Fixes for seeds, add shadow to custom flipbook component

This commit is contained in:
2026-09-16 23:17:07 +02:00
parent 8db26b9d5f
commit 07568a4193
24 changed files with 222 additions and 144 deletions

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@@ -0,0 +1,23 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "EleriFlipbookComponent.h"
#include "Components/DecalComponent.h"
void UEleriFlipbookComponent::BeginPlay()
{
Super::BeginPlay();
DecalComponent = NewObject<UDecalComponent>(GetOwner(), UDecalComponent::StaticClass(), TEXT("Shadow Decal"));
DecalComponent->SetDecalMaterial(DecalMaterial);
DecalComponent->DecalSize = DecalSize;
DecalComponent->SetFadeScreenSize(0.f);
DecalComponent->SetupAttachment(GetOwner()->GetRootComponent());
DecalComponent->RegisterComponent();
DecalComponent->SetRelativeLocation(DecalOffset - FVector(0.f, 0.f, DecalSize.Z));
DecalComponent->SetUsingAbsoluteRotation(true);
DecalComponent->SetRelativeRotation(FRotator(-90.f, 0.f, 0.f));
SetCastShadow(false);
}

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@@ -0,0 +1,32 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "PaperFlipbookComponent.h"
#include "EleriFlipbookComponent.generated.h"
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class PROJECTELERI_API UEleriFlipbookComponent : public UPaperFlipbookComponent
{
GENERATED_BODY()
public:
virtual void BeginPlay() override;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
UMaterialInterface* DecalMaterial = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
FVector DecalSize = FVector::OneVector;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
FVector DecalOffset = FVector::ZeroVector;
protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly)
UDecalComponent* DecalComponent = nullptr;
};

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@@ -140,10 +140,6 @@ public:
/*--------------------------------------------------------------------------------------------------------------------------*/
/** What part of the world grants faster growth and higher chance to harvest an HQ ingredient */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed", AssetRegistrySearchable, meta = (AssetBundles = "Book",EditCondition="ItemCategory==Category::Plant", EditConditionHides))
TArray<Geography> ItemGeography;
/** What base will the seed spawn when planting initiates */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed", AssetRegistrySearchable, meta = (AssetBundles = "Book", EditCondition="ItemCategory==Category::Plant", EditConditionHides))
BaseType TypeOfBase;
@@ -157,32 +153,17 @@ public:
int32 SeedCost;
/** Grow time for a seed in game days, if the seed is a tree or wine this is the growth for them */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed", AssetRegistrySearchable, meta = (AssetBundles = "Inventory, Book", EditCondition="ItemCategory==Category::Plant", EditConditionHides))
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, DisplayName = "Grow Time", Category = "Seed", AssetRegistrySearchable, meta = (AssetBundles = "Inventory, Book", EditCondition="ItemCategory==Category::Plant", EditConditionHides))
int32 GrowTimeSelf;
/** Only used on seeds that have wines or trees, after GrowTimeSelf has been reached
this is the amount of days that it takes for the plant to grow it's produce*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed", AssetRegistrySearchable, meta = (AssetBundles = "Inventory, Book", EditCondition="ItemCategory==Category::Plant", EditConditionHides))
int32 GrowTimeProduct;
/** Stages of a plant, set a mesh for certain days */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed", AssetRegistrySearchable, meta = (AssetBundles = "Book", EditCondition="ItemCategory==Category::Plant", EditConditionHides))
TArray<FSeedStage> SeedStages;
/** In case of wine or tree this mesh will be used to display the produce that has beed grown
every GrowTimeProduct days*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed", AssetRegistrySearchable, meta = (AssetBundles = "Book", EditCondition="ItemCategory==Category::Plant", EditConditionHides))
TSoftObjectPtr<UStaticMesh> ProduceGrownMesh;
/** In case of wine or tree this mesh will be used to display the produce that has beed grown
every GrowTimeProduct days*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed", AssetRegistrySearchable, meta = (AssetBundles = "Book", EditCondition="ItemCategory==Category::Plant", EditConditionHides))
TSoftObjectPtr<UPaperSprite> ProduceGrownSprite;
/** What is the prefered temperature in alchemy that the ingredient releases it's
/** What is the preferred temperature in alchemy that the ingredient releases it's
properties in the most effective way*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed", AssetRegistrySearchable, meta = (AssetBundles = "Book", EditCondition="ItemCategory==Category::Plant", EditConditionHides))
int32 PreferedTemperature;
int32 PreferredTemperature;
/*-------------------------------------------------------------------------------------------------------------------------*/

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@@ -101,35 +101,20 @@ struct FItemDatabaseRow : public FTableRowBase
USTRUCT(BlueprintType)
struct FSeedStage {
GENERATED_USTRUCT_BODY()
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TSoftObjectPtr<UStaticMesh> Mesh;
GENERATED_BODY()
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TSoftObjectPtr<UPaperSprite> Sprite;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
float SpriteScale;
float SpriteScale = 1.f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
FVector MeshOffset;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
FVector MeshScale;
FVector Offset = FVector::ZeroVector;
/** In game days after planting at which this stage is shown, the seed bed ages its plants per hour and scales it */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
int32 ChangeOnDay;
FSeedStage()
{
Mesh = nullptr;
MeshOffset = FVector::ZeroVector;
MeshScale = FVector::OneVector;
ChangeOnDay = 0;
SpriteScale = 1.f;
}
int32 ChangeOnDay = 0;
};
USTRUCT(BlueprintType)
@@ -159,10 +144,6 @@ struct FItemBase {
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Ingredient", meta = (MultiLine = true))
TArray<FName> ItemDescriptionLevels;
/** What part of the world grants faster growth and higher chance to harvest an HQ ingredient */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed")
Geography ItemGeography;
/** Category the item belongs to */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Info")
Category ItemCategory;
@@ -184,10 +165,6 @@ struct FItemBase {
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Ingredient")
TArray<ItemProperty> Defects;
/** What base will the seed spawn when planting initiates */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed")
BaseType TypeOfBase;
/** Icon of the item */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Info")
UTexture2D* ItemImage;
@@ -223,6 +200,10 @@ struct FItemBase {
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Potion")
TArray<FName> RecipeItemsID;
/** What part of the world grants faster growth and higher chance to harvest an HQ ingredient */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed")
Geography ItemGeography;
/** Does this ingredient have a seed? Ignored in potions */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed")
bool IsSeed;
@@ -233,27 +214,12 @@ struct FItemBase {
/** Grow time for a seed, if the seed is a tree or wine this is the growth for them */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed")
int32 GrowTimeSelf;
/** Only used on seeds that have wines or trees, after GrowTimeSelf has been reached
this is the amount of days that it takes for the plant to grow it's produce*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed")
int32 GrowTimeProduct;
int32 GrowTime;
/** Stages of a plant, set a mesh for certain days */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed")
TArray<FSeedStage> SeedStages;
/** In case of wine or tree this mesh will be used to display the produce that has beed grown
every GrowTimeProduct days*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed")
UStaticMesh* ProduceGrownMesh;
/** In case of wine or tree this mesh will be used to display the produce that has beed grown
every GrowTimeProduct days*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed")
UPaperSprite* ProduceGrownSprite;
/** What is the prefered temperature in alchemy that the ingredient releases it's
properties in the most effective way*/
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ingredient")

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@@ -21,7 +21,7 @@ void UPlantItem::SetupData(UItemDataAsset* BaseItem, bool HighQualityItem)
if (!IsValid(PlantAsset)) return;
bHasSeed = PlantAsset->IsSeed;
PreferedTemperature = PlantAsset->PreferedTemperature;
PreferedTemperature = PlantAsset->PreferredTemperature;
}
void UPlantItem::SetupDataFromOtherItem(UItem* BaseItem)

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@@ -12,6 +12,7 @@
#include "Engine/StaticMesh.h"
#include "Engine/World.h"
#include "ItemContainer.h"
#include "PaperSpriteComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMaterialLibrary.h"
#include "Materials/MaterialInstanceDynamic.h"
@@ -23,32 +24,49 @@ namespace
void DestroySlotComponents(FSeedBedSeedSlot& Slot)
{
if (Slot.SeedBedDecal) Slot.SeedBedDecal->DestroyComponent();
if (Slot.PlantStaticMesh) Slot.PlantStaticMesh->DestroyComponent();
if (Slot.PlantSprite) Slot.PlantSprite->DestroyComponent();
Slot.SeedBedDecal = nullptr;
Slot.PlantStaticMesh = nullptr;
Slot.PlantSprite = nullptr;
}
/** Slots are created at runtime as well, so the components are created with stable, deterministic names */
UStaticMeshComponent* CreateSlotMeshComponent(AActor* Owner, USceneComponent* AttachParent, FName ComponentName)
UPaperSpriteComponent* CreatePaperSpriteComponent(AActor* Owner, USceneComponent* AttachParent, FName ComponentName, TSoftObjectPtr<UMaterialInterface> Material)
{
if (!IsValid(Owner) || !IsValid(AttachParent))
{
return nullptr;
}
UStaticMeshComponent* MeshComponent = NewObject<UStaticMeshComponent>(Owner, ComponentName);
if (!MeshComponent)
UPaperSpriteComponent* SpriteComponent = NewObject<UPaperSpriteComponent>(Owner, ComponentName);
if (!SpriteComponent)
{
return nullptr;
}
MeshComponent->SetMobility(EComponentMobility::Movable);
MeshComponent->SetupAttachment(AttachParent);
MeshComponent->RegisterComponent();
Owner->AddInstanceComponent(MeshComponent);
SpriteComponent->SetMobility(EComponentMobility::Movable);
SpriteComponent->SetupAttachment(AttachParent);
SpriteComponent->RegisterComponent();
SpriteComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
SpriteComponent->SetVisibility(false);
TWeakObjectPtr<UPaperSpriteComponent> SpriteComp = SpriteComponent;
if (Material.IsValid())
{
SpriteComp->SetMaterial(0, Material.Get());
}
else
{
Material.LoadAsync(FLoadSoftObjectPathAsyncDelegate::CreateWeakLambda(Owner, [Owner, SpriteComp](const FSoftObjectPath& Path, UObject* MaterialObj)
{
if (SpriteComp.IsValid())
{
SpriteComp->SetMaterial(0, Cast<UMaterialInterface>(MaterialObj));
}
}));
}
Owner->AddInstanceComponent(SpriteComponent);
return MeshComponent;
return SpriteComponent;
}
UDecalComponent* CreateSlotDecalComponent(AActor* Owner, USceneComponent* AttachParent, FName ComponentName)
@@ -73,18 +91,6 @@ namespace
return DecalComponent;
}
/** Soft references are filled in by hand, an unset mesh or material must never break the visuals */
template <typename TObjectType>
TObjectType* ResolveSoftObject(TSoftObjectPtr<TObjectType> SoftObject)
{
if (SoftObject.IsNull())
{
return nullptr;
}
return SoftObject.Get() ? SoftObject.Get() : SoftObject.LoadSynchronous();
}
/** A slot counts as planted as soon as an asset or its id is stored, saves may only restore the id */
bool SlotHasPlant(const FSeedBedSeedSlot& Slot)
{
@@ -128,7 +134,21 @@ void ASeedBedActor::BeginPlay()
HighlightDecal->SetVisibility(false);
HighlightDecal->SetRelativeRotation(HighlightDecalRotation);
AddInstanceComponent(HighlightDecal);
HighlightDecal->SetDecalMaterial(ResolveSoftObject(HighlightDecalMaterial));
TWeakObjectPtr<UDecalComponent> WeakDecal = HighlightDecal;
if (HighlightDecalMaterial.IsValid())
{
HighlightDecal->SetDecalMaterial(HighlightDecalMaterial.Get());
}
else
{
HighlightDecalMaterial.LoadAsync(FLoadSoftObjectPathAsyncDelegate::CreateWeakLambda(this, [WeakDecal](const FSoftObjectPath& Path, UObject* MaterialObj)
{
if (WeakDecal.IsValid())
{
WeakDecal->SetDecalMaterial(Cast<UMaterialInterface>(MaterialObj));
}
}));
}
}
ClearSeedBedGrid();
@@ -550,8 +570,24 @@ FSeedBedSeedSlot& ASeedBedActor::CreateSlot(FIntVector2 SlotCoordinate, bool bRe
}
Slot.SeedBedDecal = CreateSlotDecalComponent(this, GetRootComponent(), GetSlotComponentName(SlotCoordinate, TEXT("Slot")));
Slot.SeedBedDynamicMat = UKismetMaterialLibrary::CreateDynamicMaterialInstance(this, ResolveSoftObject(SeedBedDecalMaterial), NAME_None, EMIDCreationFlags::Transient);
if (SeedBedDecalMaterial.IsValid())
{
Slot.SeedBedDynamicMat = UKismetMaterialLibrary::CreateDynamicMaterialInstance(this, SeedBedDecalMaterial.Get(), NAME_None, EMIDCreationFlags::Transient);
Slot.SeedBedDecal->SetDecalMaterial(Slot.SeedBedDynamicMat);
}
else
{
SeedBedDecalMaterial.LoadAsync(FLoadSoftObjectPathAsyncDelegate::CreateWeakLambda(this, [this, SlotCoordinate](const FSoftObjectPath& Path, UObject* MaterialObj)
{
FSeedBedSeedSlot& Slot = SeedBedSeedSlotsMap.FindOrAdd(SlotCoordinate);
if (Slot.SeedBedDecal)
{
Slot.SeedBedDynamicMat = UKismetMaterialLibrary::CreateDynamicMaterialInstance(this, SeedBedDecalMaterial.Get(), NAME_None, EMIDCreationFlags::Transient);
Slot.SeedBedDecal->SetDecalMaterial(Slot.SeedBedDynamicMat);
}
}));
}
Slot.SeedBedDecal->DecalSize = SeedBedDecalSize;
Slot.SeedBedDecal->SetRelativeRotation(SeedBedDecalRotation);
const FVector2D Offset = FVector2D(GridSize.X * SeedBedDecalSize.Z, GridSize.Y * SeedBedDecalSize.Y) * -1.f;
@@ -564,14 +600,9 @@ FSeedBedSeedSlot& ASeedBedActor::CreateSlot(FIntVector2 SlotCoordinate, bool bRe
0.f));
// The plant mesh of a slot lives as long as the slot does, the visuals only ever show or hide it
if (!IsValid(Slot.PlantStaticMesh))
if (!IsValid(Slot.PlantSprite))
{
Slot.PlantStaticMesh = CreateSlotMeshComponent(this, GetRootComponent(), GetSlotComponentName(SlotCoordinate, TEXT("Plant")));
if (IsValid(Slot.PlantStaticMesh))
{
Slot.PlantStaticMesh->SetCollisionEnabled(ECollisionEnabled::NoCollision);
Slot.PlantStaticMesh->SetVisibility(false);
}
Slot.PlantSprite = CreatePaperSpriteComponent(this, GetRootComponent(), GetSlotComponentName(SlotCoordinate, TEXT("Plant")), DefaultPlantSpriteMaterial);
}
ApplySlotVisuals(SlotCoordinate, Slot);
@@ -598,44 +629,50 @@ void ASeedBedActor::ApplySlotVisuals(FIntVector2 SlotCoordinate, FSeedBedSeedSlo
}
// PLANT ----------------------------------------------------------------------------------------
const bool bHasPlant = SlotHasLivingPlant(Slot);
if (!IsValid(Slot.PlantStaticMesh))
if (!IsValid(Slot.PlantSprite))
{
return;
}
if (!bHasPlant)
if (!SlotHasLivingPlant(Slot))
{
// A plant that died or was harvested keeps its mesh, the slot is only emptied when it is cleared for real
Slot.PlantStaticMesh->SetVisibility(false);
Slot.PlantSprite->SetVisibility(false);
return;
}
UStaticMesh* PlantMesh = nullptr;
FVector PlantOffset = FVector::ZeroVector;
FVector PlantScale = FVector::OneVector;
FVector PlantOffset = GetSlotRelativeLocation(SlotCoordinate) + FVector(0.f, 0.f, 75.f);
FVector PlantScale = FVector(5.f);
const int32 StageIndex = ResolveGrowthStageIndex(Slot);
const UItemDataAsset* SeedData = Slot.SlotData.ItemDataAsset;
if (IsValid(SeedData) && SeedData->SeedStages.IsValidIndex(StageIndex))
{
const FSeedStage& Stage = SeedData->SeedStages[StageIndex];
PlantMesh = ResolveSoftObject(Stage.Mesh);
PlantOffset = Stage.MeshOffset;
PlantScale = SanitizeScale(Stage.MeshScale);
PlantScale *= FVector(SeedData->SeedStages[StageIndex].SpriteScale);
PlantOffset += SeedData->SeedStages[StageIndex].Offset;
}
// A seed without stage meshes still has to show up, the fallback keeps the plant visible
if (!PlantMesh)
Slot.PlantSprite->SetRelativeScale3D(PlantScale);
Slot.PlantSprite->SetRelativeLocation(PlantOffset);
if (SeedData->SeedStages[StageIndex].Sprite.IsValid())
{
PlantMesh = ResolveSoftObject(DefaultPlantMesh);
Slot.PlantSprite->SetSprite(SeedData->SeedStages[StageIndex].Sprite.Get());
Slot.PlantSprite->SetVisibility(true);
}
else
{
SeedData->SeedStages[StageIndex].Sprite.LoadAsync(FLoadSoftObjectPathAsyncDelegate::CreateWeakLambda(this, [this, SlotCoordinate](const FSoftObjectPath& Path, UObject* SpriteObj)
{
FSeedBedSeedSlot* Slot = SeedBedSeedSlotsMap.Find(SlotCoordinate);
if (!Slot || !IsValid(Slot->PlantSprite)) return;
Slot.PlantStaticMesh->SetStaticMesh(PlantMesh);
Slot.PlantStaticMesh->SetRelativeLocation(SlotLocation + PlantOffset);
Slot.PlantStaticMesh->SetRelativeScale3D(PlantScale);
Slot.PlantStaticMesh->SetVisibility(PlantMesh != nullptr);
UPaperSprite* Sprite = Cast<UPaperSprite>(SpriteObj);
if (!Sprite) return;
Slot->PlantSprite->SetSprite(Sprite);
}));
}
}
void ASeedBedActor::RefreshSlotVisual(FIntVector2 SlotCoordinate)
{
@@ -654,7 +691,7 @@ void ASeedBedActor::RefreshAllSlotVisuals()
{
for (TPair<FIntVector2, FSeedBedSeedSlot>& SlotPair : SeedBedSeedSlotsMap)
{
ApplySlotVisuals(SlotPair.Key, SlotPair.Value);
RefreshSlotVisual(SlotPair.Key);
}
}

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@@ -7,6 +7,7 @@
#include "ProjectEleri/System/TimeOfDayStruct.h"
#include "SeedBedActor.generated.h"
class UPaperSpriteComponent;
class ATimeOfDayManager;
class UDecalComponent;
class UMaterialInstanceDynamic;
@@ -80,7 +81,7 @@ struct FSeedBedSeedSlot
UMaterialInstanceDynamic* SeedBedDynamicMat = nullptr;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
UStaticMeshComponent* PlantStaticMesh;
UPaperSpriteComponent* PlantSprite;
};
USTRUCT(BlueprintType)
@@ -137,7 +138,7 @@ public:
/** Fallback mesh used when the planted seed has no growth stage set up */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Seed Bed|Setup")
TSoftObjectPtr<UStaticMesh> DefaultPlantMesh;
TSoftObjectPtr<UMaterialInterface> DefaultPlantSpriteMaterial;
/** Dimensions of the grid generated by GenerateSeedBedGrid, X = columns, Y = rows */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Seed Bed|Setup")

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@@ -17,6 +17,7 @@
#include "Components/CapsuleComponent.h"
#include "Components/StatForgeComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "ProjectEleri/Components/EleriFlipbookComponent.h"
#include "ProjectEleri/Items/SeedBedActor.h"
#include "Subsystem/InteractionSubsystem.h"
@@ -38,6 +39,8 @@ AMyCharacter::AMyCharacter()
PrimaryActorTick.bCanEverTick = true;
StatForgeComponent = CreateDefaultSubobject<UStatForgeComponent>(TEXT("StatForgeComponent"));
SpriteComponent = CreateDefaultSubobject<UEleriFlipbookComponent>(TEXT("Sprite Component"));
SpriteComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
}
bool AMyCharacter::IsEditor() const {

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@@ -469,6 +469,26 @@ float ATimeOfDayManager::GetMinutesPassedSoFar() const
(GetYear() * 60.f * 24.f * 28.f * 4.f);
}
FText ATimeOfDayManager::GetFormattedTime() const
{
// AddMinutes() clamps to 0..24 / 0..60 while a step is being applied, so the displayed values are
// clamped here too and a transient "24:60" never reaches the UI.
const int32 DisplayHours = FMath::Clamp(currentHours, 0, 23);
const int32 DisplayMinutes = FMath::Clamp(static_cast<int32>(currentMinutes), 0, 59);
// MinimumIntegralDigits pads single digit values with a leading zero, so "7:5" becomes "07:05".
FNumberFormattingOptions TwoDigitOptions;
TwoDigitOptions.SetUseGrouping(false);
TwoDigitOptions.SetMinimumIntegralDigits(2);
TwoDigitOptions.SetMaximumIntegralDigits(2);
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("Hours"), FText::AsNumber(DisplayHours, &TwoDigitOptions));
Arguments.Add(TEXT("Minutes"), FText::AsNumber(DisplayMinutes, &TwoDigitOptions));
return FText::Format(NSLOCTEXT("TimeOfDayManager", "ClockTimeFormat", "{Hours}:{Minutes}"), Arguments);
}
void ATimeOfDayManager::GetDateMinusDays(int32 days, int32 &daysOut, int32 &monthsOut, int32 &yearsOut)
{
int32 currDays = GetDaysPassed() - days;

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@@ -16,6 +16,7 @@
#include "MyCharacter.generated.h"
class UEleriFlipbookComponent;
class ASeedBedActor;
class USpringArmComponent;
class UStatForgeComponent;
@@ -79,6 +80,9 @@ protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
UStatForgeComponent* StatForgeComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
UEleriFlipbookComponent* SpriteComponent;
UPROPERTY()
TObjectPtr<UCameraComponent> CameraRef;
UPROPERTY()

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@@ -309,6 +309,11 @@ public:
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Time of day")
inline int32 GetYear() const { return currentYear; }
/** Clock time formatted for display. Both fields are always two digits wide, so a clock reading
* 7 hours and 5 minutes is shown as "07:05". */
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Time of day")
FText GetFormattedTime() const;
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Time of day")
inline int32 GetAllDaysPassed() const
{