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

@ -126,21 +126,21 @@ void ASPGameState::SpawnEnemies()
FActorSpawnParameters SpawnParams; FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
UStatsSubsystem* StatsSubsystem = GetGameInstance()->GetSubsystem<UStatsSubsystem>(); 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"); NewActor->Tags.Add("Enemy");
AliveEnemies = 1; AliveEnemies = 1;
}
return; return;
} }
} else
{
int32 TargetChallenge = FMath::FloorToInt(CurrentWave * 1.25f);
int32 TargetChallenge = FMath::FloorToInt((CurrentWave % 10) * 1.25f);
while(TargetChallenge > 0) while(TargetChallenge > 0)
{ {
const URosterEntry* NewEnemy = RosterSubsystem->GetEnemy(TargetChallenge); const URosterEntry* NewEnemy = RosterSubsystem->GetEnemy(
FMath::DivideAndRoundDown(CurrentWave, 10), TargetChallenge);
FVector SpawnPoint = LevelSetup.EnemySpawnPoints[FMath::RandRange(0, LevelSetup.EnemySpawnPoints.Num() -1)]; FVector SpawnPoint = LevelSetup.EnemySpawnPoints[FMath::RandRange(0, LevelSetup.EnemySpawnPoints.Num() -1)];
FActorSpawnParameters SpawnParams; FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
@ -149,7 +149,6 @@ void ASPGameState::SpawnEnemies()
TargetChallenge -= NewEnemy->DifficultyRating; TargetChallenge -= NewEnemy->DifficultyRating;
TotalEnemies++; TotalEnemies++;
} }
}
AliveEnemies = TotalEnemies; AliveEnemies = TotalEnemies;
} }

@ -17,9 +17,14 @@ class STREETPUNKZ_API URosterSubsystem : public UGameInstanceSubsystem
GENERATED_BODY() GENERATED_BODY()
public: 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: protected:
UPROPERTY(BlueprintReadWrite) TArray<TArray<URosterEntry*>> EnemyRoster;
TArray<URosterEntry*> EnemyRoster;
}; };

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