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// Fill out your copyright notice in the Description page of Project Settings.
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#include "SelectedUpgrade.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Unit.h"
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// Sets default values
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AUnit::AUnit()
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AUnit::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AUnit::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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// Called to bind functionality to input
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void AUnit::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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{
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Super::SetupPlayerInputComponent(PlayerInputComponent);
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "UnitUpgrade.h"
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void UUnitUpgrade::ApplyToUnit(AUnit* Unit)
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{
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Upgrade.h"
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TArray<FString> UUpgrade::GetApplicableTags()
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{
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return ApplicableTags;
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "UpgradeSubsystem.h"
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#include "UnitUpgrade.h"
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void UUpgradeSubsystem::ApplyUnitUpgrades(AUnit* Unit)
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{
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for (const auto Upgrade : SelectedUpgrades)
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{
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UUnitUpgrade* UnitUpgrade = Cast<UUnitUpgrade>(Upgrade.UpgradeData);
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if(UnitUpgrade != nullptr)
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{
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for (const FString Tag : Upgrade.UpgradeData->GetApplicableTags())
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{
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if(Unit->UnitTags.Contains(Tag))
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{
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UnitUpgrade->ApplyToUnit(Unit);
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}
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}
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}
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}
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}
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void UUpgradeSubsystem::ApplyGlobalUpgrades()
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{
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Upgrade.h"
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#include "SelectedUpgrade.generated.h"
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct FSelectedUpgrade
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{
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GENERATED_BODY()
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UPROPERTY(BlueprintReadWrite)
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UUpgrade* UpgradeData;
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UPROPERTY(BlueprintReadWrite)
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int32 TimesSelected;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "Unit.generated.h"
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UCLASS()
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class SPACEBATTLER_API AUnit : public ACharacter
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{
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GENERATED_BODY()
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public:
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// Sets default values for this character's properties
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AUnit();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, Category="Unit Info Copy")
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double MaxHP;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="State")
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double HP;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
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double Attack;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
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double Range;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
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double RangedProjectileSpeed;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
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double RangedProjectileDelay;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
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int32 RangedProjectileAmount;
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/** Please add a variable description */
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
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double Cooldown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
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TArray<FString> UnitTags;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Unit.h"
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#include "Upgrade.h"
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#include "UnitUpgrade.generated.h"
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/**
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*
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*/
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UCLASS()
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class SPACEBATTLER_API UUnitUpgrade : public UUpgrade
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{
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GENERATED_BODY()
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public:
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void ApplyToUnit(AUnit* Unit);
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "Upgrade.generated.h"
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/**
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*
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*/
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UCLASS()
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class SPACEBATTLER_API UUpgrade : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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TArray<FString> GetApplicableTags();
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protected:
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UPROPERTY(BlueprintReadWrite)
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FText Name;
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UPROPERTY(BlueprintReadWrite, meta=(MultiLine=true))
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FText Description;
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UPROPERTY(BlueprintReadWrite)
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bool Repeatable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TArray<FString> ApplicableTags;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "SelectedUpgrade.h"
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#include "Unit.h"
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#include "Subsystems/LocalPlayerSubsystem.h"
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#include "UpgradeSubsystem.generated.h"
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/**
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*
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*/
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UCLASS()
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class SPACEBATTLER_API UUpgradeSubsystem : public ULocalPlayerSubsystem
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable)
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void ApplyUnitUpgrades(AUnit* Unit);
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UFUNCTION(BlueprintCallable)
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void ApplyGlobalUpgrades();
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protected:
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UPROPERTY(BlueprintReadWrite)
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int32 BattleTier;
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UPROPERTY(BlueprintReadWrite)
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TArray<FSelectedUpgrade> SelectedUpgrades;
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};
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Loading…
Reference in new issue