Added the interceptor, blood spray

feature/upgrades
Jers 10 months ago
parent c5d77baa69
commit c5bafe2735

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

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

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Content/Textures/omniflash.uasset (Stored with Git LFS)

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@ -0,0 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "AbilityUpgrade.h"

@ -2,3 +2,23 @@
#include "SelectedUpgrade.h"
UUpgrade* USelectedUpgrade::GetUpgradeData() const
{
return UpgradeData;
}
int32 USelectedUpgrade::IncreaseUpgradeLevel()
{
return ++TimesSelected;
}
int32 USelectedUpgrade::GetUpgradeLevel() const
{
return TimesSelected;
}
void USelectedUpgrade::SetUpgradeData(UUpgrade* UpgradeToAdd)
{
UpgradeData = UpgradeToAdd;
}

@ -3,7 +3,4 @@
#include "UnitUpgrade.h"
void UUnitUpgrade::ApplyToUnit(AUnit* Unit)
{
}
void UUnitUpgrade::ApplyToUnit_Implementation(AUnit* Unit, int32 UpgradeLevel){}

@ -9,20 +9,38 @@ void UUpgradeSubsystem::ApplyUnitUpgrades(AUnit* Unit)
{
for (const auto Upgrade : SelectedUpgrades)
{
UUnitUpgrade* UnitUpgrade = Cast<UUnitUpgrade>(Upgrade.UpgradeData);
UUnitUpgrade* UnitUpgrade = Cast<UUnitUpgrade>(Upgrade->GetUpgradeData());
if(UnitUpgrade != nullptr)
{
for (const FString Tag : Upgrade.UpgradeData->GetApplicableTags())
for (const FString Tag : UnitUpgrade->GetApplicableTags())
{
if(Unit->UnitTags.Contains(Tag))
{
UnitUpgrade->ApplyToUnit(Unit);
UnitUpgrade->ApplyToUnit(Unit, Upgrade->GetUpgradeLevel());
}
}
}
}
}
void UUpgradeSubsystem::AddUpgrade(UUpgrade* UpgradeToAdd)
{
for(const auto Upgrade : SelectedUpgrades)
{
if(Upgrade->GetUpgradeData() == UpgradeToAdd)
{
Upgrade->IncreaseUpgradeLevel();
return;
}
}
USelectedUpgrade* NewUpgrade = NewObject<USelectedUpgrade>();
NewUpgrade->SetUpgradeData(UpgradeToAdd);
NewUpgrade->IncreaseUpgradeLevel();
SelectedUpgrades.Add(NewUpgrade);
}
void UUpgradeSubsystem::ApplyGlobalUpgrades()
{

@ -0,0 +1,17 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Upgrade.h"
#include "AbilityUpgrade.generated.h"
/**
*
*/
UCLASS()
class SPACEBATTLER_API UAbilityUpgrade : public UUpgrade
{
GENERATED_BODY()
};

@ -9,12 +9,26 @@
/**
*
*/
USTRUCT(BlueprintType)
struct FSelectedUpgrade
UCLASS(BlueprintType)
class SPACEBATTLER_API USelectedUpgrade : public UObject
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
UUpgrade* GetUpgradeData() const;
UFUNCTION(BlueprintCallable)
void SetUpgradeData(UUpgrade* UpgradeToAdd);
UPROPERTY(BlueprintReadWrite)
UFUNCTION(BlueprintCallable)
int32 IncreaseUpgradeLevel();
UFUNCTION(BlueprintCallable)
int32 GetUpgradeLevel() const;
protected:
UPROPERTY(BlueprintReadWrite, meta=(ExposeOnSpawn=true))
UUpgrade* UpgradeData;
UPROPERTY(BlueprintReadWrite)

@ -3,6 +3,7 @@
#pragma once
#include "CoreMinimal.h"
#include "UnitInfo.h"
#include "GameFramework/Character.h"
#include "Unit.generated.h"
@ -26,6 +27,9 @@ public:
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UUnitInfo* UnitInfo;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, Category="Unit Info Copy")
double MaxHP;

@ -10,11 +10,13 @@
/**
*
*/
UCLASS()
UCLASS(Blueprintable)
class SPACEBATTLER_API UUnitUpgrade : public UUpgrade
{
GENERATED_BODY()
public:
void ApplyToUnit(AUnit* Unit);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
void ApplyToUnit(AUnit* Unit, int32 UpgradeLevel);
virtual void ApplyToUnit_Implementation(AUnit* Unit, int32 UpgradeLevel);
};

@ -29,4 +29,10 @@ protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<FString> ApplicableTags;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
int32 Cost;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float CostPerLevelMultiplier;
};

@ -22,11 +22,14 @@ public:
UFUNCTION(BlueprintCallable)
void ApplyGlobalUpgrades();
UFUNCTION(BlueprintCallable)
void AddUpgrade(UUpgrade* UpgradeToAdd);
protected:
UPROPERTY(BlueprintReadWrite)
int32 BattleTier;
UPROPERTY(BlueprintReadWrite)
TArray<FSelectedUpgrade> SelectedUpgrades;
TArray<USelectedUpgrade*> SelectedUpgrades;
};

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