Iteration on Bazaar UI and gamepad usability

This commit is contained in:
2026-09-02 17:41:25 +02:00
parent 694a8ba792
commit c13ad6c99f
11 changed files with 48 additions and 13 deletions

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@@ -118,6 +118,14 @@
{ {
"Name": "GameplayStateTree", "Name": "GameplayStateTree",
"Enabled": true "Enabled": true
},
{
"Name": "ModelContextProtocol",
"Enabled": true
},
{
"Name": "MCPClientToolset",
"Enabled": true
} }
], ],
"TargetPlatforms": [ "TargetPlatforms": [

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@@ -3,6 +3,8 @@
#include "BazarSellingStand.h" #include "BazarSellingStand.h"
#include "ProjectEleri/Data/BazarSettingsDataAsset.h"
void ABazarSellingStand::BeginPlay() void ABazarSellingStand::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
@@ -12,3 +14,19 @@ void ABazarSellingStand::BeginPlay()
})); }));
} }
bool ABazarSellingStand::FindBazaarUpgrade(const FGameplayTag& Tag, FBazaarUpgradeData& OutUpgrade)
{
if (!BazarSettingsDataAsset.IsValid()) return false;
for (const FBazaarUpgradeData& Upgrade : BazarSettingsDataAsset->UpgradeArray)
{
if (Tag == Upgrade.UpgradeTag)
{
OutUpgrade = Upgrade;
return true;
}
}
return false;
}

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@@ -6,6 +6,7 @@
#include "ProjectEleri/GameObjects/EleriBaseActor.h" #include "ProjectEleri/GameObjects/EleriBaseActor.h"
#include "BazarSellingStand.generated.h" #include "BazarSellingStand.generated.h"
struct FBazaarUpgradeData;
class UBazarSettingsDataAsset; class UBazarSettingsDataAsset;
/** /**
@@ -22,5 +23,10 @@ public:
protected: protected:
virtual void BeginPlay() override; virtual void BeginPlay() override;
public:
UFUNCTION(BlueprintPure, Category = "Bazaar")
bool FindBazaarUpgrade(const FGameplayTag& Tag, FBazaarUpgradeData& OutUpgrade);
}; };

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@@ -29,7 +29,7 @@ float UBazarSettingsDataAsset::GetUpgradeBenefitAmount(const FGameplayTag& Tag,
{ {
if (!Tag.IsValid() || Level > 10 || Level < 0) return 0.f; if (!Tag.IsValid() || Level > 10 || Level < 0) return 0.f;
for (auto Upgrade : UpgradeArray) for (const FBazaarUpgradeData& Upgrade : UpgradeArray)
{ {
if (Tag == Upgrade.UpgradeTag) if (Tag == Upgrade.UpgradeTag)
{ {