Section 13 complete, Damage numbers, added Block chance and Critical Hit chance
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@@ -4,6 +4,7 @@
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#include "AbilitySystemBlueprintLibrary.h"
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#include "AuraGameplayTags.h"
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#include "EnhancedInputSubsystems.h"
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#include "MovieSceneTracksComponentTypes.h"
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#include "NavigationPath.h"
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#include "NavigationSystem.h"
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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@@ -11,6 +12,9 @@
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#include "Components/SplineComponent.h"
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#include "Input/AuraInputComponent.h"
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#include "Interact/EnemyInterface.h"
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#include "GameFramework/Character.h"
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#include "UI/Widget/DamageTextComponent.h"
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AAuraPlayerController::AAuraPlayerController()
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{
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@@ -27,6 +31,18 @@ void AAuraPlayerController::PlayerTick(float DeltaTime)
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}
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void AAuraPlayerController::ShowDamageNumber_Implementation(float DamageAmount, ACharacter* TargetCharacter, bool bCritical, bool bBlocked)
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{
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if (IsValid(TargetCharacter) && DamageTextComponentClass)
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{
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UDamageTextComponent* DamageText = NewObject<UDamageTextComponent>(TargetCharacter, DamageTextComponentClass);
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DamageText->RegisterComponent();
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DamageText->AttachToComponent(TargetCharacter->GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);
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DamageText->DetachFromComponent(FDetachmentTransformRules::KeepWorldTransform);
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DamageText->SetDamageText(DamageAmount, bCritical, bBlocked);
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}
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}
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void AAuraPlayerController::AutoRun()
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{
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if (!bAutoRunning) return;
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@@ -91,8 +107,8 @@ void AAuraPlayerController::AbilityInputTagReleased(FGameplayTag InputTag)
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{
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APawn* ControlledPawn = GetPawn();
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//Why no Splines?
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const FString msg = FString::Printf(TEXT("NavPoints: ActorLoc: %s - CachedLoc: %s"), *ControlledPawn->GetActorLocation().ToString(), *CachedDestination.ToString());
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GEngine->AddOnScreenDebugMessage(5,8.f, FColor::Blue,msg);
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//const FString msg = FString::Printf(TEXT("NavPoints: ActorLoc: %s - CachedLoc: %s"), *ControlledPawn->GetActorLocation().ToString(), *CachedDestination.ToString());
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//GEngine->AddOnScreenDebugMessage(5,8.f, FColor::Blue,msg);
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if (FollowTime <= ShortPressThreshold && ControlledPawn)
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{
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@@ -104,7 +120,7 @@ void AAuraPlayerController::AbilityInputTagReleased(FGameplayTag InputTag)
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for (const FVector& PointLoc : NavPath->PathPoints)
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{
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Spline->AddSplinePoint(PointLoc, ESplineCoordinateSpace::World);
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DrawDebugSphere(GetWorld(), PointLoc, 8.f, 8, FColor::Green, false, 5.f);
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//DrawDebugSphere(GetWorld(), PointLoc, 8.f, 8, FColor::Green, false, 5.f);
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CachedDestination = NavPath->PathPoints.Last();
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}
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bAutoRunning = true;
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