refactored party members into uobjects

feature/upgrades
Jers 10 months ago
parent d0807c3775
commit c5d77baa69

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

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

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@ -3,12 +3,64 @@
#include "PartyMember.h"
FPartyMember::FPartyMember()
int32 UPartyMember::GetAllocated()
{
UnitInfo = nullptr;
return Allocated;
}
FPartyMember::FPartyMember(UUnitInfo* InUnitInfo)
void UPartyMember::AddToParty()
{
UnitInfo = InUnitInfo;
if(Allocated == Available++)
{
Allocated++;
}
}
int32 UPartyMember::GetAvailable()
{
return Available;
}
int32 UPartyMember::SetAllocation(int32 Amount)
{
if(Amount > Available)
{
Allocated = Available;
} else if (Amount < 0)
{
Allocated = 0;
} else
{
Allocated = Amount;
}
return Allocated;
}
int32 UPartyMember::AllocateMember()
{
if(Allocated == Available)
{
return Allocated;
} else
{
return ++Allocated;
}
}
int32 UPartyMember::DeallocateMember()
{
if(Allocated == 0)
{
return Allocated;
} else
{
return --Allocated;
}
}

@ -3,31 +3,10 @@
#include "PartySubsystem.h"
#include "Unit.h"
#include "UpgradeSubsystem.h"
#include "Kismet/GameplayStatics.h"
void UPartySubsystem::AddToParty(UUnitInfo* UnitInfo)
{
for (FPartyMember &Unit : Members)
{
if(Unit.UnitInfo == UnitInfo)
{
const bool UpdateAllocated = GetMemberAvailable(Unit) == GetMemberAllocated(Unit);
SetMemberAvailable(Unit, GetMemberAvailable(Unit) + 1);
if (UpdateAllocated)
{
AllocateMember(Unit);
}
return;
}
}
}
TArray<FPartyMember> UPartySubsystem::GetMembers()
{
return Members;
}
int32 UPartySubsystem::SpawnParty(const float InVerticalSpacing, const float InHorizontalOffset, const float InHorizontalSpacing, const int InNumRows)
{
this->VerticalSpacing = InVerticalSpacing;
@ -42,12 +21,11 @@ int32 UPartySubsystem::SpawnParty(const float InVerticalSpacing, const float InH
UGameplayStatics::GetAllActorsWithTag(GetWorld(), "PlayerSpawn", SpawnPoints);
SpawnPoint = SpawnPoints[0];
for (FPartyMember &Unit : GetMembers())
for (UPartyMember* Unit : PartyMembers)
{
const int32 Allocated = GetMemberAllocated(Unit);
for(auto i = 0; i < Allocated; i++)
for(auto i = 0; i < Unit->GetAllocated(); i++)
{
SpawnQueue.Add(GetMemberUnitInfo(Unit)->GetCharacterClass());
SpawnQueue.Add(Unit->UnitInfo->GetCharacterClass());
}
}
@ -86,6 +64,11 @@ void UPartySubsystem::SpawnUnits()
if(NewActor != nullptr)
{
NewActor->Tags.Add(TEXT("player"));
TObjectPtr<AUnit> NewUnit = Cast<AUnit>(NewActor);
if(NewUnit != nullptr)
{
GetWorld()->GetFirstLocalPlayerFromController()->GetSubsystem<UUpgradeSubsystem>()->ApplyUnitUpgrades(NewUnit);
}
}
FHitResult Hit;
@ -105,104 +88,43 @@ void UPartySubsystem::SpawnUnits()
CurrentColumn++;
}
TArray<UUnitInfo*> UPartySubsystem::GetUnitsByTier(const int32 Tier) const
{
TArray<UUnitInfo*> TierMembers;
for(FPartyMember Member : Members)
{
if(GetMemberUnitInfo(Member)->GetTier() == Tier)
{
TierMembers.Add(GetMemberUnitInfo(Member));
}
}
return TierMembers;
}
void UPartySubsystem::SetCredits(const int32 Amount)
{
Credits = Amount;
}
bool UPartySubsystem::AllocateMember(FPartyMember& Member)
{
Member.Allocated++;
if(Member.Allocated > Member.Available)
{
Member.Allocated = Member.Available;
return false;
}
return true;
}
bool UPartySubsystem::DeallocateMember(FPartyMember &Member)
{
Member.Allocated--;
if (Member.Allocated < 0)
{
Member.Allocated = 0;
return false;
}
return true;
}
void UPartySubsystem::SetMemberMax(FPartyMember& Member)
{
Member.Allocated = Member.Available;
}
void UPartySubsystem::ClearMember(FPartyMember& Member)
{
Member.Allocated = 0;
}
int32 UPartySubsystem::GetMemberAllocated(FPartyMember& Member) const
{
return Member.Allocated;
}
int32 UPartySubsystem::GetMemberAvailable(FPartyMember& Member) const
{
return Member.Available;
}
void UPartySubsystem::SetMemberAvailable(FPartyMember& Member, int32 const Amount)
int32 UPartySubsystem::GetTotalAvailablePartyMembers()
{
Member.Available = Amount;
}
void UPartySubsystem::SetMemberUnitInfo(FPartyMember& Member, UUnitInfo* InUnitInfo)
int32 Total = 0;
for(auto const Member : PartyMembers)
{
Member.UnitInfo = InUnitInfo;
Total += Member->GetAvailable();
}
UUnitInfo* UPartySubsystem::GetMemberUnitInfo(FPartyMember& Member) const
{
return Member.UnitInfo;
return Total;
}
int32 UPartySubsystem::GetTotalAvailablePartyMembers()
int32 UPartySubsystem::GetTotalAllocatedPartyMembers()
{
int32 Total = 0;
for(auto const Member : Members)
for(auto const Member : PartyMembers)
{
Total += Member.Available;
Total += Member->GetAllocated();
}
return Total;
}
int32 UPartySubsystem::GetTotalAllocatedPartyMembers()
TArray<UPartyMember*> UPartySubsystem::GetMembersInTier(const int32 Tier)
{
int32 Total = 0;
for(auto const Member : Members)
TArray<UPartyMember*> TierMembers;
for(auto Member : PartyMembers)
{
Total += Member.Allocated;
if (Member->UnitInfo->GetTier() == Tier)
{
TierMembers.Add(Member);
}
}
return Total;
return TierMembers;
}

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

@ -0,0 +1,34 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Unit.h"
// Sets default values
AUnit::AUnit()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AUnit::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AUnit::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AUnit::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}

@ -0,0 +1,9 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UnitUpgrade.h"
void UUnitUpgrade::ApplyToUnit(AUnit* Unit)
{
}

@ -0,0 +1,9 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "Upgrade.h"
TArray<FString> UUpgrade::GetApplicableTags()
{
return ApplicableTags;
}

@ -0,0 +1,30 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "UpgradeSubsystem.h"
#include "UnitUpgrade.h"
void UUpgradeSubsystem::ApplyUnitUpgrades(AUnit* Unit)
{
for (const auto Upgrade : SelectedUpgrades)
{
UUnitUpgrade* UnitUpgrade = Cast<UUnitUpgrade>(Upgrade.UpgradeData);
if(UnitUpgrade != nullptr)
{
for (const FString Tag : Upgrade.UpgradeData->GetApplicableTags())
{
if(Unit->UnitTags.Contains(Tag))
{
UnitUpgrade->ApplyToUnit(Unit);
}
}
}
}
}
void UUpgradeSubsystem::ApplyGlobalUpgrades()
{
}

@ -9,17 +9,34 @@
/**
*
*/
USTRUCT(Blueprintable, BlueprintType)
struct SPACEBATTLER_API FPartyMember
UCLASS(Blueprintable, BlueprintType)
class SPACEBATTLER_API UPartyMember : public UObject
{
GENERATED_BODY()
FPartyMember();
explicit FPartyMember(UUnitInfo* InUnitInfo);
public:
UPROPERTY(BlueprintReadWrite, meta=(ExposeOnSpawn=true))
UUnitInfo* UnitInfo;
UPROPERTY(BlueprintReadWrite)
UUnitInfo* UnitInfo = nullptr;
UFUNCTION(BlueprintCallable)
void AddToParty();
UFUNCTION(BlueprintCallable)
int32 GetAvailable();
UFUNCTION(BlueprintCallable)
int32 GetAllocated();
UFUNCTION(BlueprintCallable)
int32 AllocateMember();
UFUNCTION(BlueprintCallable)
int32 DeallocateMember();
UFUNCTION(BlueprintCallable)
int32 SetAllocation(int32 Amount);
protected:
UPROPERTY(BlueprintReadOnly)
int32 Available = 0;

@ -4,7 +4,6 @@
#include "CoreMinimal.h"
#include "PartyMember.h"
#include "UnitInfo.h"
#include "Subsystems/LocalPlayerSubsystem.h"
#include "PartySubsystem.generated.h"
@ -19,60 +18,27 @@ public:
UFUNCTION(BlueprintCallable)
int32 SpawnParty(const float InVerticalSpacing, const float InHorizontalOffset, const float InHorizontalSpacing, const int InNumRows);
UFUNCTION(BlueprintCallable)
void AddToParty(UUnitInfo* UnitInfo);
UFUNCTION(BlueprintCallable)
TArray<FPartyMember> GetMembers();
UFUNCTION(BlueprintCallable)
TArray<UUnitInfo*> GetUnitsByTier(const int32 Tier) const;
UFUNCTION(BlueprintCallable)
void SetCredits(int32 Amount);
UFUNCTION(BlueprintCallable)
void SetMemberUnitInfo(UPARAM(ref) FPartyMember& Member, UUnitInfo* UnitInfo);
UFUNCTION(BlueprintCallable)
bool AllocateMember(UPARAM(ref) FPartyMember& Member);
UFUNCTION(BlueprintCallable)
bool DeallocateMember(UPARAM(ref) FPartyMember &Member);
UFUNCTION(BlueprintCallable)
void SetMemberMax(UPARAM(ref) FPartyMember& Member);
UFUNCTION(BlueprintCallable)
void ClearMember(UPARAM(ref) FPartyMember& Member);
UFUNCTION(BlueprintCallable)
void SetMemberAvailable(UPARAM(ref) FPartyMember& Member,int32 const Amount);
UFUNCTION(BlueprintCallable)
int32 GetMemberAvailable(UPARAM(ref) FPartyMember& Member) const;
UFUNCTION(BlueprintCallable)
int32 GetMemberAllocated(UPARAM(ref) FPartyMember& Member) const;
UFUNCTION(BlueprintCallable)
UUnitInfo* GetMemberUnitInfo(UPARAM(ref) FPartyMember& Member) const;
UFUNCTION(BlueprintCallable)
int32 GetTotalAvailablePartyMembers();
UFUNCTION(BlueprintCallable)
int32 GetTotalAllocatedPartyMembers();
UFUNCTION(BlueprintCallable)
TArray<UPartyMember*> GetMembersInTier(const int32 Tier);
protected:
void SpawnUnits();
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<TObjectPtr<UPartyMember>> PartyMembers;
UPROPERTY()
TArray<TSubclassOf<AActor>> SpawnQueue;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<FPartyMember> Members;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPrimaryDataAsset* SelectedGeneral;

@ -0,0 +1,22 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Upgrade.h"
#include "SelectedUpgrade.generated.h"
/**
*
*/
USTRUCT(BlueprintType)
struct FSelectedUpgrade
{
GENERATED_BODY()
UPROPERTY(BlueprintReadWrite)
UUpgrade* UpgradeData;
UPROPERTY(BlueprintReadWrite)
int32 TimesSelected;
};

@ -0,0 +1,63 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Unit.generated.h"
UCLASS()
class SPACEBATTLER_API AUnit : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AUnit();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, Category="Unit Info Copy")
double MaxHP;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="State")
double HP;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
double Attack;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
double Range;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
double RangedProjectileSpeed;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
double RangedProjectileDelay;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
int32 RangedProjectileAmount;
/** Please add a variable description */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
double Cooldown;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Unit Info Copy")
TArray<FString> UnitTags;
};

@ -74,4 +74,7 @@ protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info")
UAnimMontage* RangedProjectileMontage;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Information")
TArray<FText> UnitTags;
};

@ -0,0 +1,20 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Unit.h"
#include "Upgrade.h"
#include "UnitUpgrade.generated.h"
/**
*
*/
UCLASS()
class SPACEBATTLER_API UUnitUpgrade : public UUpgrade
{
GENERATED_BODY()
public:
void ApplyToUnit(AUnit* Unit);
};

@ -0,0 +1,32 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "Upgrade.generated.h"
/**
*
*/
UCLASS()
class SPACEBATTLER_API UUpgrade : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
TArray<FString> GetApplicableTags();
protected:
UPROPERTY(BlueprintReadWrite)
FText Name;
UPROPERTY(BlueprintReadWrite, meta=(MultiLine=true))
FText Description;
UPROPERTY(BlueprintReadWrite)
bool Repeatable;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TArray<FString> ApplicableTags;
};

@ -0,0 +1,32 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "SelectedUpgrade.h"
#include "Unit.h"
#include "Subsystems/LocalPlayerSubsystem.h"
#include "UpgradeSubsystem.generated.h"
/**
*
*/
UCLASS()
class SPACEBATTLER_API UUpgradeSubsystem : public ULocalPlayerSubsystem
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable)
void ApplyUnitUpgrades(AUnit* Unit);
UFUNCTION(BlueprintCallable)
void ApplyGlobalUpgrades();
protected:
UPROPERTY(BlueprintReadWrite)
int32 BattleTier;
UPROPERTY(BlueprintReadWrite)
TArray<FSelectedUpgrade> SelectedUpgrades;
};
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