Add basic Player HUD
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Content/Player/DefaultGamemode.uasset (Stored with Git LFS)
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Content/Player/DefaultGamemode.uasset (Stored with Git LFS)
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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
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Content/Player/PlayerCharacter.uasset (Stored with Git LFS)
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@ -8,7 +8,7 @@ public class Nakatomi : ModuleRules
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{
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "FieldSystemEngine", "GeometryCollectionEngine" });
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PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "FieldSystemEngine", "GeometryCollectionEngine", "UMG" });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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PrivateDependencyModuleNames.AddRange(new string[] { });
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@ -63,6 +63,15 @@ void APlayerCharacter::BeginPlay()
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this->Tags.Add(FName("Player"));
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this->Tags.Add(FName("Player"));
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}
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}
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if (PlayerHUD)
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{
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currentPlayerHUD = UUserWidget::CreateWidgetInstance(*GetWorld(), PlayerHUD, FName("PLayer HUD"));
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if (currentPlayerHUD)
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{
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currentPlayerHUD->AddToViewport();
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}
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}
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}
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}
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// Called every frame
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// Called every frame
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@ -469,3 +478,23 @@ void APlayerCharacter::ClearAllTimers()
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GetWorldTimerManager().ClearTimer(FireTimerHandle);
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GetWorldTimerManager().ClearTimer(FireTimerHandle);
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GetWorldTimerManager().ClearTimer(CooldownTimerHandle);
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GetWorldTimerManager().ClearTimer(CooldownTimerHandle);
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}
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}
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int APlayerCharacter::GetCurrentAmmoCount()
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{
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if (CurrentWeapon == nullptr)
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{
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return -1;
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}
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return CurrentWeapon->GetAmmoCount();
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}
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float APlayerCharacter::GetCurrentHealthCount()
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{
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if (!GetHealthComponent())
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{
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return -1;
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}
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return GetHealthComponent()->GetCurrentHealth();
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}
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@ -11,6 +11,7 @@
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#include "Weapon.h"
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#include "Weapon.h"
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#include "Engine/EngineTypes.h"
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#include "Engine/EngineTypes.h"
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#include "Engine/DamageEvents.h"
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#include "Engine/DamageEvents.h"
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#include "Blueprint/UserWidget.h"
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#include "PlayerCharacter.generated.h"
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#include "PlayerCharacter.generated.h"
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class UInputAction;
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class UInputAction;
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@ -59,6 +60,9 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UInputAction* WeaponSwitchingAction;
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UInputAction* WeaponSwitchingAction;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> PlayerHUD;
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protected:
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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@ -85,6 +89,8 @@ private:
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bool IsFiring = false;
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bool IsFiring = false;
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class UUserWidget* currentPlayerHUD;
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public:
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public:
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// Sets default values for this character's properties
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// Sets default values for this character's properties
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APlayerCharacter();
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APlayerCharacter();
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@ -147,4 +153,10 @@ public:
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void WeaponCooldownHandler();
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void WeaponCooldownHandler();
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void ClearAllTimers();
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void ClearAllTimers();
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UFUNCTION(BlueprintCallable)
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int GetCurrentAmmoCount();
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UFUNCTION(BlueprintCallable)
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float GetCurrentHealthCount();
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};
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};
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