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Get game loop (with win condition) fully functional (#2)
* Some initial fixes * Some more cleanup * Get dots working again * Rename some files * Finish renaming C++ files * Rename some assets * Rename primary map * Clean up comments * Reset level
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Content/Blueprints/BP_WallTile.uasset → Content/Blueprints/BP_WallTileActor.uasset
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#include "ConsumableDotActor.h" | ||
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void AConsumableDotActor::Destroyed() | ||
{ | ||
Super::Destroyed(); | ||
OnDotConsumedDelegate.Broadcast(); | ||
} |
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#include "GameOverWinWidget.h" | ||
#include "Debug.h" | ||
#include "Components/Button.h" | ||
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void UGameOverWinWidget::NativeConstruct() | ||
{ | ||
Super::NativeConstruct(); | ||
RestartGameButton->OnReleased.AddUniqueDynamic(this, &UGameOverWinWidget::HandleRestartGame); | ||
} | ||
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void UGameOverWinWidget::HandleRestartGame() | ||
{ | ||
DEBUG_LOG(TEXT("Handling restart game...")); | ||
OnRestartGameClickedDelegate.Broadcast(); | ||
} |
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#pragma once | ||
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#include "CoreMinimal.h" | ||
#include "Blueprint/UserWidget.h" | ||
#include "GameOverWinWidget.generated.h" | ||
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnRestartGameClickedSignature); | ||
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UCLASS(BlueprintType, Blueprintable) | ||
class UGameOverWinWidget : public UUserWidget | ||
{ | ||
GENERATED_BODY() | ||
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protected: | ||
UPROPERTY(meta = (BindWidget)) | ||
class UButton *RestartGameButton; | ||
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virtual void NativeConstruct() override; | ||
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UFUNCTION() | ||
void HandleRestartGame(); | ||
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public: | ||
UPROPERTY(BlueprintCallable, BlueprintAssignable) | ||
FOnRestartGameClickedSignature OnRestartGameClickedDelegate; | ||
}; |
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