Skill Acquire - Notify Bindings #5

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Transcript

Welcome back everyone. In this video we are going to finish off all of our bindings here inside of our w BP skill acquired Widget Blueprint. If you don't remember how to get back into this asset jump back to your main level editor here we are content Metroidvania widgets, there's your W BP skill acquired. Let's finish this guy off. So the last couple things that we need to bind are either showing or hiding this attributes overlay because not everything is going to cost man our double jump in our back dash are not going to cost any manner whereas our white and black magic skills were our I should say not worth they are. Then we also need to bind our mana cost here to some variables as well.

So let's do this attributes overlay. First we want to either show or hide this entire overlay depending on which type of screen It is. So make sure you got that guy selected. And then over in the right hand side, we're going to find this section called behavior. And then right here it says visibility. This is where we want to create a binding.

So go ahead and select this create a binding. Again, it's gonna jump you over to the Graph tab, we're going to create some separation here. gonna left click, or hold down alt and left click to break that break that wire. And I'm going to rename this function right away to show attributes overlay. Now, I'm actually going to duplicate this return node right away because we're either going to show or hide it's currently this one that we have says it's visible. So I'm going to hit Ctrl C right here to copy it Ctrl V to paste it, and I'm gonna position in like so.

Our return value for this top one, I want to be visible, but for this bottom one, I'm going to say hidden. And you'll see all this come together Just a moment. Now, because I just copied and pasted this No, that means I need to go into one of these other functions and copy and paste all these other nodes that I want from our player. So left click drag out a marquee selection, to grab all these nodes from any other of your function nodes over here, do Ctrl C to copy, jump back into your show attributes overlay function, we're going to Ctrl V to paste like so moving them into position, hooking up this execution wire and but now before we plug in this execution wire, drag out of your cast to BP player and we want to bring in a branch node and we're going to plug our true in To the visible.

And we're going to plug the false into the hidden and you'll see why here in just a moment, we still need to give this a condition. Let's select our select node, then right click on it and break all the links. And just like we did before, let's then make sure that our skill acquired is plugged into the index. And now we got to plug in all of our data into this select node. Now the thing that we're looking for in this one, is if we break open our skill data here a little bit more, we had a boolean variable called Magic skill. And that is wonder that's asking the question, Hey, is this particular skill that we've acquired?

Is that a magic skill? If it is magic skill, then we do want to display that attributes overlay, if it's not a magic skill, we do not want to show it. And remember this magic skill right here. It came from this struct skill data right there that we created. way earlier in the course. So jumping back to our w VP skill acquired.

So for our double jump, magic skill question mark, I'm going to plug this in like so. Same thing with our back dash. Those are not magic skills. So that is going to evaluate to false, in which case it is going to hide our attributes overlay, we might as well plug this in right away. Okay, so if you remember our double jump data, just jumping back to our BP players, so you can see all these working parts are double jump data. It is of that variable type.

Here we have Is it a magic skill? No, it is not. That is not checked. So here in our w BP skill acquired, we're binding that so saying our double jump data isn't a magic skill. It's going to be better Wait is false for this particular data, so it will hide that attributes overlay. Okay, or fireball, that is going to be a magic skill.

So that one is going to show make visible or attributes overlay, electro spark get that all hooked in. The rest of these are all going to show that attributes overlay because that magic skill checkbox for each of those skill data variables is going to be true magic skill like so. Okay, so that's looking pretty good. Gonna Compile and Save that right away. One more binding to go before we call this one a wrap. Let's jump on back over to our Designer tab.

And we need to create a binding for this man a cost value this 99 value right here. This is known as the man A value widget over here in our hierarchy. So come over in the Details panel, right next to where it says text 99 and create a binding. And we're going to call this binding, I'm going to come over to the My Blueprint panel hit f2. Let's just simply call it get manna coffee cost, create some space between the two of these, then I'm going to hold down the Alt key left click to break that wire. Now this one is going to be a little bit different from the rest of the functions here.

Because all the rest of the functions that we created, we drag out of our, our player, our BP player, and we were grabbing our data structure that resided in our player. This time around we're going to grab inside of our BP player and grab out the attributes, variables that reside inside of our player. We'll see that in just a moment here. So let's do this. Let's right click, let's get player character. Gonna Drag off the Return Value we will cast to BP player hooking in this execution wire.

Now, out of our SBP player, let's drag out a wire and what you're going to be looking for if you do a search for attributes, you're going to see we've got things like get fireball attributes, lens attributes, etc. That's what we're looking for. And we want to get our fireball attributes here. And we want to drag off of here and we want to search for attributes once again. I also want to get my electro spark attributes and dragging off again, let's look for lens attributes. Drag off again, missed attributes and just to drive home this point, if I jump over to my BP player, and I look over in the variable section.

Let's come under our magic black fireball category. Remember, for all of our previous bindings, we were grabbing inside of our fireball data here to grab things like our icon and our skill image, etc. For this one, we want to grab our fireball attributes, which is based upon our variable type of our struct magic attributes that we created earlier. Remember, this struct that we created earlier was containing information like the name this icon right here, man, a cos we, which is what we're concerned about here, as well as things like damage and damage type. So we need to go inside of our firewall attributes to extract our manage costs that we're storing. I don't really care right now about our dummy attributes for things like bloodlust, and arctic blast, which we're not actually going to hook up in our game but we We'll have them present and accounted for on our black and white magic selection screens.

Anyways, jumping back to our web p skill acquired. Now that we've got our attributes for the fireball electro spark lens and missed one more thing we need to grab out of our BP player is skill acquired this enough get skill acquired because we still need to then drag off of that and bring in a select node like we've been doing. Okay, so out of these attributes structs these this struct for the fireball attributes, we want to break this so Drag off of here and say break struct magic attributes so we can extract the goodness inside of it. And if I click this little drop down arrow, there is our man ACOs. So fireball attributes man Acosta, I want to plug this into fireball. I don't care about double jump.

Backed dash because there's going to be no cost associated with using those skills that I can collapse this back up, I'm gonna hit Ctrl C Ctrl V to paste that our electric Spark, plug the man of cost into there, I'm going to hit Ctrl V once again, let's get the manage costs associated with our lens. Control V. Once again, let's get the man a cost associated with our missed ability, which That one's going to be really cool. When we hook that guy up and collapse this, I'll just double click on this wire right here to create a reroute node and then don't forget to hook in this execution wire into the return node and then the return value out of the Select node into our return node our return input rather here it'll bring in a country Version mode to convert that floats to text. And now, let's Compile and Save this once again, I will hit play.

Of course, our HUD is going to overlap this temporary showing of our skill acquired screen here. But you can see over on the left hand side is showing that our fireball Matic cost is five. So very good. We've got our image updated and bound to variables, we've got description, the title, these icons right here, pay no attention to the HUD that is not going to overlap this in time that we'll do it all for this one. We've got all of our various widgets here bound to variables in the next video or videos I should say we're going to be working on creating some animations for the screen. We'll see you there

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