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Death's Void, Dragon Shield, Rune Bow, Apocalypse
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87
Ethereal/Private/Gear/Weapons/OneHanded/Shields/DeathsVoid.cpp
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// © 2014 - 2016 Soverance Studios | ||
// http://www.soverance.com | ||
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// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
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// http://www.apache.org/licenses/LICENSE-2.0 | ||
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// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
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#include "Ethereal.h" | ||
#include "DeathsVoid.h" | ||
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#define LOCTEXT_NAMESPACE "EtherealText" | ||
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// Sets default values | ||
ADeathsVoid::ADeathsVoid(const FObjectInitializer& ObjectInitializer) | ||
: Super(ObjectInitializer) | ||
{ | ||
// Get Assets, References Obtained Via Right Click in Editor | ||
static ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMeshObject(TEXT("SkeletalMesh'/Game/Weapons/Shields/DeathsVoid/DeathsVoid.DeathsVoid'")); | ||
static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshObject(TEXT("StaticMesh'/Game/VFX/sphere.sphere'")); | ||
static ConstructorHelpers::FObjectFinder<UStaticMesh> OffhandMeshObject(TEXT("StaticMesh'/Game/VFX/sphere.sphere'")); | ||
ConstructorHelpers::FObjectFinder<UTexture2D> LargeIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/WeaponIcon_DeathsHead.WeaponIcon_DeathsHead'")); | ||
ConstructorHelpers::FObjectFinder<UTexture2D> SmallIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/WeaponIcon_DeathsHead-small.WeaponIcon_DeathsHead-small'")); | ||
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// Set Default Objects | ||
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Name = EMasterGearList::GL_DeathsVoid; | ||
NameText = LOCTEXT("DeathsVoidName", "Death's Void"); | ||
Type = EMasterGearTypes::GT_Shield; | ||
TypeText = LOCTEXT("DeathsVoidType", "Shield"); | ||
Description = "A shield forged from pure darkness, signed by Death himself."; | ||
Price = 40000; | ||
MPCost = 0.0f; | ||
ATK = 20.0f; | ||
DEF = 20.0f; | ||
SPD = 10.0f; | ||
HP = 300.0f; | ||
MP = 150.0f; | ||
LargeIcon = LargeIconObject.Object; | ||
SmallIcon = SmallIconObject.Object; | ||
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SK_WeaponSkeletalMesh = SkeletalMeshObject.Object; | ||
SM_WeaponStaticMesh = StaticMeshObject.Object; | ||
SM_WeaponOffhandMesh = StaticMeshObject.Object; | ||
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// Set Mesh | ||
WeaponSkeletalMesh->SetSkeletalMesh(SK_WeaponSkeletalMesh); | ||
WeaponSkeletalMesh->SetRelativeLocation(FVector(0, 35, -42)); // location correction | ||
WeaponSkeletalMesh->SetWorldScale3D(FVector(28, 20, 20)); // Scale correction | ||
WeaponStaticMesh->SetStaticMesh(SM_WeaponStaticMesh); | ||
WeaponStaticMesh->SetHiddenInGame(true); | ||
WeaponOffhandMesh->SetStaticMesh(SM_WeaponOffhandMesh); | ||
WeaponOffhandMesh->SetHiddenInGame(true); | ||
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//WeaponStaticMesh->SetVisibility(true); | ||
//SwordCollider->SetBoxExtent(FVector(5.0f, 5.0f, 25.0f)); | ||
//SwordCollider->SetRelativeLocation(FVector(0.0f, 0.0f, 5.0f)); | ||
} | ||
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// Called when the game starts or when spawned | ||
void ADeathsVoid::BeginPlay() | ||
{ | ||
Super::BeginPlay(); | ||
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// Bind this function to the event dispatcher for Bind Gear | ||
OnBindGear.AddDynamic(this, &ADeathsVoid::BindWeapon); | ||
} | ||
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// Custom code when binding | ||
void ADeathsVoid::BindWeapon() | ||
{ | ||
// If this weapon was bound while IsShown is true, set the weapon visible | ||
if (IsShown) | ||
{ | ||
ShowWeapon(true, false, false); | ||
} | ||
} | ||
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#undef LOCTEXT_NAMESPACE |
88 changes: 88 additions & 0 deletions
88
Ethereal/Private/Gear/Weapons/OneHanded/Shields/DragonShield.cpp
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// © 2014 - 2016 Soverance Studios | ||
// http://www.soverance.com | ||
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// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
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// http://www.apache.org/licenses/LICENSE-2.0 | ||
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// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
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#include "Ethereal.h" | ||
#include "DragonShield.h" | ||
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#define LOCTEXT_NAMESPACE "EtherealText" | ||
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// Sets default values | ||
ADragonShield::ADragonShield(const FObjectInitializer& ObjectInitializer) | ||
: Super(ObjectInitializer) | ||
{ | ||
// Get Assets, References Obtained Via Right Click in Editor | ||
static ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMeshObject(TEXT("SkeletalMesh'/Game/VFX/sphere_skeletal.sphere_skeletal'")); | ||
static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshObject(TEXT("StaticMesh'/Game/Weapons/Shields/Dragon/dragon_shield.dragon_shield'")); | ||
static ConstructorHelpers::FObjectFinder<UStaticMesh> OffhandMeshObject(TEXT("StaticMesh'/Game/VFX/sphere.sphere'")); | ||
ConstructorHelpers::FObjectFinder<UTexture2D> LargeIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/WeaponIcon_DragonShield.WeaponIcon_DragonShield'")); | ||
ConstructorHelpers::FObjectFinder<UTexture2D> SmallIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/WeaponIcon_DragonShield-small.WeaponIcon_DragonShield-small'")); | ||
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// Set Default Objects | ||
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Name = EMasterGearList::GL_DragonShield; | ||
NameText = LOCTEXT("DragonShieldName", "Dragon Shield"); | ||
Type = EMasterGearTypes::GT_Shield; | ||
TypeText = LOCTEXT("DragonShieldType", "Shield"); | ||
Description = "Harder than dragon scales."; | ||
Price = 40000; | ||
MPCost = 0.0f; | ||
ATK = 20.0f; | ||
DEF = 20.0f; | ||
SPD = 10.0f; | ||
HP = 300.0f; | ||
MP = 150.0f; | ||
LargeIcon = LargeIconObject.Object; | ||
SmallIcon = SmallIconObject.Object; | ||
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SK_WeaponSkeletalMesh = SkeletalMeshObject.Object; | ||
SM_WeaponStaticMesh = StaticMeshObject.Object; | ||
SM_WeaponOffhandMesh = StaticMeshObject.Object; | ||
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// Set Mesh | ||
WeaponSkeletalMesh->SetSkeletalMesh(SK_WeaponSkeletalMesh); | ||
WeaponSkeletalMesh->SetHiddenInGame(true); | ||
WeaponStaticMesh->SetStaticMesh(SM_WeaponStaticMesh); | ||
WeaponStaticMesh->SetWorldScale3D(FVector(50.0f, 50.0f, 50.0f)); // scale correction | ||
WeaponStaticMesh->SetRelativeLocation(FVector(0, 74, -15)); // location correction | ||
WeaponStaticMesh->SetRelativeRotation(FRotator(0, 0, 0)); // rotation correction | ||
WeaponOffhandMesh->SetStaticMesh(SM_WeaponOffhandMesh); | ||
WeaponOffhandMesh->SetHiddenInGame(true); | ||
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//WeaponStaticMesh->SetVisibility(true); | ||
//SwordCollider->SetBoxExtent(FVector(5.0f, 5.0f, 25.0f)); | ||
//SwordCollider->SetRelativeLocation(FVector(0.0f, 0.0f, 5.0f)); | ||
} | ||
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// Called when the game starts or when spawned | ||
void ADragonShield::BeginPlay() | ||
{ | ||
Super::BeginPlay(); | ||
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// Bind this function to the event dispatcher for Bind Gear | ||
OnBindGear.AddDynamic(this, &ADragonShield::BindWeapon); | ||
} | ||
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// Custom code when binding | ||
void ADragonShield::BindWeapon() | ||
{ | ||
// If this weapon was bound while IsShown is true, set the weapon visible | ||
if (IsShown) | ||
{ | ||
ShowWeapon(false, true, false); | ||
} | ||
} | ||
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#undef LOCTEXT_NAMESPACE |
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Original file line number | Diff line number | Diff line change |
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// © 2014 - 2016 Soverance Studios | ||
// http://www.soverance.com | ||
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||
// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
|
||
// http://www.apache.org/licenses/LICENSE-2.0 | ||
|
||
// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
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#include "Ethereal.h" | ||
#include "RuneBow.h" | ||
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#define LOCTEXT_NAMESPACE "EtherealText" | ||
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// Sets default values | ||
ARuneBow::ARuneBow(const FObjectInitializer& ObjectInitializer) | ||
: Super(ObjectInitializer) | ||
{ | ||
// Get Assets, References Obtained Via Right Click in Editor | ||
static ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMeshObject(TEXT("SkeletalMesh'/Game/VFX/sphere_skeletal.sphere_skeletal'")); | ||
static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshObject(TEXT("StaticMesh'/Game/Weapons/Ranged/RuneBow.RuneBow'")); | ||
static ConstructorHelpers::FObjectFinder<UStaticMesh> OffhandMeshObject(TEXT("StaticMesh'/Game/VFX/sphere.sphere'")); | ||
static ConstructorHelpers::FObjectFinder<UTexture2D> LargeIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/WeaponIcon_RuneBow.WeaponIcon_RuneBow'")); | ||
static ConstructorHelpers::FObjectFinder<UTexture2D> SmallIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/WeaponIcon_RuneBow-small.WeaponIcon_RuneBow-small'")); | ||
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Name = EMasterGearList::GL_RuneBow; | ||
NameText = LOCTEXT("RuneBowName", "RuneBow"); | ||
Type = EMasterGearTypes::GT_Ranged; | ||
TypeText = LOCTEXT("RuneBowType", "Ranged"); | ||
Description = "An embodiment of the Ethereal Virtue: Wrath."; | ||
Price = 40000; | ||
MPCost = 0.0f; | ||
ATK = 50.0f; | ||
DEF = 40.0f; | ||
SPD = 20.0f; | ||
HP = 500.0f; | ||
MP = 250.0f; | ||
LargeIcon = LargeIconObject.Object; | ||
SmallIcon = SmallIconObject.Object; | ||
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SK_WeaponSkeletalMesh = SkeletalMeshObject.Object; | ||
SM_WeaponStaticMesh = StaticMeshObject.Object; | ||
SM_WeaponOffhandMesh = StaticMeshObject.Object; | ||
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// Set Mesh | ||
WeaponSkeletalMesh->SetSkeletalMesh(SK_WeaponSkeletalMesh); | ||
WeaponSkeletalMesh->SetHiddenInGame(true); | ||
WeaponStaticMesh->SetStaticMesh(SM_WeaponStaticMesh); | ||
WeaponStaticMesh->SetWorldScale3D(FVector(0.4f, 0.4f, 0.4f)); // scale correction | ||
WeaponStaticMesh->SetRelativeLocation(FVector(20, 0, -5)); // location correction | ||
WeaponStaticMesh->SetRelativeRotation(FRotator(15, 90, 0)); // rotation correction | ||
WeaponOffhandMesh->SetStaticMesh(SM_WeaponOffhandMesh); | ||
WeaponOffhandMesh->SetHiddenInGame(true); | ||
} | ||
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// Called when the game starts or when spawned | ||
void ARuneBow::BeginPlay() | ||
{ | ||
Super::BeginPlay(); | ||
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// Bind this function to the event dispatcher for Bind Gear | ||
OnBindGear.AddDynamic(this, &ARuneBow::BindWeapon); | ||
} | ||
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// Custom code when binding | ||
void ARuneBow::BindWeapon() | ||
{ | ||
// If this weapon was bound while IsShown is true, set the weapon visible | ||
if (IsShown) | ||
{ | ||
ShowWeapon(false, true, false); | ||
} | ||
} | ||
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#undef LOCTEXT_NAMESPACE |
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@@ -0,0 +1,86 @@ | ||
// © 2014 - 2016 Soverance Studios | ||
// http://www.soverance.com | ||
|
||
// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
|
||
// http://www.apache.org/licenses/LICENSE-2.0 | ||
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// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
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#include "Ethereal.h" | ||
#include "Apocalypse.h" | ||
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#define LOCTEXT_NAMESPACE "EtherealText" | ||
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// Sets default values | ||
AApocalypse::AApocalypse(const FObjectInitializer& ObjectInitializer) | ||
: Super(ObjectInitializer) | ||
{ | ||
// Get Assets, References Obtained Via Right Click in Editor | ||
static ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMeshObject(TEXT("SkeletalMesh'/Game/VFX/sphere_skeletal.sphere_skeletal'")); | ||
static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshObject(TEXT("StaticMesh'/Game/Weapons/TwoHanded/Apocalypse/Apocalypse.Apocalypse'")); | ||
static ConstructorHelpers::FObjectFinder<UStaticMesh> OffhandMeshObject(TEXT("StaticMesh'/Game/VFX/sphere.sphere'")); | ||
ConstructorHelpers::FObjectFinder<UTexture2D> LargeIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/WeaponIcon_Apocalypse.WeaponIcon_Apocalypse'")); | ||
ConstructorHelpers::FObjectFinder<UTexture2D> SmallIconObject(TEXT("Texture2D'/Game/Blueprints/Widgets/UI-Images/Icons_Gear/WeaponIcon_Apocalypse-small.WeaponIcon_Apocalypse-small'")); | ||
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// Set Default Objects | ||
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Name = EMasterGearList::GL_Apocalypse; | ||
NameText = LOCTEXT("ApocalypseName", "Apocalypse"); | ||
Type = EMasterGearTypes::GT_TwoHanded; | ||
TypeText = LOCTEXT("ApocalypseType", "Two-Handed"); | ||
Description = "An embodiment of the Ethereal Virtue: Apocalypse."; | ||
Price = 40000; | ||
MPCost = 0.0f; | ||
ATK = 50.0f; | ||
DEF = 50.0f; | ||
SPD = 15.0f; | ||
HP = 500.0f; | ||
MP = 250.0f; | ||
LargeIcon = LargeIconObject.Object; | ||
SmallIcon = SmallIconObject.Object; | ||
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SK_WeaponSkeletalMesh = SkeletalMeshObject.Object; | ||
SM_WeaponStaticMesh = StaticMeshObject.Object; | ||
SM_WeaponOffhandMesh = StaticMeshObject.Object; | ||
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// Set Mesh | ||
WeaponSkeletalMesh->SetSkeletalMesh(SK_WeaponSkeletalMesh); | ||
WeaponStaticMesh->SetStaticMesh(SM_WeaponStaticMesh); | ||
WeaponStaticMesh->SetWorldScale3D(FVector(1.5f, 1.5f, 1.8f)); // scale correction | ||
WeaponStaticMesh->SetRelativeLocation(FVector(-15, 0, -40)); // location correction | ||
WeaponStaticMesh->SetRelativeRotation(FRotator(0, -70, 0)); // rotation correction | ||
WeaponOffhandMesh->SetStaticMesh(SM_WeaponOffhandMesh); | ||
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SwordCollider->SetupAttachment(WeaponStaticMesh); | ||
SwordCollider->SetBoxExtent(FVector(10.0f, 10.0f, 50.0f)); | ||
SwordCollider->SetRelativeLocation(FVector(0.0f, 10.0f, 60.0f)); | ||
} | ||
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// Called when the game starts or when spawned | ||
void AApocalypse::BeginPlay() | ||
{ | ||
Super::BeginPlay(); | ||
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// Bind this function to the event dispatcher for Bind Gear | ||
OnBindGear.AddDynamic(this, &AApocalypse::BindWeapon); | ||
} | ||
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// Custom code when binding | ||
void AApocalypse::BindWeapon() | ||
{ | ||
// If this weapon was bound while IsShown is true, set the weapon visible | ||
if (IsShown) | ||
{ | ||
ShowWeapon(false, true, false); | ||
} | ||
} | ||
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#undef LOCTEXT_NAMESPACE |
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