if (UKismetSystemLibrary::DoesImplementInterface(gamemode, UPools::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Gamemode, UPools::StaticClass()))
{
if (AObjectPoolManager* objectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(gamemode))
if (AObjectPoolManager* ObjectPoolManager = IPools::Execute_GetProjectileObjectPoolManager(Gamemode))
{
AActor* projectile = objectPoolManager->GetObject();
AActor* Projectile = ObjectPoolManager->GetObject();
if (UKismetSystemLibrary::DoesImplementInterface(projectile, UProjectilable::StaticClass()))
if (UKismetSystemLibrary::DoesImplementInterface(Projectile, UProjectilable::StaticClass()))
{
IProjectilable::Execute_LoadDataFromDataAsset(projectile, ProjectileTemplate);
projectile->SetOwner(this);
IProjectilable::Execute_LoadDataFromDataAsset(Projectile, ProjectileTemplate);
Projectile->SetOwner(this);
FVector direction = UKismetMathLibrary::GetDirectionUnitVector(
FVector Direction = UKismetMathLibrary::GetDirectionUnitVector(
GetActorLocation(), nearestActor->GetActorLocation());
direction.Z = 0.0;
direction.Normalize();
Direction.Z = 0.0;
Direction.Normalize();
IProjectilable::Execute_SetTargetDirection(projectile, direction);
IProjectilable::Execute_SetTargetDirection(Projectile, Direction);
}
Super::FireProjectile();

View File

@ -25,6 +25,6 @@ public:
virtual bool UpgradeWeapon_Implementation() override;
protected:
protected:
virtual void FireProjectile() override;
};

View File

@ -36,7 +36,10 @@ void APentagramWeapon::FireWeaponAction_Implementation()
bool APentagramWeapon::UpgradeWeapon_Implementation()
{
if (!Super::UpgradeWeapon_Implementation()) return false;
if (!Super::UpgradeWeapon_Implementation())
{
return false;
}
switch (CurrentLevel)
{
@ -71,20 +74,22 @@ bool APentagramWeapon::UpgradeWeapon_Implementation()
}
void APentagramWeapon::OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult)
{
if (APickup* Pickup = Cast<APickup>(OtherActor))
if (APickup* Pickup = Cast<APickup>(OtherActor))
{
OverlappedPickups.Add(Pickup);
}
else
{
Super::OnWeaponBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep, SweepResult);
}
else
{
Super::OnWeaponBeginOverlap(OverlappedComponent, OtherActor, OtherComp, OtherBodyIndex, bFromSweep,
SweepResult);
}
}
void APentagramWeapon::OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if (APickup* Pickup = Cast<APickup>(OtherActor))
{

View File

@ -17,7 +17,6 @@ class VAMPIRES_API APentagramWeapon : public AWeapon
{
GENERATED_BODY()
private:
TArray<TObjectPtr<APickup>> OverlappedPickups = TArray<TObjectPtr<APickup>>();
public:
@ -25,11 +24,12 @@ public:
virtual void FireWeaponAction_Implementation() override;
bool UpgradeWeapon_Implementation() override;
virtual bool UpgradeWeapon_Implementation() override;
virtual void OnWeaponBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) override;
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
const FHitResult& SweepResult) override;
virtual void OnWeaponEndOverlap(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) override;
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) override;
};

View File

@ -47,12 +47,12 @@ void ASwarmAgent::OnSwarmAgentBeginOverlap(UPrimitiveComponent* OverlappedCompon
if (!EnemyHealthComponent->GetIsDead())
{
if (AWeapon* ownerWeapon = Cast<AWeapon>(GetOwner()))
if (AWeapon* OwnerWeapon = Cast<AWeapon>(GetOwner()))
{
if (AVampireCharacter* character = Cast<AVampireCharacter>(ownerWeapon->GetOwner()))
if (AVampireCharacter* Character = Cast<AVampireCharacter>(OwnerWeapon->GetOwner()))
{
AController* ownerController = character->GetController();
EnemyHealthComponent->TakeDamage(Enemy, ownerWeapon->GetDamage(), nullptr, ownerController, this);
AController* OwnerController = Character->GetController();
EnemyHealthComponent->TakeDamage(Enemy, OwnerWeapon->GetDamage(), nullptr, OwnerController, this);
}
}
}

View File

@ -14,7 +14,7 @@ class VAMPIRES_API ASwarmAgent : public AActor
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<USphereComponent> SphereComponent = nullptr;
@ -27,7 +27,6 @@ public:
// Sets default values for this actor's properties
ASwarmAgent();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;

View File

@ -40,7 +40,7 @@ void ASwarmWeapon::BeginPlay()
TimelineComponent->PlayFromStart();
}
void ASwarmWeapon::TimelineCallback(float val)
void ASwarmWeapon::TimelineCallback(float Val)
{
float num = SwarmActors.Num();
@ -50,7 +50,7 @@ void ASwarmWeapon::TimelineCallback(float val)
float offset = (actorIndex / num) * 360.0f;
FVector CenterLocation = GetActorLocation();
FVector Direction = FVector(0.0, 1, 0.0);
FVector RotatedDirection = Direction.RotateAngleAxis(val * 360.0f + offset, FVector(0.0f, 0.0f, 1.0f));
FVector RotatedDirection = Direction.RotateAngleAxis(Val * 360.0f + offset, FVector(0.0f, 0.0f, 1.0f));
FVector NewLocation = CenterLocation + (RotatedDirection * Distance);
NewLocation.Z = 190.0f;
SwarmActors[i]->SetActorLocation(NewLocation);

View File

@ -14,20 +14,20 @@ class VAMPIRES_API ASwarmWeapon : public AWeapon
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Weapon | Swarm")
TObjectPtr<UTimelineComponent> TimelineComponent = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Swarm")
TObjectPtr<UCurveFloat> SwarmCurve;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon | Swarm")
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Swarm")
float TimelinePlayRate = 1;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Swarm")
TSubclassOf<ASwarmAgent> SwarmActor;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon | Swarm")
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Weapon | Swarm")
float Distance = 250.0f;
private:
@ -45,7 +45,7 @@ protected:
public:
UFUNCTION()
void TimelineCallback(float val);
void TimelineCallback(float Val);
virtual bool UpgradeWeapon_Implementation() override;

View File

@ -9,41 +9,41 @@ void UHUDWidget::Init()
{
}
void UHUDWidget::UpdateEXPBar(float currentLevelPercent)
void UHUDWidget::UpdateEXPBar(float CurrentLevelPercent)
{
EXPbar->SetPercent(currentLevelPercent);
EXPbar->SetPercent(CurrentLevelPercent);
}
void UHUDWidget::UpdateLevelBlock(int level)
void UHUDWidget::UpdateLevelBlock(int Level)
{
LevelBlock->SetText(FText::FromString("LV" + FString::FromInt(level)));
LevelBlock->SetText(FText::FromString("LV" + FString::FromInt(Level)));
}
void UHUDWidget::UpdateTimerBlock(float deltaTime)
void UHUDWidget::UpdateTimerBlock(float DeltaTime)
{
int timeSinceStart = FMath::FloorToInt(deltaTime);
int TimeSinceStart = FMath::FloorToInt(DeltaTime);
FString mins = FString::FromInt(timeSinceStart / 60);
if (timeSinceStart / 60 < 10)
FString Mins = FString::FromInt(TimeSinceStart / 60);
if (TimeSinceStart / 60 < 10)
{
mins = "0" + mins;
Mins = "0" + Mins;
}
FString secs = FString::FromInt(timeSinceStart % 60);
if (timeSinceStart % 60 < 10)
FString Secs = FString::FromInt(TimeSinceStart % 60);
if (TimeSinceStart % 60 < 10)
{
secs = "0" + secs;
Secs = "0" + Secs;
}
TimerBLock->SetText(FText::FromString(mins + ":" + secs));
TimerBLock->SetText(FText::FromString(Mins + ":" + Secs));
}
void UHUDWidget::UpdateKillBlock(int killCount)
void UHUDWidget::UpdateKillBlock(int KillCount)
{
KillBLock->SetText(FText::FromString("Kills: " + FString::FromInt(killCount)));
KillBLock->SetText(FText::FromString("Kills: " + FString::FromInt(KillCount)));
}
void UHUDWidget::UpdateGoldBlock(int goldCount)
void UHUDWidget::UpdateGoldBlock(int GoldCount)
{
GoldBLock->SetText(FText::FromString("Gold: " + FString::FromInt(goldCount)));
GoldBLock->SetText(FText::FromString("Gold: " + FString::FromInt(GoldCount)));
}

View File

@ -16,8 +16,7 @@ class VAMPIRES_API UHUDWidget : public UUserWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UProgressBar* EXPbar;
@ -35,19 +34,19 @@ public:
void Init();
public:
UFUNCTION()
void UpdateEXPBar(float currentLevelPercent);
void UpdateEXPBar(float CurrentLevelPercent);
UFUNCTION()
void UpdateLevelBlock(int level);
void UpdateLevelBlock(int Level);
UFUNCTION()
void UpdateTimerBlock(float deltaTime);
void UpdateTimerBlock(float DeltaTime);
UFUNCTION()
void UpdateKillBlock(int killCount);
void UpdateKillBlock(int KillCount);
UFUNCTION()
void UpdateGoldBlock(int goldCount);
void UpdateGoldBlock(int GoldCount);
};

View File

@ -12,23 +12,23 @@ void UHealthbarWidget::NativeConstruct()
{
Super::NativeConstruct();
if (ACharacter* character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
if (ACharacter* Character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
{
if (UHealthComponent* healthComponent = character->FindComponentByClass<UHealthComponent>())
if (UHealthComponent* HealthComponent = Character->FindComponentByClass<UHealthComponent>())
{
healthComponent->OnDamaged.AddDynamic(this, &UHealthbarWidget::UpdateHealthBar);
HealthComponent->OnDamaged.AddDynamic(this, &UHealthbarWidget::UpdateHealthBar);
UpdateHealthBar({});
}
}
}
void UHealthbarWidget::UpdateHealthBar(FDamageInfo damageInfo)
void UHealthbarWidget::UpdateHealthBar(FDamageInfo DamageInfo)
{
if (ACharacter* character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
if (ACharacter* Character = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))
{
if (UHealthComponent* healthComponent = character->FindComponentByClass<UHealthComponent>())
if (UHealthComponent* HealthComponent = Character->FindComponentByClass<UHealthComponent>())
{
float percent = healthComponent->GetCurrentHealth() / healthComponent->GetMaxHealth();
float percent = HealthComponent->GetCurrentHealth() / HealthComponent->GetMaxHealth();
HealthBar->SetPercent(percent);
}
}

View File

@ -6,6 +6,7 @@
#include "Blueprint/UserWidget.h"
#include "HealthbarWidget.generated.h"
struct FDamageInfo;
class UProgressBar;
/**
*
@ -15,13 +16,13 @@ class VAMPIRES_API UHealthbarWidget : public UUserWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UProgressBar* HealthBar;
TObjectPtr<UProgressBar> HealthBar;
virtual void NativeConstruct() override;
private:
UFUNCTION()
void UpdateHealthBar(FDamageInfo damageInfo);
void UpdateHealthBar(FDamageInfo DamageInfo);
};

View File

@ -40,50 +40,50 @@ void ULevelUpWidget::NativeConstruct()
TArray<AWeapon*> Inventory = InventoryComponent->GetInventory();
// Get list of weapons that the player owns that can be upgraded
TArray<UUpgradeButtonDataObject*> upgradeItems;
for (AWeapon* weapon : Inventory)
TArray<UUpgradeButtonDataObject*> UpgradeItems;
for (AWeapon* Weapon : Inventory)
{
if (weapon->GetWeaponLevel() < weapon->GetUpgradeDescriptions().Num())
if (Weapon->GetWeaponLevel() < Weapon->GetUpgradeDescriptions().Num())
{
UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
Temp->SetData(weapon, this);
upgradeItems.Add(Temp);
Temp->SetData(Weapon, this);
UpgradeItems.Add(Temp);
}
}
// Get list of weapons that the player can still obtain
TArray<TSubclassOf<AWeapon>> ObtainableWeapons = InventoryComponent->obtainableWeapons;
for (TSubclassOf<AWeapon> weapon : ObtainableWeapons)
TArray<TSubclassOf<AWeapon>> ObtainableWeapons = InventoryComponent->ObtainableWeapons;
for (TSubclassOf<AWeapon> Weapon : ObtainableWeapons)
{
UUpgradeButtonDataObject* Temp = NewObject<UUpgradeButtonDataObject>(this);
Temp->SetData(weapon, this);
upgradeItems.Add(Temp);
Temp->SetData(Weapon, this);
UpgradeItems.Add(Temp);
}
// If no valid options exist, populate list with default options
if (upgradeItems.Num() == 0)
if (UpgradeItems.Num() == 0)
{
UUpgradeButtonDataObject* tempHealth = NewObject<UUpgradeButtonDataObject>(this);
tempHealth->SetData(FText::FromString("Health"),
FText::FromString("Recover 10% of your health"),
nullptr,
this);
upgradeItems.Add(tempHealth);
UUpgradeButtonDataObject* TempHealth = NewObject<UUpgradeButtonDataObject>(this);
TempHealth->SetData(FText::FromString("Health"),
FText::FromString("Recover 10% of your health"),
nullptr,
this);
UpgradeItems.Add(TempHealth);
UUpgradeButtonDataObject* tempGold = NewObject<UUpgradeButtonDataObject>(this);
tempGold->SetData(FText::FromString("Gold"),
FText::FromString("Gain 10 gold"),
nullptr,
this);
upgradeItems.Add(tempGold);
UUpgradeButtonDataObject* TempGold = NewObject<UUpgradeButtonDataObject>(this);
TempGold->SetData(FText::FromString("Gold"),
FText::FromString("Gain 10 gold"),
nullptr,
this);
UpgradeItems.Add(TempGold);
}
// Select up to three random options from the list of options
for (int i = 0; i < 3 && upgradeItems.Num() > 0; i++)
for (int i = 0; i < 3 && UpgradeItems.Num() > 0; i++)
{
int rand = FMath::RandRange(0, upgradeItems.Num() - 1);
UpgradesListView->AddItem(upgradeItems[rand]);
upgradeItems.RemoveAt(rand);
int Rand = FMath::RandRange(0, UpgradeItems.Num() - 1);
UpgradesListView->AddItem(UpgradeItems[Rand]);
UpgradeItems.RemoveAt(Rand);
}
}
SetIsFocusable(true);
@ -93,11 +93,11 @@ void ULevelUpWidget::ResumeButtonClicked()
{
RemoveFromParent();
if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
playerController->bShowMouseCursor = false;
playerController->SetPause(false);
UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
PlayerController->bShowMouseCursor = false;
PlayerController->SetPause(false);
}
SetIsFocusable(false);

View File

@ -17,8 +17,7 @@ class VAMPIRES_API ULevelUpWidget : public UUserWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
UButton* ResumeButton;
@ -28,7 +27,6 @@ public:
virtual void NativeConstruct() override;
private:
UFUNCTION()
void ResumeButtonClicked();
};

View File

@ -51,27 +51,14 @@ void UMainMenuWidget::NewGameButtonOnClicked()
{
RemoveFromParent();
UUserWidget* selectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
UUserWidget* SelectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
UGameplayStatics::GetPlayerController(GetWorld(), 0), NewGameMenuWidget);
if (selectWeaponWidget)
if (SelectWeaponWidget)
{
selectWeaponWidget->AddToViewport();
SelectWeaponWidget->AddToViewport();
}
}
// if (!NewGameLevel.IsNull())
// {
// UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NewGameLevel);
// }
//
// if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
// {
// PlayerController->bShowMouseCursor = false;
// UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
// }
//
// SetIsFocusable(false);
}
void UMainMenuWidget::QuitButtonOnClicked()

View File

@ -17,7 +17,7 @@ class VAMPIRES_API UMainMenuWidget : public UVampireInteractiveWidget
// TODO: Add options menu
public:
protected:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
TObjectPtr<UButton> NewGameButton;
@ -38,7 +38,7 @@ public:
private:
UPROPERTY()
TObjectPtr<UUserWidget> currentNewGameWidget;
TObjectPtr<UUserWidget> CurrentNewGameWidget;
public:
virtual void NativeConstruct() override;

View File

@ -27,11 +27,11 @@ void UPauseWidget::ResumeButtonClicked()
{
RemoveFromParent();
if (APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
playerController->bShowMouseCursor = false;
playerController->SetPause(false);
UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
PlayerController->bShowMouseCursor = false;
PlayerController->SetPause(false);
}
SetIsFocusable(false);

View File

@ -16,7 +16,6 @@ class VAMPIRES_API UPauseWidget : public UUserWidget
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
UButton* ResumeButton;
@ -25,7 +24,6 @@ public:
virtual void NativeConstruct() override;
private:
UFUNCTION()
void ResumeButtonClicked();
};

View File

@ -29,10 +29,10 @@ void USelectWeaponWidget::NativeConstruct()
if (UpgradesListView)
{
// Get a list of weapons that the player owns that can be upgraded
for (TSubclassOf<AWeapon> weapon : starterWeapons)
for (TSubclassOf<AWeapon> Weapon : StarterWeapons)
{
UStarterWeaponButtonDataObject* Temp = NewObject<UStarterWeaponButtonDataObject>(this);
Temp->SetData(weapon, this);
Temp->SetData(Weapon, this);
UpgradesListView->AddItem(Temp);
}
}
@ -44,12 +44,12 @@ void USelectWeaponWidget::BackButtonClicked()
{
RemoveFromParent();
UUserWidget* selectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
UUserWidget* SelectWeaponWidget = CreateWidget<UUserWidget, APlayerController*>(
UGameplayStatics::GetPlayerController(GetWorld(), 0), PreviousWidget);
if (selectWeaponWidget)
if (SelectWeaponWidget)
{
selectWeaponWidget->AddToViewport();
SelectWeaponWidget->AddToViewport();
}
}
}

View File

@ -17,7 +17,7 @@ UCLASS()
class VAMPIRES_API USelectWeaponWidget : public UVampireInteractiveWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, meta=(BindWidget))
TObjectPtr<UButton> BackButton;
@ -29,7 +29,7 @@ public:
TObjectPtr<UListView> UpgradesListView;
UPROPERTY(EditDefaultsOnly)
TArray<TSubclassOf<AWeapon>> starterWeapons;
TArray<TSubclassOf<AWeapon>> StarterWeapons;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> PreviousWidget;

View File

@ -5,29 +5,29 @@
#include "vampires/Weapon.h"
void UStarterWeaponButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
void UStarterWeaponButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* ParentWidget)
{
WeaponName = Weapon->GetWeaponName();
Description = Weapon->GetDescription();
WeaponDescription = Weapon->GetDescription();
WeaponIcon = Weapon->GetIcon();
WeaponInstance = Weapon;
Parent = parent;
Parent = ParentWidget;
}
void UStarterWeaponButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent)
void UStarterWeaponButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* ParentWidget)
{
if (AWeapon* tempWeapon = NewObject<AWeapon>(this, Weapon))
{
SetData(tempWeapon, parent);
SetData(tempWeapon, ParentWidget);
WeaponTemplate = Weapon;
}
}
void UStarterWeaponButtonDataObject::SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon,
UUserWidget* parent)
void UStarterWeaponButtonDataObject::SetData(FText NewWeaponName, FText NewWeaponDescription, TObjectPtr<UTexture2D> NewWeaponIcon,
UUserWidget* ParentWidget)
{
WeaponName = weaponName;
Description = description;
WeaponIcon = weaponIcon;
Parent = parent;
WeaponName = NewWeaponName;
WeaponDescription = NewWeaponDescription;
WeaponIcon = NewWeaponIcon;
Parent = ParentWidget;
}

View File

@ -19,7 +19,7 @@ public:
FText WeaponName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Description;
FText WeaponDescription;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UTexture2D> WeaponIcon;
@ -33,7 +33,7 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UUserWidget> Parent;
void SetData(AWeapon* Weapon, UUserWidget* parent);
void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent);
void SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon, UUserWidget* parent);
void SetData(AWeapon* Weapon, UUserWidget* ParentWidget);
void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* ParentWidget);
void SetData(FText NewWeaponName, FText NewWeaponDescription, TObjectPtr<UTexture2D> NewWeaponIcon, UUserWidget* ParentWidget);
};

View File

@ -18,12 +18,10 @@ void UStarterWeaponButtonWidget::NativeConstruct()
void UStarterWeaponButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
{
UStarterWeaponButtonDataObject* Item = Cast<UStarterWeaponButtonDataObject>(ListItemObject);
if (Item)
if (UStarterWeaponButtonDataObject* Item = Cast<UStarterWeaponButtonDataObject>(ListItemObject))
{
WeaponNameTextBlock->SetText(Item->WeaponName);
DescriptionTextBlock->SetText(Item->Description);
DescriptionTextBlock->SetText(Item->WeaponDescription);
WeaponIcon->SetBrushFromTexture(Item->WeaponIcon);
Parent = Item->Parent;
WeaponTemplate = Item->WeaponTemplate;
@ -43,13 +41,13 @@ void UStarterWeaponButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObje
void UStarterWeaponButtonWidget::OnClicked()
{
if (UVampireGameInstance* gameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
if (UVampireGameInstance* GameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
{
gameInstance->StarterWeapon = WeaponTemplate;
GameInstance->StarterWeapon = WeaponTemplate;
if (!gameInstance->GameWorld.IsNull())
if (!GameInstance->GameWorld.IsNull())
{
UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), gameInstance->GameWorld);
UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), GameInstance->GameWorld);
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{

View File

@ -20,7 +20,7 @@ class VAMPIRES_API UStarterWeaponButtonWidget : public UVampireInteractiveWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
TObjectPtr<UButton> Body;
@ -39,7 +39,6 @@ public:
UPROPERTY()
TObjectPtr<UUserWidget> Parent;
protected:
virtual void NativeConstruct() override;
virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override;

View File

@ -5,32 +5,32 @@
#include "vampires/Weapon.h"
void UUpgradeButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* parent)
void UUpgradeButtonDataObject::SetData(AWeapon* Weapon, UUserWidget* ParentWidget)
{
WeaponName = Weapon->GetWeaponName();
WeaponIcon = Weapon->GetIcon();
WeaponInstance = Weapon;
Parent = parent;
Parent = ParentWidget;
if (Weapon->GetUpgradeDescriptions().Num() > Weapon->GetWeaponLevel())
{
Description = Weapon->GetUpgradeDescriptions()[Weapon->GetWeaponLevel()];
WeaponDescription = Weapon->GetUpgradeDescriptions()[Weapon->GetWeaponLevel()];
}
}
void UUpgradeButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent)
void UUpgradeButtonDataObject::SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* ParentWidget)
{
if (AWeapon* tempWeapon = NewObject<AWeapon>(this, Weapon))
{
SetData(tempWeapon, parent);
SetData(tempWeapon, ParentWidget);
}
}
void UUpgradeButtonDataObject::SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon,
UUserWidget* parent)
void UUpgradeButtonDataObject::SetData(FText NewWeaponName, FText NewDescription, TObjectPtr<UTexture2D> NewWeaponIcon,
UUserWidget* ParentWidget)
{
WeaponName = weaponName;
Description = description;
WeaponIcon = weaponIcon;
Parent = parent;
WeaponName = NewWeaponName;
WeaponDescription = NewDescription;
WeaponIcon = NewWeaponIcon;
Parent = ParentWidget;
}

View File

@ -20,7 +20,7 @@ public:
FText WeaponName;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FText Description;
FText WeaponDescription;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UTexture2D> WeaponIcon;
@ -34,7 +34,7 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UUserWidget> Parent;
void SetData(AWeapon* Weapon, UUserWidget* parent);
void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* parent);
void SetData(FText weaponName, FText description, TObjectPtr<UTexture2D> weaponIcon, UUserWidget* parent);
void SetData(AWeapon* Weapon, UUserWidget* ParentWidget);
void SetData(TSubclassOf<AWeapon> Weapon, UUserWidget* ParentWidget);
void SetData(FText NewWeaponName, FText NewDescription, TObjectPtr<UTexture2D> NewWeaponIcon, UUserWidget* ParentWidget);
};

View File

@ -22,12 +22,10 @@ void UUpgradeButtonWidget::NativeConstruct()
void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
{
UUpgradeButtonDataObject* Item = Cast<UUpgradeButtonDataObject>(ListItemObject);
if (Item)
if (UUpgradeButtonDataObject* Item = Cast<UUpgradeButtonDataObject>(ListItemObject))
{
WeaponNameTextBlock->SetText(Item->WeaponName);
DescriptionTextBlock->SetText(Item->Description);
DescriptionTextBlock->SetText(Item->WeaponDescription);
WeaponIcon->SetBrushFromTexture(Item->WeaponIcon);
Parent = Item->Parent;
@ -83,7 +81,7 @@ void UUpgradeButtonWidget::NativeOnListItemObjectSet(UObject* ListItemObject)
void UUpgradeButtonWidget::OnClicked()
{
APlayerController* playerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
switch (UpgradeType)
{
@ -92,31 +90,29 @@ void UUpgradeButtonWidget::OnClicked()
break;
case NewWeapon:
if (UWeaponInventoryComponent* Inventory = playerController->GetPawn()->GetComponentByClass<
UWeaponInventoryComponent>())
if (UWeaponInventoryComponent* Inventory = PlayerController->GetPawn()->GetComponentByClass<UWeaponInventoryComponent>())
{
Inventory->AddWeaponToInventory(WeaponTemplate);
Inventory->obtainableWeapons.Remove(WeaponTemplate);
Inventory->ObtainableWeapons.Remove(WeaponTemplate);
}
break;
case Health:
if (playerController)
if (PlayerController)
{
if (UHealthComponent* healthComponent = playerController->GetPawn()->GetComponentByClass<
UHealthComponent>())
if (UHealthComponent* HealthComponent = PlayerController->GetPawn()->GetComponentByClass<UHealthComponent>())
{
healthComponent->RecoverHealth(healthComponent->GetMaxHealth() / 10.0f);
HealthComponent->RecoverHealth(HealthComponent->GetMaxHealth() / 10.0f);
}
}
break;
case Gold:
if (playerController)
if (PlayerController)
{
if (UGoldComponent* goldComponent = playerController->GetPawn()->GetComponentByClass<UGoldComponent>())
if (UGoldComponent* GoldComponent = PlayerController->GetPawn()->GetComponentByClass<UGoldComponent>())
{
goldComponent->IncrementGold(10);
GoldComponent->IncrementGold(10);
}
}
break;
@ -129,11 +125,11 @@ void UUpgradeButtonWidget::OnClicked()
{
Parent->RemoveFromParent();
if (playerController)
if (PlayerController)
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(playerController);
playerController->bShowMouseCursor = false;
playerController->SetPause(false);
UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
PlayerController->bShowMouseCursor = false;
PlayerController->SetPause(false);
}
Parent->SetIsFocusable(false);

View File

@ -31,7 +31,7 @@ class VAMPIRES_API UUpgradeButtonWidget : public UVampireInteractiveWidget, publ
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly, meta=(BindWidget))
TObjectPtr<UButton> Body;
@ -86,5 +86,4 @@ private:
UFUNCTION()
void OnUnhoveredDelegate() { SetTextBlockUnhovered(WeaponNameTextBlock); SetTextBlockUnhovered(DescriptionTextBlock); }
};

View File

@ -7,11 +7,11 @@
#include "GameFramework/GameUserSettings.h"
#include "Kismet/GameplayStatics.h"
void UVampireInteractiveWidget::SetReturnScreen(UUserWidget* userWidget)
void UVampireInteractiveWidget::SetReturnScreen(UUserWidget* UserWidget)
{
if (userWidget)
if (UserWidget)
{
PreviousScreen = userWidget;
PreviousScreen = UserWidget;
}
}

View File

@ -15,8 +15,7 @@ class VAMPIRES_API UVampireInteractiveWidget : public UUserWidget
{
GENERATED_BODY()
public:
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<USoundBase> ButtonHoveredSound;
@ -37,9 +36,8 @@ protected:
TObjectPtr<UUserWidget> PreviousScreen;
public:
UFUNCTION()
void SetReturnScreen(UUserWidget* userWidget);
void SetReturnScreen(UUserWidget* UserWidget);
protected:
UFUNCTION()