Added the initial menu refactor and fixed up some spawn spacing. Next up is fixing up the new loot menus.

feature/refactor_menus
Jers 11 months ago
parent 3a536e646a
commit 875dd76b64

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

@ -1,4 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "SBPlayerController.h"

@ -32,31 +32,31 @@ public:
void SetCredits(int32 Amount);
UFUNCTION(BlueprintCallable)
void SetMemberUnitInfo(FPartyMember& Member, UUnitInfo* UnitInfo);
void SetMemberUnitInfo(UPARAM(ref) FPartyMember& Member, UUnitInfo* UnitInfo);
UFUNCTION(BlueprintCallable)
bool AllocateMember(FPartyMember& Member);
bool AllocateMember(UPARAM(ref) FPartyMember& Member);
UFUNCTION(BlueprintCallable)
bool DeallocateMember(FPartyMember& Member);
bool DeallocateMember(UPARAM(ref) FPartyMember& Member);
UFUNCTION(BlueprintCallable)
void SetMemberMax(FPartyMember& Member);
void SetMemberMax(UPARAM(ref) FPartyMember& Member);
UFUNCTION(BlueprintCallable)
void ClearMember(FPartyMember& Member);
void ClearMember(UPARAM(ref) FPartyMember& Member);
UFUNCTION(BlueprintCallable)
void SetMemberAvailable(FPartyMember& Member,int32 const Amount);
void SetMemberAvailable(UPARAM(ref) FPartyMember& Member,int32 const Amount);
UFUNCTION(BlueprintCallable)
int32 GetMemberAvailable(FPartyMember& Member) const;
int32 GetMemberAvailable(UPARAM(ref) FPartyMember& Member) const;
UFUNCTION(BlueprintCallable)
int32 GetMemberAllocated(FPartyMember& Member) const;
int32 GetMemberAllocated(UPARAM(ref) FPartyMember& Member) const;
UFUNCTION(BlueprintCallable)
UUnitInfo* GetMemberUnitInfo(FPartyMember& Member) const;
UUnitInfo* GetMemberUnitInfo(UPARAM(ref) FPartyMember& Member) const;
protected:
void SpawnUnits();

@ -1,16 +0,0 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "SBPlayerController.generated.h"
/**
*
*/
UCLASS()
class SPACEBATTLER_API ASBPlayerController : public APlayerController
{
GENERATED_BODY()
};

@ -33,6 +33,9 @@ protected:
UPROPERTY()
TArray<UUnitInfo*> SpawnQueue;
UPROPERTY(BlueprintReadWrite)
UPrimaryDataAsset* SelectedStage;
FTimerHandle SpawnTimerHandle;
int32 NumRows;
int32 LastSpawnIndex;

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