16 Commits

Author SHA1 Message Date
20a1478bdc Added max health and current health to component
take damage function created.
need to decide how damage and health is managed
2025-11-29 16:38:42 -05:00
d2e1db997d made health componenet 2025-11-23 20:11:46 -05:00
Kukukakhew
45c8db144b Renaming BP 2025-11-22 23:32:01 -05:00
Kukukakhew
3ab187545c Merge Fixes
Player mappable Keys
Playground 1 default gamemode blueprint
2025-11-22 23:29:56 -05:00
442b977a65 Merge branch 'MenusAndStuff' 2025-11-22 22:41:32 -05:00
Kukukakhew
9f933f1f9c Cleaned out assets not used in main 2025-11-22 22:34:09 -05:00
Kukukakhew
63a8e63dfe Host Game now opens level
There are some things in here meshes/characters/gamemodes that can be removed.
2025-11-22 22:19:33 -05:00
Kukukakhew
1a9364c821 Test Character and controller 2025-11-22 13:06:39 -05:00
Kukukakhew
0598ac722c Keybindings settings added 2025-11-21 21:56:12 -05:00
Kukukakhew
7976384ac1 Added Sensitivity Settings 2025-11-21 20:20:22 -05:00
Kukukakhew
a4c547d7ce Reorganized code for audio 2025-11-21 01:23:05 -05:00
Kukukakhew
53aa864df2 Audio Settings
rough draft, works but needs cleaned up
2025-11-20 22:31:59 -05:00
Kukukakhew
4f499aab8e Display settings pt2.
Resolution and window mode.
No settings save file
2025-11-20 00:54:30 -05:00
Kukukakhew
25cc608321 Display Settings Pt1
Added Vsync and Framerate
2025-11-19 23:52:44 -05:00
Kukukakhew
206dc5d36e Graphics Menu
Auto populates scroll box.
Does not save settings or change.
2025-11-18 01:27:20 -05:00
Kukukakhew
99c6f2fd3b Its a start
Start Menu
Main Menu
Sound Classes
2025-11-17 23:00:53 -05:00
33 changed files with 113 additions and 1 deletions

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@@ -1,8 +1,20 @@
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/Worlds/Playground1.Playground1
EditorStartupMap=/Game/Worlds/Playground1.Playground1
LocalMapOptions=
TransitionMap=None
bUseSplitscreen=True
TwoPlayerSplitscreenLayout=Horizontal
ThreePlayerSplitscreenLayout=FavorTop
FourPlayerSplitscreenLayout=Grid
bShowAllPlayerWidgetsWhenSplitscreenDisabled=False
bOffsetPlayerGamepadIds=False
GameInstanceClass=/Script/Engine.GameInstance
GameDefaultMap=/Game/Worlds/MainMenu.MainMenu
ServerDefaultMap=/Engine/Maps/Entry.Entry
GlobalDefaultGameMode=/Script/Engine.GameModeBase
GlobalDefaultServerGameMode=None
[/Script/Engine.RendererSettings]
r.AllowStaticLighting=False

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@@ -82,3 +82,6 @@ DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.Defaul
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde
[/Script/EnhancedInput.EnhancedInputDeveloperSettings]
bEnableUserSettings=True

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@@ -0,0 +1,38 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "DDIHealth.h"
// Sets default values for this component's properties
UDDIHealth::UDDIHealth()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
MaxHealth = 100;
CurrentHealth = 100;
}
// Called when the game starts
void UDDIHealth::BeginPlay()
{
Super::BeginPlay();
// ...
}
// Called every frame
void UDDIHealth::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}
// Called to cause damage
void UDDIHealth::TakeDamage(UDamageType* DamageType)
{
}

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@@ -0,0 +1,59 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "DDIHealth.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class OPENCONFLICT_API UDDIHealth : public UActorComponent
{
GENERATED_BODY()
/*UPROPERTY and UFUNCTION declarations*/
private:
/*Properties*/
/*Functions*/
protected:
/*Properties*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
float MaxHealth; //Stores the default max health of component
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Health")
float CurrentHealth; //Stores the active health of component
/*Functions*/
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Health")
void TakeDamage(UDamageType* DamageType);
public:
/*Properties*/
/*Functions*/
/*C++ only declarations*/
private:
/*Properties*/
/*Functions*/
protected:
/*Properties*/
/*Functions*/
// Called when the game starts
virtual void BeginPlay() override;
public:
/*Properties*/
/*Functions*/
// Sets default values for this component's properties
UDDIHealth();
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};