Refactored menu generation and loot distribution and party setup to player controller. Added Loot logic

feature/refactor_menus
Jers 11 months ago
parent d9ace39735
commit 74695d1319

BIN
Content/Blueprints/BP_GameState.uasset (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

BIN
Content/Blueprints/BP_PlayerPawn.uasset (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
Content/Levels/BattleMap.umap (Stored with Git LFS)

Binary file not shown.

BIN
Content/Levels/MainMenu.umap (Stored with Git LFS)

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

@ -67,7 +67,7 @@ void UPartySubsystem::SpawnUnits()
FActorSpawnParameters SpawnActorParameters = {};
SpawnActorParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
FVector Location = FVector( VerticalSpacing * i - VerticalSpacing, -HorizontalOffset * CurrentColumn, 0);
FVector Location = FVector( VerticalSpacing * i - VerticalSpacing, -HorizontalOffset * CurrentColumn, 1000);
GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex], &Location, nullptr, SpawnActorParameters);
}

Loading…
Cancel
Save