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sha256:c4a4c58158bb467c2d9368c231256dfe4f341741cfdc917f9b460cbe97d6664a +size 6886 diff --git a/Content/TopDown/Blueprints/UI/WBP_Title.uasset b/Content/TopDown/Blueprints/UI/WBP_Title.uasset new file mode 100644 index 0000000..30125c6 --- /dev/null +++ b/Content/TopDown/Blueprints/UI/WBP_Title.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:0e571feaccc3082c0e47f4547f1336239abf72b668f9f99151e3a1f621877334 +size 27948 diff --git a/Source/StreetPunkz/Private/RosterSubsystem.cpp b/Source/StreetPunkz/Private/RosterSubsystem.cpp index c1fdff7..9532eaf 100644 --- a/Source/StreetPunkz/Private/RosterSubsystem.cpp +++ b/Source/StreetPunkz/Private/RosterSubsystem.cpp @@ -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 RosterEntries) +{ + EnemyRoster.Add(RosterEntries); +} + +void URosterSubsystem::ClearRoster() +{ + EnemyRoster.Empty(); +} diff --git a/Source/StreetPunkz/Private/SPGameState.cpp b/Source/StreetPunkz/Private/SPGameState.cpp index a6d432d..2a26693 100644 --- a/Source/StreetPunkz/Private/SPGameState.cpp +++ b/Source/StreetPunkz/Private/SPGameState.cpp @@ -126,29 +126,28 @@ void ASPGameState::SpawnEnemies() FActorSpawnParameters SpawnParams; SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; UStatsSubsystem* StatsSubsystem = GetGameInstance()->GetSubsystem(); + AActor* NewActor = World->SpawnActor(StatsSubsystem->Bosses[CurrentWave / 10 - 1], LevelSetup.EnemySpawnPoints[1], FRotator::ZeroRotator, SpawnParams); - if(CurrentWave == 10) + if(NewActor) { - AActor* NewActor = World->SpawnActor(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(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(NewEnemy->EnemyUnit.Get(), SpawnPoint, FRotator::ZeroRotator, SpawnParams); + NewActor->Tags.Add("Enemy"); + TargetChallenge -= NewEnemy->DifficultyRating; + TotalEnemies++; } AliveEnemies = TotalEnemies; diff --git a/Source/StreetPunkz/Public/RosterSubsystem.h b/Source/StreetPunkz/Public/RosterSubsystem.h index fd13d2d..dc1ea7f 100644 --- a/Source/StreetPunkz/Public/RosterSubsystem.h +++ b/Source/StreetPunkz/Public/RosterSubsystem.h @@ -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 RosterEntries); + + UFUNCTION(BlueprintCallable) + void ClearRoster(); + protected: - UPROPERTY(BlueprintReadWrite) - TArray EnemyRoster; + TArray> EnemyRoster; }; diff --git a/StreetPunkz.uproject b/StreetPunkz.uproject index 662c096..ffcd5a1 100644 --- a/StreetPunkz.uproject +++ b/StreetPunkz.uproject @@ -22,6 +22,10 @@ "TargetAllowList": [ "Editor" ] + }, + { + "Name": "CommonUI", + "Enabled": true } ] } \ No newline at end of file