added session loss sequence, added energy and stamina to HUD, added home location trigger

This commit is contained in:
2026-06-04 18:59:04 +03:00
parent f2fcd42edf
commit 034694695a
26 changed files with 404 additions and 24 deletions
@@ -110,6 +110,21 @@ FText UCommissionObjective::GetDescription() const
return FText::GetEmpty();
}
FText UCommissionObjective::GetConstraintsDescription() const
{
TArray<FString> Parts;
for (const UCommissionConstraint* Constraint : Constraints)
{
if (!Constraint)
continue;
const FString Text = Constraint->GetDescription().ToString();
if (!Text.IsEmpty())
Parts.Add(Text);
}
return FText::FromString(FString::Join(Parts, TEXT(", ")));
}
float UCommissionObjective::GetProgress() const
{
if (bSatisfied)
@@ -39,6 +39,11 @@ public:
UFUNCTION(BlueprintPure)
virtual float GetProgress() const;
// Combined "while Y" text for every attached constraint (e.g. "while at Beach, during Night"),
// or empty when the objective is unconstrained. For UI to show alongside GetDescription().
UFUNCTION(BlueprintPure)
FText GetConstraintsDescription() const;
protected:
UPROPERTY()
ANakedDesireCharacter* Player = nullptr;