fix: selection

This commit is contained in:
2025-10-12 15:35:17 +02:00
parent 83e28d3828
commit bf15db0066
2 changed files with 475 additions and 464 deletions

View File

@@ -5,7 +5,7 @@ USkillTreeComponent::USkillTreeComponent()
{ {
PrimaryComponentTick.bCanEverTick = false; PrimaryComponentTick.bCanEverTick = false;
AvailableSkillPoints = 5; // Start with 5 skill points for testing AvailableSkillPoints = 5;
TotalSkillPointsEarned = 5; TotalSkillPointsEarned = 5;
CurrentSelectionCost = 0; CurrentSelectionCost = 0;
} }
@@ -22,22 +22,22 @@ void USkillTreeComponent::InitializeSkillTree()
if (!SkillDataTable) if (!SkillDataTable)
{ {
UE_LOG(LogTemp, Warning, TEXT("SkillTreeComponent: No skill data table assigned!")); UE_LOG(LogTemp, Warning,
TEXT("SkillTreeComponent: No skill data table assigned!"));
return; return;
} }
// Load all skills from the data table using RowNames as IDs // Load all skills from the data table using RowNames as IDs
TArray<FName> RowNames = SkillDataTable->GetRowNames(); TArray<FName> RowNames = SkillDataTable->GetRowNames();
for (const FName& RowName : RowNames) for (const FName& RowName : RowNames)
{ {
FSkillNodeData* Row = SkillDataTable->FindRow<FSkillNodeData>(RowName, TEXT("SkillTreeComponent")); FSkillNodeData* Row = SkillDataTable->FindRow<FSkillNodeData>(
RowName, TEXT("SkillTreeComponent"));
if (Row) if (Row)
{ {
FSkillNodeRuntime RuntimeNode; FSkillNodeRuntime RuntimeNode;
RuntimeNode.NodeData = *Row; RuntimeNode.NodeData = *Row;
RuntimeNode.CurrentState = ESkillNodeState::Locked; RuntimeNode.CurrentState = ESkillNodeState::Locked;
RuntimeNode.bIsSelected = false;
// Use RowName as the skill ID // Use RowName as the skill ID
AllSkills.Add(RowName, RuntimeNode); AllSkills.Add(RowName, RuntimeNode);
@@ -46,7 +46,8 @@ void USkillTreeComponent::InitializeSkillTree()
UpdateSkillStates(); UpdateSkillStates();
UE_LOG(LogTemp, Log, TEXT("SkillTreeComponent: Initialized with %d skills"), AllSkills.Num()); UE_LOG(LogTemp, Log, TEXT("SkillTreeComponent: Initialized with %d skills"),
AllSkills.Num());
} }
void USkillTreeComponent::AddSkillPoints(int32 Amount) void USkillTreeComponent::AddSkillPoints(int32 Amount)
@@ -84,27 +85,24 @@ bool USkillTreeComponent::SelectSkill(FName SkillID)
FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID); FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
// Check if already purchased // Validate skill state
if (SkillNode->CurrentState == ESkillNodeState::Purchased) switch (SkillNode->CurrentState)
{ {
case ESkillNodeState::Purchased:
// Already purchased, cannot select
ErrorMessage = FText::FromString(TEXT("Skill already purchased")); ErrorMessage = FText::FromString(TEXT("Skill already purchased"));
OnSelectionError.Broadcast(SkillID, ErrorMessage); OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false; return false;
}
// Check if already selected case ESkillNodeState::Selected:
if (SkillNode->bIsSelected) // Already selected, cannot select again
{
ErrorMessage = FText::FromString(TEXT("Skill already selected")); ErrorMessage = FText::FromString(TEXT("Skill already selected"));
OnSelectionError.Broadcast(SkillID, ErrorMessage); OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false; return false;
}
// For locked skills, we allow selection but will validate on purchase case ESkillNodeState::Locked:
// For locked skills, we allow selection but validate prerequisites
// This allows players to "plan" their build // This allows players to "plan" their build
if (SkillNode->CurrentState == ESkillNodeState::Locked)
{
// Check if prerequisites would be met with current selection
bool bWouldBeAvailable = true; bool bWouldBeAvailable = true;
for (const FName& PrereqID : SkillNode->NodeData.Prerequisites) for (const FName& PrereqID : SkillNode->NodeData.Prerequisites)
{ {
@@ -114,17 +112,22 @@ bool USkillTreeComponent::SelectSkill(FName SkillID)
break; break;
} }
} }
if (!bWouldBeAvailable) if (!bWouldBeAvailable)
{ {
ErrorMessage = FText::FromString(TEXT("Prerequisites not selected. Select prerequisite skills first.")); ErrorMessage = FText::FromString(TEXT(
"Prerequisites not selected. Select prerequisite skills first"));
OnSelectionError.Broadcast(SkillID, ErrorMessage); OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false; return false;
} }
break;
case ESkillNodeState::Available:
// Available skills can be selected without additional checks
break;
} }
// Add to selection // Add to selection
SkillNode->bIsSelected = true; SkillNode->CurrentState = ESkillNodeState::Selected;
SelectedSkills.Add(SkillID); SelectedSkills.Add(SkillID);
UpdateSelectionCost(); UpdateSelectionCost();
@@ -137,16 +140,12 @@ bool USkillTreeComponent::SelectSkill(FName SkillID)
bool USkillTreeComponent::DeselectSkill(FName SkillID) bool USkillTreeComponent::DeselectSkill(FName SkillID)
{ {
if (!AllSkills.Contains(SkillID)) if (!AllSkills.Contains(SkillID))
{
return false; return false;
}
FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID); FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
if (!SkillNode->bIsSelected) if (SkillNode->CurrentState != ESkillNodeState::Selected)
{
return false; return false;
}
// Check if any selected skills depend on this one // Check if any selected skills depend on this one
for (const FName& SelectedID : SelectedSkills) for (const FName& SelectedID : SelectedSkills)
@@ -154,21 +153,28 @@ bool USkillTreeComponent::DeselectSkill(FName SkillID)
if (SelectedID != SkillID) if (SelectedID != SkillID)
{ {
FSkillNodeRuntime* SelectedNode = AllSkills.Find(SelectedID); FSkillNodeRuntime* SelectedNode = AllSkills.Find(SelectedID);
if (SelectedNode && SelectedNode->NodeData.Prerequisites.Contains(SkillID)) if (SelectedNode
&& SelectedNode->NodeData.Prerequisites.Contains(SkillID))
{ {
// Can't deselect if other selected skills depend on it // Can't deselect if other selected skills depend on it
FText ErrorMessage = FText::FromString(TEXT("Other selected skills depend on this one")); FText ErrorMessage = FText::FromString(
TEXT("Other selected skills depend on this one"));
OnSelectionError.Broadcast(SkillID, ErrorMessage); OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false; return false;
} }
} }
} }
// Remove from selection // Remove from selection and update state
SkillNode->bIsSelected = false;
SelectedSkills.Remove(SkillID); SelectedSkills.Remove(SkillID);
UpdateSelectionCost(); UpdateSelectionCost();
// Update state to either Available or Locked based on prerequisites
if (ArePrerequisitesMet(SkillNode->NodeData))
SkillNode->CurrentState = ESkillNodeState::Available;
else
SkillNode->CurrentState = ESkillNodeState::Locked;
OnSkillSelectionChanged.Broadcast(CurrentSelectionCost); OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
OnSkillStateChanged.Broadcast(SkillID); OnSkillStateChanged.Broadcast(SkillID);
@@ -181,7 +187,11 @@ void USkillTreeComponent::ClearSelection()
{ {
if (FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID)) if (FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{ {
SkillNode->bIsSelected = false; // Update state based on prerequisites
if (ArePrerequisitesMet(SkillNode->NodeData))
SkillNode->CurrentState = ESkillNodeState::Available;
else
SkillNode->CurrentState = ESkillNodeState::Locked;
OnSkillStateChanged.Broadcast(SkillID); OnSkillStateChanged.Broadcast(SkillID);
} }
} }
@@ -201,14 +211,18 @@ bool USkillTreeComponent::ConfirmPurchase()
return false; return false;
} }
// Sort selected skills by purchase order to ensure prerequisites are purchased first // Sort selected skills by purchase order to ensure prerequisites are
// purchased first
TArray<FName> SortedSelection = SelectedSkills; TArray<FName> SortedSelection = SelectedSkills;
SortedSelection.Sort([this](const FName& A, const FName& B) { SortedSelection.Sort(
[this](const FName& A, const FName& B)
{
FSkillNodeRuntime* NodeA = AllSkills.Find(A); FSkillNodeRuntime* NodeA = AllSkills.Find(A);
FSkillNodeRuntime* NodeB = AllSkills.Find(B); FSkillNodeRuntime* NodeB = AllSkills.Find(B);
if (NodeA && NodeB) if (NodeA && NodeB)
{ {
return NodeA->NodeData.PurchaseOrder < NodeB->NodeData.PurchaseOrder; return NodeA->NodeData.PurchaseOrder
< NodeB->NodeData.PurchaseOrder;
} }
return false; return false;
}); });
@@ -218,17 +232,17 @@ bool USkillTreeComponent::ConfirmPurchase()
{ {
FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID); FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
if (!SkillNode) if (!SkillNode)
{
continue; continue;
}
// Check prerequisites (considering already processed skills in this batch) // Check prerequisites (considering already processed skills in this
// batch)
bool bPrereqsMet = true; bool bPrereqsMet = true;
for (const FName& PrereqID : SkillNode->NodeData.Prerequisites) for (const FName& PrereqID : SkillNode->NodeData.Prerequisites)
{ {
if (!IsSkillPurchased(PrereqID)) if (!IsSkillPurchased(PrereqID))
{ {
// Check if it's in our current batch and would be purchased before this // Check if it's in our current batch and would be purchased
// before this
int32 PrereqIndex = SortedSelection.IndexOfByKey(PrereqID); int32 PrereqIndex = SortedSelection.IndexOfByKey(PrereqID);
int32 CurrentIndex = SortedSelection.IndexOfByKey(SkillID); int32 CurrentIndex = SortedSelection.IndexOfByKey(SkillID);
@@ -243,9 +257,9 @@ bool USkillTreeComponent::ConfirmPurchase()
if (!bPrereqsMet) if (!bPrereqsMet)
{ {
FText ErrorMessage = FText::Format( FText ErrorMessage = FText::Format(
FText::FromString(TEXT("Cannot purchase {0}: prerequisites not met")), FText::FromString(
SkillNode->NodeData.DisplayName TEXT("Cannot purchase {0}: prerequisites not met")),
); SkillNode->NodeData.DisplayName);
OnSelectionError.Broadcast(SkillID, ErrorMessage); OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false; return false;
} }
@@ -259,7 +273,6 @@ bool USkillTreeComponent::ConfirmPurchase()
{ {
// Mark as purchased // Mark as purchased
SkillNode->CurrentState = ESkillNodeState::Purchased; SkillNode->CurrentState = ESkillNodeState::Purchased;
SkillNode->bIsSelected = false;
PurchasedSkills.Add(SkillID); PurchasedSkills.Add(SkillID);
// Apply effects // Apply effects
@@ -298,14 +311,13 @@ bool USkillTreeComponent::IsSkillAvailable(FName SkillID) const
{ {
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID); const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
if (!SkillNode) if (!SkillNode)
{
return false; return false;
}
return SkillNode->CurrentState == ESkillNodeState::Available; return SkillNode->CurrentState == ESkillNodeState::Available;
} }
bool USkillTreeComponent::CanSelectSkill(FName SkillID, FText& OutErrorMessage) const bool USkillTreeComponent::CanSelectSkill(FName SkillID,
FText& OutErrorMessage) const
{ {
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID); const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
if (!SkillNode) if (!SkillNode)
@@ -314,34 +326,38 @@ bool USkillTreeComponent::CanSelectSkill(FName SkillID, FText& OutErrorMessage)
return false; return false;
} }
if (SkillNode->CurrentState == ESkillNodeState::Purchased) switch (SkillNode->CurrentState)
{ {
case ESkillNodeState::Purchased:
OutErrorMessage = FText::FromString(TEXT("Skill already purchased")); OutErrorMessage = FText::FromString(TEXT("Skill already purchased"));
return false; return false;
}
if (SkillNode->bIsSelected) case ESkillNodeState::Selected:
{
OutErrorMessage = FText::FromString(TEXT("Skill already selected")); OutErrorMessage = FText::FromString(TEXT("Skill already selected"));
return false; return false;
}
case ESkillNodeState::Locked:
case ESkillNodeState::Available:
OutErrorMessage = FText::GetEmpty(); OutErrorMessage = FText::GetEmpty();
return true; return true;
default:
OutErrorMessage = FText::FromString(TEXT("Unknown skill state"));
return false;
}
} }
ESkillNodeState USkillTreeComponent::GetSkillState(FName SkillID) const ESkillNodeState USkillTreeComponent::GetSkillState(FName SkillID) const
{ {
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID); const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
if (SkillNode) if (SkillNode)
{
return SkillNode->CurrentState; return SkillNode->CurrentState;
}
return ESkillNodeState::Locked; return ESkillNodeState::Locked;
} }
bool USkillTreeComponent::GetSkillNodeData(FName SkillID, FSkillNodeRuntime& OutNodeData) const bool USkillTreeComponent::GetSkillNodeData(FName SkillID,
FSkillNodeRuntime& OutNodeData) const
{ {
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID); const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
if (SkillNode) if (SkillNode)
@@ -357,9 +373,8 @@ TArray<FSkillNodeRuntime> USkillTreeComponent::GetAllSkillNodes() const
{ {
TArray<FSkillNodeRuntime> Result; TArray<FSkillNodeRuntime> Result;
for (const auto& Pair : AllSkills) for (const auto& Pair : AllSkills)
{
Result.Add(Pair.Value); Result.Add(Pair.Value);
}
return Result; return Result;
} }
@@ -369,10 +384,9 @@ float USkillTreeComponent::GetTotalHealthBonus() const
for (const FName& SkillID : PurchasedSkills) for (const FName& SkillID : PurchasedSkills)
{ {
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID)) if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.HealthBonus; Total += SkillNode->NodeData.HealthBonus;
} }
}
return Total; return Total;
} }
@@ -382,10 +396,9 @@ float USkillTreeComponent::GetTotalDamageBonus() const
for (const FName& SkillID : PurchasedSkills) for (const FName& SkillID : PurchasedSkills)
{ {
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID)) if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.DamageBonus; Total += SkillNode->NodeData.DamageBonus;
} }
}
return Total; return Total;
} }
@@ -395,10 +408,9 @@ float USkillTreeComponent::GetTotalSpeedBonus() const
for (const FName& SkillID : PurchasedSkills) for (const FName& SkillID : PurchasedSkills)
{ {
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID)) if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.SpeedBonus; Total += SkillNode->NodeData.SpeedBonus;
} }
}
return Total; return Total;
} }
@@ -408,10 +420,9 @@ float USkillTreeComponent::GetTotalHealthBonusPercent() const
for (const FName& SkillID : PurchasedSkills) for (const FName& SkillID : PurchasedSkills)
{ {
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID)) if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.HealthBonusPercent; Total += SkillNode->NodeData.HealthBonusPercent;
} }
}
return Total; return Total;
} }
@@ -421,10 +432,9 @@ float USkillTreeComponent::GetTotalDamageBonusPercent() const
for (const FName& SkillID : PurchasedSkills) for (const FName& SkillID : PurchasedSkills)
{ {
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID)) if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.DamageBonusPercent; Total += SkillNode->NodeData.DamageBonusPercent;
} }
}
return Total; return Total;
} }
@@ -434,10 +444,9 @@ float USkillTreeComponent::GetTotalSpeedBonusPercent() const
for (const FName& SkillID : PurchasedSkills) for (const FName& SkillID : PurchasedSkills)
{ {
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID)) if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.SpeedBonusPercent; Total += SkillNode->NodeData.SpeedBonusPercent;
} }
}
return Total; return Total;
} }
@@ -459,10 +468,7 @@ void USkillTreeComponent::ResetAllSkills()
// Reset all skill states // Reset all skill states
for (auto& Pair : AllSkills) for (auto& Pair : AllSkills)
{
Pair.Value.CurrentState = ESkillNodeState::Locked; Pair.Value.CurrentState = ESkillNodeState::Locked;
Pair.Value.bIsSelected = false;
}
// Clear selection // Clear selection
SelectedSkills.Empty(); SelectedSkills.Empty();
@@ -484,22 +490,27 @@ void USkillTreeComponent::UpdateSkillStates()
{ {
FSkillNodeRuntime& SkillNode = Pair.Value; FSkillNodeRuntime& SkillNode = Pair.Value;
// Skip if already purchased // Only update Locked and Available states based on prerequisites
if (SkillNode.CurrentState == ESkillNodeState::Purchased) // Purchased and Selected states should not be changed
switch (SkillNode.CurrentState)
{ {
case ESkillNodeState::Purchased:
case ESkillNodeState::Selected:
// Don't change these states
continue; continue;
}
// Check if prerequisites are met case ESkillNodeState::Locked:
case ESkillNodeState::Available:
// Update state based on prerequisites
if (ArePrerequisitesMet(SkillNode.NodeData)) if (ArePrerequisitesMet(SkillNode.NodeData))
{ {
SkillNode.CurrentState = SkillNode.bIsSelected ? SkillNode.CurrentState = ESkillNodeState::Available;
ESkillNodeState::Selected : ESkillNodeState::Available;
} }
else else
{ {
SkillNode.CurrentState = SkillNode.bIsSelected ? SkillNode.CurrentState = ESkillNodeState::Locked;
ESkillNodeState::Selected : ESkillNodeState::Locked; }
break;
} }
} }
} }
@@ -516,7 +527,8 @@ void USkillTreeComponent::UpdateSelectionCost()
} }
} }
bool USkillTreeComponent::ArePrerequisitesMet(const FSkillNodeData& SkillData) const bool USkillTreeComponent::ArePrerequisitesMet(
const FSkillNodeData& SkillData) const
{ {
for (const FName& PrereqID : SkillData.Prerequisites) for (const FName& PrereqID : SkillData.Prerequisites)
{ {
@@ -533,8 +545,8 @@ bool USkillTreeComponent::HasChildrenPurchased(FName SkillID) const
for (const auto& Pair : AllSkills) for (const auto& Pair : AllSkills)
{ {
// Pair.Key is the RowName (SkillID) // Pair.Key is the RowName (SkillID)
if (Pair.Value.NodeData.Prerequisites.Contains(SkillID) && if (Pair.Value.NodeData.Prerequisites.Contains(SkillID)
IsSkillPurchased(Pair.Key)) && IsSkillPurchased(Pair.Key))
{ {
return true; return true;
} }
@@ -546,12 +558,14 @@ void USkillTreeComponent::ApplySkillEffects(const FSkillNodeData& SkillData)
{ {
// This is where you would apply the actual skill effects to the character // This is where you would apply the actual skill effects to the character
// For now, we just log it // For now, we just log it
UE_LOG(LogTemp, Log, TEXT("Applied skill effects for: %s"), *SkillData.DisplayName.ToString()); UE_LOG(LogTemp, Log, TEXT("Applied skill effects for: %s"),
*SkillData.DisplayName.ToString());
} }
void USkillTreeComponent::RemoveSkillEffects(const FSkillNodeData& SkillData) void USkillTreeComponent::RemoveSkillEffects(const FSkillNodeData& SkillData)
{ {
// This is where you would remove skill effects from the character // This is where you would remove skill effects from the character
// For now, we just log it // For now, we just log it
UE_LOG(LogTemp, Log, TEXT("Removed skill effects for: %s"), *SkillData.DisplayName.ToString()); UE_LOG(LogTemp, Log, TEXT("Removed skill effects for: %s"),
*SkillData.DisplayName.ToString());
} }

View File

@@ -8,19 +8,27 @@
UENUM(BlueprintType) UENUM(BlueprintType)
enum class ESkillNodeState : uint8 enum class ESkillNodeState : uint8
{ {
Locked UMETA(DisplayName = "Locked"), // Can't be purchased yet (missing prerequisites) // Can't be purchased yet (missing prerequisites)
Available UMETA(DisplayName = "Available"), // Can be purchased Locked UMETA(DisplayName = "Locked"),
Selected UMETA(DisplayName = "Selected"), // Currently selected for purchase
Purchased UMETA(DisplayName = "Purchased") // Already owned // Can be purchased
Available UMETA(DisplayName = "Available"),
// Currently selected for purchase
Selected UMETA(DisplayName = "Selected"),
// Already owned
Purchased UMETA(DisplayName = "Purchased")
}; };
// Struct for individual skill node data // Struct for individual skill node data
// Note: RowName in the DataTable serves as the unique SkillID
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct FSkillNodeData : public FTableRowBase struct FSkillNodeData : public FTableRowBase
{ {
GENERATED_BODY() GENERATED_BODY()
// RowName will be used as SkillID
// Display name for UI // Display name for UI
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
FText DisplayName; FText DisplayName;
@@ -37,31 +45,27 @@ struct FSkillNodeData : public FTableRowBase
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
int32 Cost; int32 Cost;
// Purchase order priority (lower = buy first, used when confirming multiple skills) // Purchase order priority
// (lower = buy first, used when confirming multiple skills)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
int32 PurchaseOrder; int32 PurchaseOrder;
// Prerequisites - must have these skills first (RowNames of required skills) // Prerequisites - must have these skills first
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
TArray<FName> Prerequisites; TArray<FName> Prerequisites;
// Effects this skill provides (actual stat bonuses) // Effects this skill provides
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
float HealthBonus; float HealthBonus;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
float DamageBonus; float DamageBonus;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
float SpeedBonus; float SpeedBonus;
// Percentage bonuses (multiplicative)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
float HealthBonusPercent; float HealthBonusPercent;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
float DamageBonusPercent; float DamageBonusPercent;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
float SpeedBonusPercent; float SpeedBonusPercent;
@@ -93,12 +97,5 @@ struct FSkillNodeRuntime
UPROPERTY(BlueprintReadOnly, Category = "Skill") UPROPERTY(BlueprintReadOnly, Category = "Skill")
ESkillNodeState CurrentState; ESkillNodeState CurrentState;
UPROPERTY(BlueprintReadOnly, Category = "Skill") FSkillNodeRuntime() { CurrentState = ESkillNodeState::Locked; }
bool bIsSelected;
FSkillNodeRuntime()
{
CurrentState = ESkillNodeState::Locked;
bIsSelected = false;
}
}; };