Fixed up materials, refactored projectile combat, added Wyrm

feature/victory_gameover
Jers 11 months ago
parent 38f840f19e
commit deac8dc163

@ -6,3 +6,6 @@ ProjectID=48EAAE9D4AA343B35C083681A4525CF4
[/Script/CommonInput.CommonInputSettings]
InputData=/Game/Blueprints/UI/InputData.InputData_C
[/Script/UnrealEd.ProjectPackagingSettings]
Build=Always

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

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@ -78,7 +78,7 @@ void UPartySubsystem::SpawnUnits()
FActorSpawnParameters SpawnActorParameters = {};
SpawnActorParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing, -HorizontalOffset * CurrentColumn, 300);
FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing + FMath::RandRange(-500.0f, 500.0f), -HorizontalOffset * CurrentColumn + FMath::RandRange(-500.0f, 500.0f), 300);
FRotator Rotation = FRotator(0, 90.0f, 0);
AActor* NewActor = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex], &Location, &Rotation, SpawnActorParameters);

@ -51,7 +51,7 @@ void UWaveSubsystem::SpawnUnits()
FActorSpawnParameters SpawnActorParameters = {};
SpawnActorParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing, -HorizontalOffset * CurrentColumn, 300);
FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing + FMath::RandRange(-500.0f, 500.0f), -HorizontalOffset * CurrentColumn + FMath::RandRange(-500.0f, 500.0f), 300);
FRotator Rotation = FRotator(0,-90.0f, 0);
AActor* NewEnemy = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex]->GetCharacterClass(), &Location, &Rotation, SpawnActorParameters);

@ -18,39 +18,54 @@ public:
TSubclassOf<AActor> GetCharacterClass() const;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Information")
FText Name;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (MultiLine = true))
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (MultiLine = true), Category="Information")
FText Description;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Information")
UTexture2D* Texture2D;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats")
float BaseHP;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats")
float Attack;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats")
float Cooldown;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Attributes")
bool IsRanged;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
float IsFlying;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Attributes")
bool IsFlying;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats")
float Range;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Stats")
float Speed;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Information")
int32 Tier;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Classes")
TSubclassOf<AActor> CharacterClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info")
TSubclassOf<AActor> RangedProjectile;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info")
float RangedProjectileSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info")
int32 RangedProjectileAmount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info")
float RangedProjectileDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Ranged Info")
UAnimMontage* RangedProjectileMontage;
};

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