Added the GIMP and some other stuff

main
Jers 9 months ago
parent ba20d7588b
commit c50408da2f

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Content/BattleMap.umap (Stored with Git LFS)

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@ -3,13 +3,13 @@
#include "RosterSubsystem.h"
const URosterEntry* URosterSubsystem::GetEnemy(int32 ScoreAvailable)
const URosterEntry* URosterSubsystem::GetEnemy(int32 Section, int32 ScoreAvailable)
{
int32 CB = 0;
while(CB < 10000)
{
CB++;
const URosterEntry* RosterEntry = EnemyRoster[FMath::RandRange(0, EnemyRoster.Num() -1)];
const URosterEntry* RosterEntry = EnemyRoster[Section][FMath::RandRange(0, EnemyRoster[Section].Num() -1)];
if(RosterEntry->DifficultyRating <= ScoreAvailable)
{
return RosterEntry;
@ -18,3 +18,13 @@ const URosterEntry* URosterSubsystem::GetEnemy(int32 ScoreAvailable)
return nullptr;
}
void URosterSubsystem::AddToRoster(TArray<URosterEntry*> RosterEntries)
{
EnemyRoster.Add(RosterEntries);
}
void URosterSubsystem::ClearRoster()
{
EnemyRoster.Empty();
}

@ -126,29 +126,28 @@ void ASPGameState::SpawnEnemies()
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
UStatsSubsystem* StatsSubsystem = GetGameInstance()->GetSubsystem<UStatsSubsystem>();
AActor* NewActor = World->SpawnActor<ACharacter>(StatsSubsystem->Bosses[CurrentWave / 10 - 1], LevelSetup.EnemySpawnPoints[1], FRotator::ZeroRotator, SpawnParams);
if(CurrentWave == 10)
if(NewActor)
{
AActor* NewActor = World->SpawnActor<ACharacter>(StatsSubsystem->Bosses[0], LevelSetup.EnemySpawnPoints[0], FRotator::ZeroRotator, SpawnParams);
NewActor->Tags.Add("Enemy");
AliveEnemies = 1;
return;
}
} else
{
int32 TargetChallenge = FMath::FloorToInt(CurrentWave * 1.25f);
while(TargetChallenge > 0)
{
const URosterEntry* NewEnemy = RosterSubsystem->GetEnemy(TargetChallenge);
FVector SpawnPoint = LevelSetup.EnemySpawnPoints[FMath::RandRange(0, LevelSetup.EnemySpawnPoints.Num() -1)];
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
AActor* NewActor = World->SpawnActor<ACharacter>(NewEnemy->EnemyUnit.Get(), SpawnPoint, FRotator::ZeroRotator, SpawnParams);
NewActor->Tags.Add("Enemy");
TargetChallenge -= NewEnemy->DifficultyRating;
TotalEnemies++;
}
return;
}
int32 TargetChallenge = FMath::FloorToInt((CurrentWave % 10) * 1.25f);
while(TargetChallenge > 0)
{
const URosterEntry* NewEnemy = RosterSubsystem->GetEnemy(
FMath::DivideAndRoundDown(CurrentWave, 10), TargetChallenge);
FVector SpawnPoint = LevelSetup.EnemySpawnPoints[FMath::RandRange(0, LevelSetup.EnemySpawnPoints.Num() -1)];
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
AActor* NewActor = World->SpawnActor<ACharacter>(NewEnemy->EnemyUnit.Get(), SpawnPoint, FRotator::ZeroRotator, SpawnParams);
NewActor->Tags.Add("Enemy");
TargetChallenge -= NewEnemy->DifficultyRating;
TotalEnemies++;
}
AliveEnemies = TotalEnemies;

@ -17,9 +17,14 @@ class STREETPUNKZ_API URosterSubsystem : public UGameInstanceSubsystem
GENERATED_BODY()
public:
const URosterEntry* GetEnemy(int32 ScoreAvailable);
const URosterEntry* GetEnemy(int32 Section, int32 ScoreAvailable);
UFUNCTION(BlueprintCallable)
void AddToRoster(TArray<URosterEntry*> RosterEntries);
UFUNCTION(BlueprintCallable)
void ClearRoster();
protected:
UPROPERTY(BlueprintReadWrite)
TArray<URosterEntry*> EnemyRoster;
TArray<TArray<URosterEntry*>> EnemyRoster;
};

@ -22,6 +22,10 @@
"TargetAllowList": [
"Editor"
]
},
{
"Name": "CommonUI",
"Enabled": true
}
]
}
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